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Individual Scaling of Research and Production for Marathon Gamespeed

Discussion in 'Civ6 - Unreleased Mods' started by historix69, Jun 16, 2017.

  1. historix69

    historix69 Chieftain

    Joined:
    Sep 30, 2008
    Messages:
    1,216
    The following sql-mod is intended for Marathon Gamespeed on maps like Giant Earth ... it uses the normal Production and Growth but increased Research Costs depending on era.

    So far I cecked the visible values in Tech and Civic Tree. If the research scaling is in line with the Date/Timeline has to be tested in game.

    The mod only works as intended when Marathon is selected since I did not alter the GameSpeed_Turns.

    Code:
    update GameSpeeds set CostMultiplier = 100 where GameSpeedType = "GAMESPEED_MARATHON";
    
    This line sets the CostMultiplier for Marathon back to the default 100% like standard game

    Code:
    update Technologies set Cost = Cost*2 where EraType = "ERA_ANCIENT";
    update Civics set Cost = Cost*2 where EraType="ERA_ANCIENT";
    
    update Technologies set Cost = Cost*3 where EraType="ERA_CLASSICAL";
    update Civics set Cost = Cost*3 where EraType="ERA_CLASSICAL";
    
    update Technologies set Cost = Cost*4 where EraType="ERA_MEDIEVAL";
    update Civics set Cost = Cost*4 where EraType="ERA_MEDIEVAL";
    
    update Technologies set Cost = Cost*5 where EraType="ERA_RENAISSANCE";
    update Civics set Cost = Cost*5 where EraType="ERA_RENAISSANCE";
    
    update Technologies set Cost = Cost*5 where EraType="ERA_INDUSTRIAL";
    update Civics set Cost = Cost*5 where EraType="ERA_INDUSTRIAL";
    
    update Technologies set Cost = Cost*6 where EraType="ERA_MODERN";
    update Civics set Cost = Cost*6 where EraType="ERA_MODERN";
    
    update Technologies set Cost = Cost*6 where EraType="ERA_ATOMIC";
    update Civics set Cost = Cost*6 where EraType="ERA_ATOMIC";
    
    update Technologies set Cost = Cost*6 where EraType="ERA_INFORMATION";
    update Civics set Cost = Cost*6 where EraType="ERA_INFORMATION";
    
    These lines adjust Tech/Civic Research Costs :
    Ancient : x 2
    Classical : x 3 (= normal Marathon multiplier)
    Medieval : x 4
    Renaissance, Industrial : x 5
    Modern, Atomic, Information : x 6

    Code:
    update Building_YieldChanges set YieldChange = YieldChange*2 where YieldType="YIELD_SCIENCE" and BuildingType="BUILDING_RESEARCH_LAB";
    
    Research Lab Science Yield doubled (from 5 to 10)

    Code:
    update Eras set GreatPersonBaseCost = GreatPersonBaseCost*4;
    
    Great Person Costs adjusted to 400% (Marathon = 300%)

    Code:
    update Eras set WarmongerPoints = WarmongerPoints/3;
    
    Not tested. Reduced Warmonger Penalty, usefull when playing on bigger map types like Giant Earth.
     

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