Mujadaddy
Geheim Grammar Polizei
- Joined
- Oct 19, 2005
- Messages
- 1,082
Hasn't that always been the biggest immersion-factor breaker with Civ?
Now, with teh magik of XML, I can finally fix it!! Here's the basic idea---
Modify the proper variables to give a more "realistic" progression for EVERYTHING.
...and the inner workings---
A. The first thing I'm going to modify is the "time length" of the turns:
This, to me, gives a much more realistic feel to how far the units are traveling as well as how long things take to build or improve.
B. Obviously, the <iWhateverPercents> all need to be adjusted, primarily so that technology discoveries happen at a historical pace, if not necessarily order ... to that end, I think that ...
These need to be SLOWED down by a factor of FOUR:
{These need to be SPEEDED up by a factor of FOUR: <---EDIT: Jaynus has brought to my attention that this would produce Modern Inflation levels in the Ancient Era...so this needs to be experimented with.... first, I'll try keeping the Percents the same and SLOWING the Rate...}
These I'm not sure about because I don't know the actual game-effects:
But these should probably stay the same:
C. I think that this will do a few things:
D. Is there anything I'm forgetting or not considering, ramifications-wise? I ask those who have playtested lots of "timing" mods... I'm probably not aware of any kind of Diplomatic relations duration "slider" ... anyone know where that is? I don't want to get super-good relations after only a few years of peace... Advice?
Now, with teh magik of XML, I can finally fix it!! Here's the basic idea---
Modify the proper variables to give a more "realistic" progression for EVERYTHING.
...and the inner workings---
A. The first thing I'm going to modify is the "time length" of the turns:
- 4000 B.C. to "0 A.D." --- 10 years per turn --- 400 turns
- "0 A.D." to 1500 A.D. --- 3 years per turn --- 500 turns
- 1500 A.D. to 1900 A.D. -- 1 year per turn --- 400 turns
- 1900 A.D. to 2050 A.D. -- 3 months per turn -- 600 turns
B. Obviously, the <iWhateverPercents> all need to be adjusted, primarily so that technology discoveries happen at a historical pace, if not necessarily order ... to that end, I think that ...
These need to be SLOWED down by a factor of FOUR:
- iGrowthPercent (Town growth)
- iCreatePercent (Project completion)
- iResearchPercent (Research )
- iImprovementPercent (Cottage -> Hamlet)
- iGreatPeoplePercent
- iCulturePercent
- iAnarchyPercent (makes you value Spiritual )
- iUnitDiscoverPercent (Great Engineer Beaker Bonus)
- iGoldenAgePercent
These I'm not sure about because I don't know the actual game-effects:
- iHurryPercent (rate at which buildings can be rushed by gold and pop.)
- iHurryConscriptAngerPercent (How long the unhapiness lasts)
- iInflationOffset (How long before upkeep increases)
- iTrainPercent (unit construction INCLUDING settlers!)
- iConstructPercent (building construction)
- iBuildPercent (worker improvements)
- iFeatureProductionPercent (hammers from Forest clearing)
- iUnitGreatWorkPercent (Great Artist Culture Bomb--makes it important!)
- iInflationPercent (rate at which upkeep increases)
- iBarbPercent (They're coming!!)
- Keep the "yearly" march of scientific achievement semi-accurate
- Produce LARGE, ANCIENT armies and Empires because there's nothing else for the AI to do
- Produce VICIOUS, DECIDING wars when resources are revealed
- Give the player LOTS of time to play Civ4!