riddleofsteel
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Yeah, my steam folder is non-default. I'll try extracting.
Sounds good to me. I always end up increasing research time by quite a bit in my games just to slow down tech advancement a bit. I'd like to use my Legions before upgrading to Longswordsmen in my gamesAlso, how would people feel about me increasing tech research costs by 25%, and also increasing Wonder Build costs by 25% as well?
The Angry Gerbil from Balder's Gate will need to release these modifications or suffer the wrath of Augustus Caesar's Legions.
Better watch yo' back...
valk: sounds great, the other production mod by ice has this done fort he wealth at 50%
Also, how would people feel about me increasing tech research costs by 25%, and also increasing Wonder Build costs by 25% as well?
Sounds good. I think 10 (maybe a few turns more) is a good number for number of turns for constructing units.For example, production. To me, on an Epic or Marathon game, I would like to see most buildings taking between 10-20 turns max in a city with reasonable production capabilities to build. Units, I feel, in an average city, should take no more than 10 turns to make. Others may find that too fast, but I think with Civ5 having less to do during a turn, I want things to go a bit faster than they might have in Civ 4.
A small buff shouldn't hurt. Maybe, instead of buffing the tile, we could buff some of the food production buildings to grant more food or food multipliers, this would encourage future city growth (especially if granted technological bonuses).In regards to food, I wanted to buff it in Version 2, because it seems like once your cities hit size 10 or 11, you're looking at a huge amount (over a hundred) of turns before the city grows again. Anyone else see that as an issue?
Regardless, I think increasing research costs is wise.So, perhaps the best method would be to keep the tile stats as they are, but increase research costs to compensate for the larger population?
Good idea. As it is cities on oceans are just not worth as much as inland cities (most the time). They could use some gold bonuses to simulate fishing and coastal trade.Increased gold from ocean/coast tiles, and luxury resources
I'm unsure about this but it'd certainly be something worth experimenting with and testing.Food tiles only slightly better than Vanilla (downgraded from Version 2 of the mod), but special food resources much better than vanilla.
Good.Production yields remain the same.
You may want to even experiment with 50% increase for research while wonders may not want to be increased much. We should determine how many turns an average city should spend making wonders and work off that (20-30 turns?); that could be our goal, IMO.25% increase in research times and wonder construction.