Issues w/ Marathon and xp + faith requirements.

callan

Warlord
Joined
Apr 21, 2012
Messages
270
Hi guys,

When playing Marathon there is an issue whereby you need 3 times as much xp to level a unit and 3 times as much faith to convert a city etc.

The problem with this is units cost 3 times as much and take 3 times as long to build, so there are no extra units in play and while there is some extra combat vs Barbarians this is accounted for with the XP soft cap vs Barbs. The result is that even when playing a Domination strategy you are unlikely to ever get past Level 3 promotions and even getting that far is unlikely for all but your most active units.

The same is true for faith. Missionaries and Apostles cost 3x as much but the requirement to convert citizens also starts 3x as high. The result here is that Religious spread (and thus victory) is broken on Marathon.

There are other similar issues as well but these two are the ones with the greatest effect on gameplay as far as I could see on my single play-through. When I went to the .xmls I was able to find where the cost multipliers for Gamespeed are defined (GameSpeeds.xml):
Code:
         <GameSpeedType>GAMESPEED_MARATHON</GameSpeedType>
         <Name>LOC_GAMESPEED_MARATHON_NAME</Name>
         <Description>LOC_GAMESPEED_MARATHON_HELP</Description>
         <CostMultiplier>300</CostMultiplier>
         <CivicUnlockMaxCost>300</CivicUnlockMaxCost>
         <CivicUnlockPerTurnDrop>30</CivicUnlockPerTurnDrop>
         <CivicUnlockMinCost>60</CivicUnlockMinCost>

and where Experience gain for units are defined (GlobalParameters.xml):
Code:
        <Row Name="EXPERIENCE_ACTIVATE_GOODY_HUT" Value="5" />      
        <Row Name="EXPERIENCE_BARB_SOFT_CAP" Value="1" />     
        <Row Name="EXPERIENCE_CITY_CAPTURED" Value="10" />  
        <Row Name="EXPERIENCE_COMBAT_ATTACKER_BONUS" Value="1" />       
        <Row Name="EXPERIENCE_COMBAT_RANGED" Value="1" />       
        <Row Name="EXPERIENCE_DISTRICT_VS_UNIT" Value="2" />      
        <Row Name="EXPERIENCE_KILL_BONUS" Value="2" />       
        <Row Name="EXPERIENCE_MAX_BARB_LEVEL" Value="2" />       
        <Row Name="EXPERIENCE_MAX_LEVEL" Value="6" />       
        <Row Name="EXPERIENCE_MAXIMUM_ONE_COMBAT" Value="8" />       
        <Row Name="EXPERIENCE_NEEDED_FOR_NEXT_LEVEL_MULTIPLIER" Value="5" />      
        <Row Name="EXPERIENCE_NOT_COMBAT_RANGED" Value="2" />       
        <Row Name="EXPERIENCE_PROMOTE_HEALED" Value="50" />       
        <Row Name="EXPERIENCE_RETRAIN_HEALED" Value="100" />       
        <Row Name="EXPERIENCE_REVEAL_NATURAL_WONDER" Value="10" />       
        <Row Name="EXPERIENCE_UNIT_VS_DISTRICT_NOT_CITY_CAPTURED" Value="3" />

The trouble is neither of these are especially helpful. If I change the cost multiplier then it effects production costs and speeds, which I don't want. If I triple the experience gained I would need an .xml file per Gamespeed to account for the Standard and Epic.

I guess what I'm looking for then is a way to change what is effected by <CostMultiplier>300</CostMultiplier> and what is not? Any ideas?
 
I think the actual application of the CostsMultiplier is in the c++ code. (I couldnt find it either).

I found it is easier to set Epic and Marathon modifiers to Standard(so you can still use these to slow the date) then use a SQL mod to adjust costs of the relevant items.
 
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