Game Speed, Calendar and Month Increment

Shqype

Shqyptar
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Trying to set up the calendar for a mod, in CIV4GameSpeedInfo.xml each game speed has a set of "GameTurnInfos" which can be used to adjust how many years the game progresses with each turn.

When the default calender is used, you use different GameTurnInfo sets to change the time progression with each turn.

The default normal speed looks like this:
Code:
<GameTurnInfos>
				<GameTurnInfo>
					<iMonthIncrement>480</iMonthIncrement>
					<iTurnsPerIncrement>75</iTurnsPerIncrement>
				</GameTurnInfo>
				<GameTurnInfo>
					<iMonthIncrement>300</iMonthIncrement>
					<iTurnsPerIncrement>60</iTurnsPerIncrement>
				</GameTurnInfo>
				<GameTurnInfo>
					<iMonthIncrement>240</iMonthIncrement>
					<iTurnsPerIncrement>25</iTurnsPerIncrement>
				</GameTurnInfo>
				<GameTurnInfo>
					<iMonthIncrement>120</iMonthIncrement>
					<iTurnsPerIncrement>50</iTurnsPerIncrement>
				</GameTurnInfo>
				<GameTurnInfo>
					<iMonthIncrement>60</iMonthIncrement>
					<iTurnsPerIncrement>60</iTurnsPerIncrement>
				</GameTurnInfo>
				<GameTurnInfo>
					<iMonthIncrement>24</iMonthIncrement>
					<iTurnsPerIncrement>50</iTurnsPerIncrement>
				</GameTurnInfo>
				<GameTurnInfo>
					<iMonthIncrement>12</iMonthIncrement>
					<iTurnsPerIncrement>120</iTurnsPerIncrement>
				</GameTurnInfo>
				<GameTurnInfo>
					<iMonthIncrement>6</iMonthIncrement>
					<iTurnsPerIncrement>60</iTurnsPerIncrement>
				</GameTurnInfo>
			</GameTurnInfos>
This means for the first 75 turns, the game will progress (480/12) or 40 years per turn. For the next 60 years, the game will progress (300/12) or 25 years each turn, and so on.

For the game to progress 1 year every turn, you would set the <iMonthIncrement> tag to 12, because 12/12 = 1 turn.

Unforuntately, if you set it to anything less than twelve, it still takes up one turn. An <iMonthIncrement> of 6 or 3 still progresses 1 year, although you'd think it would progress 1/2 year, or 1/4 year, respectively.

My question is this: what is the purpose of having an <iMonthIncrement> of 6 if it still progresses like a value of 12 anyway (1 year)? Is there any way I can get the game to progress half a year?

And is it possible to mix up the calendars such that the first 100 turns might progress 1 year each turn, then the calendar would switch to seasons for the next 100 turns, then it would switch to months for the next 100 turns? Whenever you change the calendar type from Calendar_Default in the GlobalDefines.xml, it makes it so that whatever was set in the CIV4GameSpeedInfo.xml is null and void, as they appear to only apply to years and not months, seasons, or weeks.
 
Bump.......
 
As you see in the last block, the increment is set to 6 month, and the game is actually progressing one year per two turns somewhere past 2000 AD (not sure the exact year...) 2020 AD i guess from the xml...

No idea why it doea not work for you
 
If you change the MonthIncrement such that the first 75 turns progress at a rate of 6 (instead of 480) you will probably notice the same thing that I have: each turn is a new year.

And my question is this, after 2020 AD or whenever it is, you say the game progresses one year per two turns; how does the game show this? Will it list the same year for both turns? Or what?

Thanks for your reply, by the way.
 
It says Year and Month. I think its Juny and Decemeber - i dont have a save from that late right now...

Maybe for some reason it does not work the BC's ? Or only possible with the last "increment" Block... Those are just random thoughts - but something must make it work in the end, while it does not in the beginning of the game... And is it's different on different gamespeed... Can not be hardcoded...

[Edit] Not have a Savegame, but looked up in one of the Hall of Fame replays... It's January and July, starting with 2020 AD on Normal speed.
Spoiler :
dateqf1.jpg


Also looked into XML for Marathon. It has 6, 3 and 1 month increments, so i assume the Month names are dfined somewhere - never played Marathon myself. So "Only the last block"-theory is out. what's left is not in BC's... Have you tried to change start year to AD (make it positive)
Spoiler :
Code:
			<GameTurnInfos>
				<GameTurnInfo>
					<iMonthIncrement>180</iMonthIncrement>
					<iTurnsPerIncrement>100</iTurnsPerIncrement>
				</GameTurnInfo>
				<GameTurnInfo>
					<iMonthIncrement>120</iMonthIncrement>
					<iTurnsPerIncrement>300</iTurnsPerIncrement>
				</GameTurnInfo>
				<GameTurnInfo>
					<iMonthIncrement>60</iMonthIncrement>
					<iTurnsPerIncrement>170</iTurnsPerIncrement>
				</GameTurnInfo>
				<GameTurnInfo>
					<iMonthIncrement>24</iMonthIncrement>
					<iTurnsPerIncrement>201</iTurnsPerIncrement>
				</GameTurnInfo>
				<GameTurnInfo>
					<iMonthIncrement>12</iMonthIncrement>
					[COLOR="DarkRed"]<iTurnsPerIncrement>129</iTurnsPerIncrement>
				</GameTurnInfo>
				<GameTurnInfo>
					<iMonthIncrement>6</iMonthIncrement>
					<iTurnsPerIncrement>180</iTurnsPerIncrement>
				</GameTurnInfo>
				<GameTurnInfo>
					<iMonthIncrement>3</iMonthIncrement>
					<iTurnsPerIncrement>264</iTurnsPerIncrement>
				</GameTurnInfo>
				<GameTurnInfo>
					<iMonthIncrement>1</iMonthIncrement>
					<iTurnsPerIncrement>156</iTurnsPerIncrement>[/COLOR]
				</GameTurnInfo>
			</GameTurnInfos>
 
Thanks for your help in resolving this matter.

The month increments DO work, as long as the calendar is set to default. Looks like when I tried I had set it to something else (yearly), and that's why it wasn't working.

Thanks Refar.
 
Trying to set up the calendar for a mod,

And is it possible to mix up the calendars such that the first 100 turns might progress 1 year each turn, then the calendar would switch to seasons for the next 100 turns, then it would switch to months for the next 100 turns? Whenever you change the calendar type from Calendar_Default in the GlobalDefines.xml, it makes it so that whatever was set in the CIV4GameSpeedInfo.xml is null and void, as they appear to only apply to years and not months, seasons, or weeks.

Does anyone know if there is a solution for this?
For example: Let's say I have a mod that is going to advance by month... but let's say that I want the Winter months to be: 1 month = 1 turn, while the summer months are 1 week = 1 turn...

This would reflect the increased activities during the spring, summer, and autumn months. I can currently have turns go 1 month/turn or 1 week/turn, but is there anyway to mix... ??

thanks,

-Zen Blade
 
Would (a lot of) alternating entries do the job? So 6 1-month turns during summer plus 3 2-month turns during winter would look like this (repeat for each year :p):
Code:
<GameTurnInfo>
	<iMonthIncrement>1</iMonthIncrement>
	<iTurnsPerIncrement>6</iTurnsPerIncrement>
</GameTurnInfo>
<GameTurnInfo>
	<iMonthIncrement>2</iMonthIncrement>
	<iTurnsPerIncrement>3</iTurnsPerIncrement>
</GameTurnInfo>
<GameTurnInfo>
	<iMonthIncrement>1</iMonthIncrement>
	<iTurnsPerIncrement>6</iTurnsPerIncrement>
</GameTurnInfo>
<GameTurnInfo>
	<iMonthIncrement>2</iMonthIncrement>
	<iTurnsPerIncrement>3</iTurnsPerIncrement>
</GameTurnInfo>
 
I was thinking about something like that, but to save myself the unlimited entries, I was thinking about going by weeks.

But, when you set the calendar to weeks, it auto defaults to 1 week/turn.

But yes, ideally, something like 1 week/turn during 6 months, and 2 or 4 weeks/turn for 6 more months. Also, this is a "historical" mod, so... 1 month/turn is about as long a time per turn that I am willing to go.

24 turns (6 months),
12 turns (6 months),
24 turns,
12 turns, repeat...

-Zen Blade
 
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