How do I stop Tech research?

Gdawg007

Chieftain
Joined
Nov 15, 2005
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2
Or at least slow it to the point that I can make a scenario that won't advance technologically but I can still get a high number of turns out of it? Can I simply change the calendar speed to one turn being one week, or did I need to edit the research speed as well? I'm trying to create a medieval scenario and I don't want civs to get to the point where they are researching flight, or something silly like that. Thanks.
 
Gdawg007 said:
Or at least slow it to the point that I can make a scenario that won't advance technologically but I can still get a high number of turns out of it? Can I simply change the calendar speed to one turn being one week, or did I need to edit the research speed as well? I'm trying to create a medieval scenario and I don't want civs to get to the point where they are researching flight, or something silly like that. Thanks.

I would just increase the tech cost.

Just changing the calender would not work. It would still take 5 - 10 Turns for your next discovery, so if you just change the calender, you have suddenly pased the tech tree after just a few month in the game :crazyeye:

Just look in the thread modding the aspect of gamespeed.

in the folder

C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Assets\XML\GameInfo

you find this file

<GameSpeedInfo>
<Type>GAMESPEED_NORMAL</Type>
<Description>TXT_KEY_GAMESPEED_NORMAL</Description>
<Help>TXT_KEY_GAMESPEED_NORMAL_HELP</Help>
<iGrowthPercent>100</iGrowthPercent>
<iTrainPercent>100</iTrainPercent>
<iConstructPercent>100</iConstructPercent>
<iCreatePercent>100</iCreatePercent>
<iResearchPercent>200</iResearchPercent>
<iBuildPercent>100</iBuildPercent>
<iImprovementPercent>50</iImprovementPercent>
<iGreatPeoplePercent>100</iGreatPeoplePercent>
<iCulturePercent>100</iCulturePercent>

...

and if you increase the researchpercent, the research should become slower
 
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