GameSpeedInfo

gavagai

Chieftain
Joined
Feb 22, 2005
Messages
23
I am about to change a bit in the game speed and I really don't know what every of these lines do. Can any one help me clarify the functions?

<iGrowthPercent>100</iGrowthPercent>
The growth rate of cities.

<iTrainPercent>100</iTrainPercent>
How fast to train troops?

<iConstructPercent>100</iConstructPercent>
How fast to construct buildings?

<iCreatePercent>100</iCreatePercent>
?

<iResearchPercent>100</iResearchPercent>
How fast to research.

<iBuildPercent>100</iBuildPercent>
Buildings again?

<iImprovementPercent>100</iImprovementPercent>
How fast workers work?

<iGreatPeoplePercent>100</iGreatPeoplePercent>
How fast great people grow.

<iCulturePercent>100</iCulturePercent>
How fast culture spread.

<iAnarchyPercent>100</iAnarchyPercent>
How long anarchy lasts.


<iBarbPercent>100</iBarbPercent>
?

<iFeatureProductionPercent>100</iFeatureProductionPercent>
?

<iUnitDiscoverPercent>100</iUnitDiscoverPercent>
?

<iUnitHurryPercent>100</iUnitHurryPercent>
?

<iUnitTradePercent>100</iUnitTradePercent>
?

<iUnitGreatWorkPercent>100</iUnitGreatWorkPercent>
?

<iGoldenAgePercent>100</iGoldenAgePercent>
How long a golden age lasts.

<iHurryPercent>100</iHurryPercent>
?

<iHurryConscriptAngerPercent>100</iHurryConscriptAngerPercent>
How long citizens are angry after a draft.

<iInflationPercent>30</iInflationPercent>
How fast inflation increases?

<iInflationOffset>-90</iInflationOffset>
When inflation starts?

<iVictoryDelayPercent>100</iVictoryDelayPercent>
Changes some victory condition?


<GameTurnInfos>
<GameTurnInfo>
<iMonthIncrement>480</iMonthIncrement>
<iTurnsPerIncrement>75</iTurnsPerIncrement>
</GameTurnInfo>

I guess this controls how fast the game proceeds per turn.
 
Seems to me you are correct on most of them. The rest are my best memory/guess for the time being.

<iCreatePercent>100</iCreatePercent>
Most likely this is for Projects (Space Shuttle Parts) since that wasn't covered yet

<iBuildPercent>100</iBuildPercent>
Worker Build Speed

<iImprovementPercent>100</iImprovementPercent>
How fast Improvements Upgrade

<iBarbPercent>100</iBarbPercent>
Modifies how many Barbarians can be in the world. Or how likely they are to spawn if there are not enough of them.

<iFeatureProductionPercent>100</iFeatureProductionPercent>
Modifies feature spread rate (a forest grows)

<iUnitDiscoverPercent>100</iUnitDiscoverPercent>
Boost for "Lightbulbing"

<iUnitHurryPercent>100</iUnitHurryPercent>
Boost for Great Engineer Rushing Buildings

<iUnitTradePercent>100</iUnitTradePercent>
Boost for Great Merchant Trade Missions

<iUnitGreatWorkPercent>100</iUnitGreatWorkPercent>
Boost for Great Artist Culture Bomb

<iHurryPercent>100</iHurryPercent>
Extra Cost for Gold Rush/Population Whipping

<iInflationPercent>30</iInflationPercent>
Inflation Growth Rate

<iInflationOffset>-90</iInflationOffset>
Initial Inflation Rate

<iVictoryDelayPercent>100</iVictoryDelayPercent>
Time from Space Shuttle Launch till Victory activates

<iMonthIncrement>480</iMonthIncrement>
How much shorter the time in Years will be periodically (Start of game, 100s of years per turn. End of game, 1 turn = 1 year. This is how quickly you move from the one to the other)

<iTurnsPerIncrement>75</iTurnsPerIncrement>
How many Game Turns till the Time per Turn changes according to the Month Increment.








As stated: Some of these are blatant guesswork. But they should all be pretty testable to see if I am right by putting in a HUGE value and watching what I said should change when you load a game. Quite a few of them I am very certain on.
 
Seems plausible every suggestion, thank you very much, xienwolf. I am now enlightened.
 
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