Is it possible to mod altering received yields?

cryptc

Chieftain
Joined
Oct 29, 2010
Messages
83
What I wonder is if you can instead of adjusting yields or increasing science/culture costs if you could prevent getting the yields. For instance have only 1 turn out of 10 give actual science/culture increase for research.

What I would want to achieve is longer lasting eras to prevent the feeling of building swordsmen and having tanks by the time you army is done and at the enemy border. I have used mods like 8 ages of pace and historic speed, and I don't feel like it quite makes it like I want.

I am thinking if you prevent income most turns it would give much more time to manage armies and war, and also would make it much more necessary to be prepared for war if you could only get build progress happen every tenth turn. It would also make it much more necessary to buy civic changes rather than just changing when you get a new one.

It would obviously need a lot of other balancing, like city growth, era timing, etc. But if the yields are hard coded in the engine so you can't mod them to be 0 dynamically based on turn counter, then modding it like this won't be possible at all.
 
Back
Top Bottom