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Game Speed Modding

Tynendir

Chieftain
Joined
Jul 4, 2016
Messages
7
Hi everyone,

I've played with CPP for a while and I simply love it. Much better than the original game. However I have some questions concerning modding and modding CPP.
I like to play extremely long game with insane research costs while buildings are only moderatly long to build and units quite cheap and fast to produce. In vanilla it's fairly easy to mod as I just have to tweak some setting in the GameSpeed.xml file and it works like a charm. In CPP however I cannot find for the life of me where I can tweak those settings.
I did try to change the GameSpeed.xml in Vanilla, Expansion 1 and 2 and in the Override of CPP but to no avail.

Here's the settings as I intend to play:
Spoiler :
<Row>
<ID>0</ID>
<Type>GAMESPEED_MARATHON</Type>
<Description>TXT_KEY_GAMESPEED_MARATHON</Description>
<Help>TXT_KEY_GAMESPEED_MARATHON_HELP</Help>
<DealDuration>30</DealDuration>
<GrowthPercent>100</GrowthPercent>
<TrainPercent>50</TrainPercent>
<ConstructPercent>100</ConstructPercent>
<CreatePercent>100</CreatePercent>
<ResearchPercent>600</ResearchPercent>
<GoldPercent>100</GoldPercent>
<GoldGiftMod>67</GoldGiftMod>
<BuildPercent>100</BuildPercent>
<ImprovementPercent>100</ImprovementPercent>
<GreatPeoplePercent>100</GreatPeoplePercent>
<CulturePercent>100</CulturePercent>
<FaithPercent>100</FaithPercent>
<BarbPercent>200</BarbPercent>
<FeatureProductionPercent>300</FeatureProductionPercent>
<UnitDiscoverPercent>100</UnitDiscoverPercent>
<UnitHurryPercent>100</UnitHurryPercent>
<UnitTradePercent>100</UnitTradePercent>
<GoldenAgePercent>400</GoldenAgePercent>
<HurryPercent>100</HurryPercent>
<InflationPercent>10</InflationPercent>
<InflationOffset>-270</InflationOffset>
<ReligiousPressureAdjacentCity>20</ReligiousPressureAdjacentCity>
<VictoryDelayPercent>300</VictoryDelayPercent>
<MinorCivElectionFreqMod>200</MinorCivElectionFreqMod>
<OpinionDurationPercent>100</OpinionDurationPercent>
<SpyRatePercent>100</SpyRatePercent>
<PeaceDealDuration>30</PeaceDealDuration>
<RelationshipDuration>150</RelationshipDuration>
<LeaguePercent>300</LeaguePercent>
<IconAtlas>GAMESPEED_ATLAS</IconAtlas>
<PortraitIndex>0</PortraitIndex>
</Row>


Is there any easy way to do that?

Thanks for the help,

Tynendir.
 
Hey,

I don't know about all the settings in this XML, but you can change the tech cost of each column of the tech tree easily. I posted how I did it in the second post of this thread : http://forums.civfanatics.com/showthread.php?t=563493

However, it doesn't change the rate at which you acquire social policies, so if you multiply each cost by 6, you may finish a renaissance social tree while in the medieval era :/
You can find the policies cost in this file : MODS\(2) Community Balance Patch\Balance Changes\CoreDefines.sql near line 30.

Don't forget that you'll have to re-apply changes when you update your mod version.
 
Doesn't work for some reasons. I changed the tech chosts to be x5 and I cannot see any change in game.
 
CBP moved this dial.

It is now in (2)community balance overhaul/balance changes/tech/techcostchanges.sql

Changing xml won't do anything, because this sql file will go in behind you and change it.

I think the default tech multiplier for Marathon is 325 in CBP. Changing that number to 600 will do what you want.
 
CBP moved this dial.

It is now in (2)community balance overhaul/balance changes/tech/techcostchanges.sql

Changing xml won't do anything, because this sql file will go in behind you and change it.

I think the default tech multiplier for Marathon is 325 in CBP. Changing that number to 600 will do what you want.


That's what I changed thanks to tompliss' advice but it didn't work. Using the mod that is provided in the link sent by tompliss did work though and that without going through Civ5 modding game (still using DLL yeah!).

If you are curious to what I changed and if you can explain why it didn't work:

Code:
-- Change Tech Costs (from CEP):

UPDATE Technologies SET Cost =     150 WHERE GridX =  1; --35
UPDATE Technologies SET Cost =     300 WHERE GridX =  2; --55
UPDATE Technologies SET Cost =    600 WHERE GridX =  3; --105
UPDATE Technologies SET Cost =    1000 WHERE GridX =  4; --175
UPDATE Technologies SET Cost =    1500 WHERE GridX =  5; --275
UPDATE Technologies SET Cost =    2500 WHERE GridX =  6; --485
UPDATE Technologies SET Cost =   5000 WHERE GridX =  7; --780
UPDATE Technologies SET Cost =   7500 WHERE GridX =  8; --1150
UPDATE Technologies SET Cost =   10000 WHERE GridX =  9; --1600
UPDATE Technologies SET Cost =   15000 WHERE GridX = 10; --2350
UPDATE Technologies SET Cost =   21250 WHERE GridX = 11; --3100
UPDATE Technologies SET Cost =   27750 WHERE GridX = 12; --4100
UPDATE Technologies SET Cost =   37500 WHERE GridX = 13; --5100
UPDATE Technologies SET Cost =   47500 WHERE GridX = 14; --6400
UPDATE Technologies SET Cost =  67500 WHERE GridX = 15; --7700
UPDATE Technologies SET Cost =  13500 WHERE GridX = 16; --8800
UPDATE Technologies SET Cost =  75500 WHERE GridX = 17; --9500
UPDATE Technologies SET Cost =  87500 WHERE GridX = 18; --NEW!


-- Speed Change
UPDATE GameSpeeds SET ResearchPercent = 325 WHERE Type = 'GAMESPEED_MARATHON';
UPDATE GameSpeeds SET ResearchPercent = 2225 WHERE Type = 'GAMESPEED_EPIC';
 
Zeta released a mod a few months back that has epic speed research costs and standard speed production. Culture costs are also changed I think, but not sure if it's exactly at epic speed or not. If nothing else, you could look at the code from that and make the necessary changes.
 
Zeta released a mod a few months back that has epic speed research costs and standard speed production. Culture costs are also changed I think, but not sure if it's exactly at epic speed or not. If nothing else, you could look at the code from that and make the necessary changes.

Could you provide a link please?
 
If you download this mod, you'll see a template for what to do. And I tried it out recently, I know at least the Unit Production part works (and I don't see why the rest wouldn't). Nothing as drastic as you, but I would like to lower unit prod to fight more wars of attrition instead of just defeating the initial wave or two. It certainly has gotten harder to defeat those initial waves, but even on Emperor and Immortal, I'd like the AI to be able to produce reserves faster. And Deity is too much for me for other reasons.

Now one other thing, if you're really gonna do 600 science and 50 for units, you're probably gonna need an extra source of early gold. I know you'll get markets and city connections up faster, but I highly doubt that'll be enough. The easiest solution is moving the Wealth process up, but to me it feels unfun essentially being mandated to work a process. Idk. Maybe you already have a better solution in mind.

(I realize this is two weeks late, hopefully you'll come back around!)
 
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