Questdog
Prince
I play a hybrid of Marathon and Epic, with Marathon research times and Epic building time. Let's you stay in an era for quite a while and not feel like your playing the game in slow motion.
I play a hybrid of Marathon and Epic, with Marathon research times and Epic building time. Let's you stay in an era for quite a while and not feel like your playing the game in slow motion.
Mind sharing how you do that? Like a great combo... At least a good transition between the two
<Row>
<ID>0</ID>
<Type>GAMESPEED_MARATHON</Type>
<Description>TXT_KEY_GAMESPEED_MARATHON</Description>
<Help>TXT_KEY_GAMESPEED_MARATHON_HELP</Help>
<DealDuration>50</DealDuration>
<GrowthPercent>150</GrowthPercent>
<TrainPercent>150</TrainPercent>
<ConstructPercent>150</ConstructPercent>
<CreatePercent>150</CreatePercent>
<ResearchPercent>350</ResearchPercent>
<GoldPercent>150</GoldPercent>
<GoldGiftMod>75</GoldGiftMod>
<BuildPercent>150</BuildPercent>
<ImprovementPercent>150</ImprovementPercent>
<GreatPeoplePercent>150</GreatPeoplePercent>
<CulturePercent>150</CulturePercent>
<BarbPercent>150</BarbPercent>
<FeatureProductionPercent>150</FeatureProductionPercent>
<UnitDiscoverPercent>150</UnitDiscoverPercent>
<UnitHurryPercent>250</UnitHurryPercent>
<UnitTradePercent>150</UnitTradePercent>
<GoldenAgePercent>125</GoldenAgePercent>
<HurryPercent>250</HurryPercent>
<InflationPercent>10</InflationPercent>
<InflationOffset>-270</InflationOffset>
<VictoryDelayPercent>150</VictoryDelayPercent>
<IconAtlas>GAMESPEED_ATLAS</IconAtlas>
<PortraitIndex>0</PortraitIndex>
</Row>
<GameSpeeds>
<Update>
<Where Type="GAMESPEED_MARATHON" />
<Set TrainPercent="250"
UnitHurryPercent="250" />
</Update>
Is there a way to make political relations more stable? Arabia went from being friendly and giving me 9 gold for lux resource per turn to war in the next turn. I didn't do anything to provoke it. Can actions of other nations (denouncing, etc.) sway relation as much? Seems a bit too much.![]()
This chart seems to support my point. 6 full trees (36 picks) are dramatically more expensive to reach than 30 picks are in vanilla. In fact, they're more expensive to reach than 36 picks are in vanilla. So you have made a cultural victory harder to achieve.@Ahriman
Check out this chart: link
Than it is in what?A Cultural Victory needs to be harder to achieve than it is.
It currently takes 6 full policy trees in this mod (5 in vanilla). That is impossible for a large empire, and takes a very long time for a small empire.
I have no problem with it being achieved earlier than a science victory... There is no way that a 3-city empire is going to be as powerful as one that is slightly larger, so it has to have some advantage to this playstyle.
I would say a small empire is up to 4 cities.
I would say a medium empire is maybe ~5-8 empires. I would say 9+ cities is a large empire.
But it depends on mapsize, and those are just very approximate interpretations.
I think 6 full trees is too many; if its kept at 6 trees, maybe the marginal culture cost of new policies could be constant after 25-30 picks or so, rather than continuing to increase.
The increase in culture is pretty small relative to the total cost increase.Remember that Thal also increased culture production (see museum for example) so even though it costs more culture to fill out 6 trees, the overall ease should be about the same.
This is the same as vanilla.If you're going for a cultural win, you should probably fill out the left side of freedom as soon as possible
Look at the chart again. The chart is CUMULATIVE culture costs, not marginal policy costs. At 36 policies, the under the mod it costs 25% more than it takes to get 36 policies in vanilla - and in vanilla only 30 policies are required for a cultural victory.@Ahriman: Look at the chart again - the baseline is the 100% line and the vast amount of policies are below 75% of vanilla costs!
Look at the chart again. The chart is CUMULATIVE culture costs, not marginal policy costs.