Marathon Accelerated - Game Speed Mod, help me balance.

You'll need to select the Marathon Accelerated game speed.

Settlers take just as long to build as in standard Marathon as their production is linked with city growth. Not sure if there is an easy fix for this, but even if there was I don't think I would want to change it.

Build research becomes available for Mysticism instead of Alphabet so you don't need an idle option.
 
You'll need to select the Marathon Accelerated game speed.

Settlers take just as long to build as in standard Marathon as their production is linked with city growth. Not sure if there is an easy fix for this, but even if there was I don't think I would want to change it.

Build research becomes available for Mysticism instead of Alphabet so you don't need an idle option.

You don't need it if you get it early, if your playing archipelago, you focus on rushing sailing/farming. Religion is the least of your worries. Especially when your starting island is covered in dry jungle
 
Build Research has been given to the Mysticism technology instead of Alphabet so that you’re not forced to create units early game when there’s no buildings left to build.
...
You can now expect to fight long wars in the same era without units becoming obsolete quickly.

If I understood right your intention and the goal for this mod is to "stretch the timeline"? I.e. to have basically the same game but with more player action in terms of turns to "do stuff"? (A good goal BTW. Quite often you do get that feeling your units get obsolete before the first one even reaches the enemy city...)

Since the general idea is to "stretch time" so your units have time to move around the map how about solving that running-out-of-things-to-build problem with a similar logic? "Stretch" them, too, by inserting extra buildings to create a gradually improving series of buildings that as a group (more-or-less) implement the functionality of the original building. For example instead of "barracks" you'd have "barracks I", "barracks II", etc. where each improved version requires the existence of the previous one and gives a slightly better benefit.

This would give the player a sense of accomplishment as well as some benefits within a reasonable amont of turns but in terms of years it would still take the same number to get the "full version" as in the standard game. E.g. if normally you'd build something in 10 turns representing 100 years you'd now build version I in 10 turns representing 20 years, version II in 10 turns representing another 20 years etc. so that getting from scratch to the full version V would take a total of 50 turns representing those same 100 years but because you get the intermediate versions at "normal" intervals the player doesn't get frustrated. And it opens up some strategies, too, as you could switch between improving your buildings and putting out units and still get partial benefits.
 
If I understood right your intention and the goal for this mod is to "stretch the timeline"? I.e. to have basically the same game but with more player action in terms of turns to "do stuff"? (A good goal BTW. Quite often you do get that feeling your units get obsolete before the first one even reaches the enemy city...)

Close, but not quite. The idea is not to stretch the timeline relative to the Marathon standard game speed. The idea is to speed up events during the allotted 1500 Marathon standard available turns.

The thing is the standard Marathon game speed stretches time out relative to Normal game speed. In Marathon you have three times as many turns as Normal yet build times and research times are also multiplied by three. So a Marathon game is essentially the same as a Normal speed game, except it’ll take three times longer to go through history. Marathon game speed simply increases the number of dead turns where you are doing little but waiting for units or buildings to finish production.

So instead of just stretching a Normal game speed by multiplying everything with three and end up with the standard Marathon, Marathon Accelerated retains the original production speeds of Normal game speed and increases research time by a large factor, thus you’ll be spending a lot more turns in each technological era, giving you the ability to produce vast armies and engage in epic battles without units becoming obsolete for another 100 turns.

The increased production speed and the availability of Building Research early also combat the increased Research time, thus as the game progress you’ll output on average more science beakers per turn and as such your game should closely (within reason) follow real historical events.

Since the general idea is to "stretch time" so your units have time to move around the map how about solving that running-out-of-things-to-build problem with a similar logic? "Stretch" them, too, by inserting extra buildings to create a gradually improving series of buildings that as a group (more-or-less) implement the functionality of the original building. For example instead of "barracks" you'd have "barracks I", "barracks II", etc. where each improved version requires the existence of the previous one and gives a slightly better benefit.

This would give the player a sense of accomplishment as well as some benefits within a reasonable amont of turns but in terms of years it would still take the same number to get the "full version" as in the standard game. E.g. if normally you'd build something in 10 turns representing 100 years you'd now build version I in 10 turns representing 20 years, version II in 10 turns representing another 20 years etc. so that getting from scratch to the full version V would take a total of 50 turns representing those same 100 years but because you get the intermediate versions at "normal" intervals the player doesn't get frustrated. And it opens up some strategies, too, as you could switch between improving your buildings and putting out units and still get partial benefits.

This is a good idea. However, it would involve a large amount of modding the original game files and invite a whole series of balance issues which is why I won’t pursue something like this, at least not anytime soon. I want to keep it as simple as possible so that the game speed can work just fine in unison with other mods.

Thanks for your feedback!
 
Did you mean to buff chopping in 1.1? iFeatureProduction is 400 and iBuildPercent is 100, whereas those numbers are matched in other speeds. 80 hammers per chop without Mathematics.
 
I did not know that iFeatureProduction was related to production from chopping. The XML explanation I read said:

<iFeatureProductionPercent></iFeatureProductionPercent> the speed of featured projects such as space components

The Marathon standard is 300%. If chopping provides an improved yield now in 1.1, then no, that's not intentional. Are you certain this is related to iFeatureProduction?
 
Pretty sure. :) This shows how chopping adds to city production and how the chop amount is determined.

int CvCity::getProductionDifference(int iProductionNeeded, int iProduction, int iProductionModifier, bool bFoodProduction, bool bOverflow) const
{
if (isDisorder())
{
return 0;
}

int iFoodProduction = ((bFoodProduction) ? std::max(0, (getYieldRate(YIELD_FOOD) - foodConsumption(true))) : 0);

int iOverflow = ((bOverflow) ? (getOverflowProduction() + getFeatureProduction()) : 0);

return (((getBaseYieldRate(YIELD_PRODUCTION) + iOverflow) * getBaseYieldRateModifier(YIELD_PRODUCTION, iProductionModifier)) / 100 + iFoodProduction);

}

int CvCity::getFeatureProduction() const
{
return m_iFeatureProduction;
}


void CvCity::setFeatureProduction(int iNewValue)
{
m_iFeatureProduction = iNewValue;
FAssert(getFeatureProduction() >= 0);
}


void CvCity::changeFeatureProduction(int iChange)
{
setFeatureProduction(getFeatureProduction() + iChange);
}

// Returns true if build finished...
bool CvPlot::changeBuildProgress(BuildTypes eBuild, int iChange, TeamTypes eTeam)
{
CvCity* pCity;
CvWString szBuffer;
int iProduction;
bool bFinished;

bFinished = false;

if (iChange != 0)
{
if (NULL == m_paiBuildProgress)
{
m_paiBuildProgress = new short[GC.getNumBuildInfos()];
for (int iI = 0; iI < GC.getNumBuildInfos(); ++iI)
{
m_paiBuildProgress[iI] = 0;
}
}

m_paiBuildProgress[eBuild] += iChange;
FAssert(getBuildProgress(eBuild) >= 0);

if (getBuildProgress(eBuild) >= getBuildTime(eBuild))
{
m_paiBuildProgress[eBuild] = 0;

if (GC.getBuildInfo(eBuild).getImprovement() != NO_IMPROVEMENT)
{
setImprovementType((ImprovementTypes)GC.getBuildInfo(eBuild).getImprovement());
}

if (GC.getBuildInfo(eBuild).getRoute() != NO_ROUTE)
{
setRouteType((RouteTypes)GC.getBuildInfo(eBuild).getRoute(), true);
}

if (getFeatureType() != NO_FEATURE)
{
if (GC.getBuildInfo(eBuild).isFeatureRemove(getFeatureType()))
{
FAssertMsg(eTeam != NO_TEAM, "eTeam should be valid");

iProduction = getFeatureProduction(eBuild, eTeam, &pCity);

if (iProduction > 0)
{
pCity->changeFeatureProduction(iProduction);

szBuffer = gDLL->getText("TXT_KEY_MISC_CLEARING_FEATURE_BONUS", GC.getFeatureInfo(getFeatureType()).getTextKeyWide(), iProduction, pCity->getNameKey());
gDLL->getInterfaceIFace()->addMessage(pCity->getOwnerINLINE(), false, GC.getEVENT_MESSAGE_TIME(), szBuffer, ARTFILEMGR.getInterfaceArtInfo("WORLDBUILDER_CITY_EDIT")->getPath(), MESSAGE_TYPE_INFO, GC.getFeatureInfo(getFeatureType()).getButton(), (ColorTypes)GC.getInfoTypeForString("COLOR_WHITE"), getX_INLINE(), getY_INLINE(), true, true);
}

// Python Event
gDLL->getEventReporterIFace()->plotFeatureRemoved(this, getFeatureType(), pCity);

setFeatureType(NO_FEATURE);
}
}

bFinished = true;
}
}

return bFinished;
}

int CvPlot::getFeatureProduction(BuildTypes eBuild, TeamTypes eTeam, CvCity** ppCity) const
{
int iProduction;

if (getFeatureType() == NO_FEATURE)
{
return 0;
}

*ppCity = getWorkingCity();

if (*ppCity == NULL)
{
*ppCity = GC.getMapINLINE().findCity(getX_INLINE(), getY_INLINE(), NO_PLAYER, eTeam, false);
}

if (*ppCity == NULL)
{
return 0;
}

iProduction = (GC.getBuildInfo(eBuild).getFeatureProduction(getFeatureType()) - (std::max(0, (plotDistance(getX_INLINE(), getY_INLINE(), (*ppCity)->getX_INLINE(), (*ppCity)->getY_INLINE()) - 2)) * 5));

iProduction *= std::max(0, (GET_PLAYER((*ppCity)->getOwnerINLINE()).getFeatureProductionModifier() + 100));
iProduction /= 100;

iProduction *= GC.getGameSpeedInfo(GC.getGameINLINE().getGameSpeedType()).getFeatureProductionPercent();
iProduction /= 100;

iProduction *= std::min((GC.getDefineINT("BASE_FEATURE_PRODUCTION_PERCENT") + (GC.getDefineINT("FEATURE_PRODUCTION_PERCENT_MULTIPLIER") * (*ppCity)->getPopulation())), 100);
iProduction /= 100;

if (getTeam() != eTeam)
{
iProduction *= GC.getDefineINT("DIFFERENT_TEAM_FEATURE_PRODUCTION_PERCENT");
iProduction /= 100;
}

return std::max(0, iProduction);
}
 
Just for fun, I added another speed in this mod. It's a speed twice as fast as quick, or three times faster than Normal.

Added this to CIV4GameSpeedInfo.xml:
Spoiler :
Code:
		<GameSpeedInfo>
			<Type>GAMESPEED_LIGHTNING</Type>
			<Description>Lightning</Description>
			<Help>No Help Available</Help>
			<iGrowthPercent>33</iGrowthPercent>
			<iTrainPercent>33</iTrainPercent>
			<iConstructPercent>33</iConstructPercent>
			<iCreatePercent>33</iCreatePercent>
			<iResearchPercent>33</iResearchPercent>
			<iBuildPercent>33</iBuildPercent>
			<iImprovementPercent>33</iImprovementPercent>
			<iGreatPeoplePercent>33</iGreatPeoplePercent>
			<iCulturePercent>33</iCulturePercent>
			<iAnarchyPercent>33</iAnarchyPercent>
			<iBarbPercent>33</iBarbPercent>
			<iFeatureProductionPercent>33</iFeatureProductionPercent>
			<iUnitDiscoverPercent>33</iUnitDiscoverPercent>
			<iUnitHurryPercent>33</iUnitHurryPercent>
			<iUnitTradePercent>33</iUnitTradePercent>
			<iUnitGreatWorkPercent>33</iUnitGreatWorkPercent>
			<iGoldenAgePercent>60</iGoldenAgePercent>
			<iHurryPercent>300</iHurryPercent>
			<iHurryConscriptAngerPercent>33</iHurryConscriptAngerPercent>
			<iInflationPercent>90</iInflationPercent>
			<iInflationOffset>-30</iInflationOffset>
			<iVictoryDelayPercent>33</iVictoryDelayPercent>
			<GameTurnInfos>
				<GameTurnInfo>
					<iMonthIncrement>960</iMonthIncrement>
					<iTurnsPerIncrement>30</iTurnsPerIncrement>
				</GameTurnInfo>
				<GameTurnInfo>
					<iMonthIncrement>720</iMonthIncrement>
					<iTurnsPerIncrement>20</iTurnsPerIncrement>
				</GameTurnInfo>
				<GameTurnInfo>
					<iMonthIncrement>480</iMonthIncrement>
					<iTurnsPerIncrement>20</iTurnsPerIncrement>
				</GameTurnInfo>
				<GameTurnInfo>
					<iMonthIncrement>360</iMonthIncrement>
					<iTurnsPerIncrement>25</iTurnsPerIncrement>
				</GameTurnInfo>
				<GameTurnInfo>
					<iMonthIncrement>240</iMonthIncrement>
					<iTurnsPerIncrement>20</iTurnsPerIncrement>
				</GameTurnInfo>
				<GameTurnInfo>
					<iMonthIncrement>120</iMonthIncrement>
					<iTurnsPerIncrement>30</iTurnsPerIncrement>
				</GameTurnInfo>
				<GameTurnInfo>
					<iMonthIncrement>60</iMonthIncrement>
					<iTurnsPerIncrement>30</iTurnsPerIncrement>
				</GameTurnInfo>
				<GameTurnInfo>
					<iMonthIncrement>24</iMonthIncrement>
					<iTurnsPerIncrement>25</iTurnsPerIncrement>
				</GameTurnInfo>
			</GameTurnInfos>
		</GameSpeedInfo>


And change CIV4CultureLevelInfo.xml to this:
Spoiler :
Code:
<?xml version="1.0"?>
<!-- edited with XMLSPY v2004 rel. 2 U (http://www.xmlspy.com) by Jesse Smith (Firaxis Games) -->
<!-- Sid Meier's Civilization 4 -->
<!-- Copyright Firaxis Games 2005 -->
<!-- -->
<!-- Culture Level Infos -->
<Civ4CultureLevelInfo xmlns="x-schema:CIV4GameInfoSchema.xml">
	<CultureLevelInfos>
		<CultureLevelInfo>
			<Type>CULTURELEVEL_NONE</Type>
			<Description>TXT_KEY_CULTURELEVEL_NONE</Description>
			<iCityDefenseModifier>0</iCityDefenseModifier>
			<SpeedThresholds>
				<SpeedThreshold>
					<GameSpeedType>GAMESPEED_MARATHONACCELERATED</GameSpeedType>
					<iThreshold>0</iThreshold>
				</SpeedThreshold>
				<SpeedThreshold>
					<GameSpeedType>GAMESPEED_MARATHON</GameSpeedType>
					<iThreshold>0</iThreshold>
				</SpeedThreshold>
				<SpeedThreshold>
					<GameSpeedType>GAMESPEED_EPIC</GameSpeedType>
					<iThreshold>0</iThreshold>
				</SpeedThreshold>
				<SpeedThreshold>
					<GameSpeedType>GAMESPEED_NORMAL</GameSpeedType>
					<iThreshold>0</iThreshold>
				</SpeedThreshold>
				<SpeedThreshold>
					<GameSpeedType>GAMESPEED_QUICK</GameSpeedType>
					<iThreshold>0</iThreshold>
				</SpeedThreshold>
				<SpeedThreshold>
					<GameSpeedType>GAMESPEED_LIGHTNING</GameSpeedType>
					<iThreshold>0</iThreshold>
				</SpeedThreshold>
			</SpeedThresholds>
		</CultureLevelInfo>
		<CultureLevelInfo>
			<Type>CULTURELEVEL_POOR</Type>
			<Description>TXT_KEY_CULTURELEVEL_POOR</Description>
			<iCityDefenseModifier>0</iCityDefenseModifier>
			<SpeedThresholds>
				<SpeedThreshold>
					<GameSpeedType>GAMESPEED_MARATHONACCELERATED</GameSpeedType>
					<iThreshold>0</iThreshold>
				</SpeedThreshold>
				<SpeedThreshold>
					<GameSpeedType>GAMESPEED_MARATHON</GameSpeedType>
					<iThreshold>0</iThreshold>
				</SpeedThreshold>
				<SpeedThreshold>
					<GameSpeedType>GAMESPEED_EPIC</GameSpeedType>
					<iThreshold>0</iThreshold>
				</SpeedThreshold>
				<SpeedThreshold>
					<GameSpeedType>GAMESPEED_NORMAL</GameSpeedType>
					<iThreshold>0</iThreshold>
				</SpeedThreshold>
				<SpeedThreshold>
					<GameSpeedType>GAMESPEED_QUICK</GameSpeedType>
					<iThreshold>0</iThreshold>
				</SpeedThreshold>
				<SpeedThreshold>
					<GameSpeedType>GAMESPEED_LIGHTNING</GameSpeedType>
					<iThreshold>0</iThreshold>
				</SpeedThreshold>
			</SpeedThresholds>
		</CultureLevelInfo>
		<CultureLevelInfo>
			<Type>CULTURELEVEL_FLEDGLING</Type>
			<Description>TXT_KEY_CULTURELEVEL_FLEDGLING</Description>
			<iCityDefenseModifier>20</iCityDefenseModifier>
			<SpeedThresholds>
				<SpeedThreshold>
					<GameSpeedType>GAMESPEED_MARATHONACCELERATED</GameSpeedType>
					<iThreshold>30</iThreshold>
				</SpeedThreshold>
				<SpeedThreshold>
					<GameSpeedType>GAMESPEED_MARATHON</GameSpeedType>
					<iThreshold>30</iThreshold>
				</SpeedThreshold>
				<SpeedThreshold>
					<GameSpeedType>GAMESPEED_EPIC</GameSpeedType>
					<iThreshold>15</iThreshold>
				</SpeedThreshold>
				<SpeedThreshold>
					<GameSpeedType>GAMESPEED_NORMAL</GameSpeedType>
					<iThreshold>10</iThreshold>
				</SpeedThreshold>
				<SpeedThreshold>
					<GameSpeedType>GAMESPEED_QUICK</GameSpeedType>
					<iThreshold>5</iThreshold>
				</SpeedThreshold>
				<SpeedThreshold>
					<GameSpeedType>GAMESPEED_LIGHTNING</GameSpeedType>
					<iThreshold>3</iThreshold>
				</SpeedThreshold>
			</SpeedThresholds>
		</CultureLevelInfo>
		<CultureLevelInfo>
			<Type>CULTURELEVEL_DEVELOPING</Type>
			<Description>TXT_KEY_CULTURELEVEL_DEVELOPING</Description>
			<iCityDefenseModifier>40</iCityDefenseModifier>
			<SpeedThresholds>
				<SpeedThreshold>
					<GameSpeedType>GAMESPEED_MARATHONACCELERATED</GameSpeedType>
					<iThreshold>300</iThreshold>
				</SpeedThreshold>
				<SpeedThreshold>
					<GameSpeedType>GAMESPEED_MARATHON</GameSpeedType>
					<iThreshold>300</iThreshold>
				</SpeedThreshold>
				<SpeedThreshold>
					<GameSpeedType>GAMESPEED_EPIC</GameSpeedType>
					<iThreshold>150</iThreshold>
				</SpeedThreshold>
				<SpeedThreshold>
					<GameSpeedType>GAMESPEED_NORMAL</GameSpeedType>
					<iThreshold>100</iThreshold>
				</SpeedThreshold>
				<SpeedThreshold>
					<GameSpeedType>GAMESPEED_QUICK</GameSpeedType>
					<iThreshold>50</iThreshold>
				</SpeedThreshold>
				<SpeedThreshold>
					<GameSpeedType>GAMESPEED_LIGHTNING</GameSpeedType>
					<iThreshold>30</iThreshold>
				</SpeedThreshold>
			</SpeedThresholds>
		</CultureLevelInfo>
		<CultureLevelInfo>
			<Type>CULTURELEVEL_REFINED</Type>
			<Description>TXT_KEY_CULTURELEVEL_REFINED</Description>
			<iCityDefenseModifier>60</iCityDefenseModifier>
			<SpeedThresholds>
				<SpeedThreshold>
					<GameSpeedType>GAMESPEED_MARATHONACCELERATED</GameSpeedType>
					<iThreshold>1750</iThreshold>
				</SpeedThreshold>
				<SpeedThreshold>
					<GameSpeedType>GAMESPEED_MARATHON</GameSpeedType>
					<iThreshold>1500</iThreshold>
				</SpeedThreshold>
				<SpeedThreshold>
					<GameSpeedType>GAMESPEED_EPIC</GameSpeedType>
					<iThreshold>750</iThreshold>
				</SpeedThreshold>
				<SpeedThreshold>
					<GameSpeedType>GAMESPEED_NORMAL</GameSpeedType>
					<iThreshold>500</iThreshold>
				</SpeedThreshold>
				<SpeedThreshold>
					<GameSpeedType>GAMESPEED_QUICK</GameSpeedType>
					<iThreshold>250</iThreshold>
				</SpeedThreshold>
				<SpeedThreshold>
					<GameSpeedType>GAMESPEED_LIGHTNING</GameSpeedType>
					<iThreshold>150</iThreshold>
				</SpeedThreshold>
			</SpeedThresholds>
		</CultureLevelInfo>
		<CultureLevelInfo>
			<Type>CULTURELEVEL_INFLUENTIAL</Type>
			<Description>TXT_KEY_CULTURELEVEL_INFLUENTIAL</Description>
			<iCityDefenseModifier>80</iCityDefenseModifier>
			<SpeedThresholds>
				<SpeedThreshold>
					<GameSpeedType>GAMESPEED_MARATHONACCELERATED</GameSpeedType>
					<iThreshold>17500</iThreshold>
				</SpeedThreshold>
				<SpeedThreshold>
					<GameSpeedType>GAMESPEED_MARATHON</GameSpeedType>
					<iThreshold>15000</iThreshold>
				</SpeedThreshold>
				<SpeedThreshold>
					<GameSpeedType>GAMESPEED_EPIC</GameSpeedType>
					<iThreshold>7500</iThreshold>
				</SpeedThreshold>
				<SpeedThreshold>
					<GameSpeedType>GAMESPEED_NORMAL</GameSpeedType>
					<iThreshold>5000</iThreshold>
				</SpeedThreshold>
				<SpeedThreshold>
					<GameSpeedType>GAMESPEED_QUICK</GameSpeedType>
					<iThreshold>2500</iThreshold>
				</SpeedThreshold>
				<SpeedThreshold>
					<GameSpeedType>GAMESPEED_LIGHTNING</GameSpeedType>
					<iThreshold>1500</iThreshold>
				</SpeedThreshold>
			</SpeedThresholds>
		</CultureLevelInfo>
		<CultureLevelInfo>
			<Type>CULTURELEVEL_LEGENDARY</Type>
			<Description>TXT_KEY_CULTURELEVEL_LEGENDARY</Description>
			<iCityDefenseModifier>100</iCityDefenseModifier>
			<SpeedThresholds>
				<SpeedThreshold>
					<GameSpeedType>GAMESPEED_MARATHONACCELERATED</GameSpeedType>
					<iThreshold>225000</iThreshold>
				</SpeedThreshold>
				<SpeedThreshold>
					<GameSpeedType>GAMESPEED_MARATHON</GameSpeedType>
					<iThreshold>150000</iThreshold>
				</SpeedThreshold>
				<SpeedThreshold>
					<GameSpeedType>GAMESPEED_EPIC</GameSpeedType>
					<iThreshold>75000</iThreshold>
				</SpeedThreshold>
				<SpeedThreshold>
					<GameSpeedType>GAMESPEED_NORMAL</GameSpeedType>
					<iThreshold>50000</iThreshold>
				</SpeedThreshold>
				<SpeedThreshold>
					<GameSpeedType>GAMESPEED_QUICK</GameSpeedType>
					<iThreshold>25000</iThreshold>
				</SpeedThreshold>
				<SpeedThreshold>
					<GameSpeedType>GAMESPEED_LIGHTNING</GameSpeedType>
					<iThreshold>15000</iThreshold>
				</SpeedThreshold>
			</SpeedThresholds>
		</CultureLevelInfo>
	</CultureLevelInfos>
</Civ4CultureLevelInfo>

The time victory will occur after only 200 turns. :lol:

I don't think anyone will find it useful, but it might be fun for PBEM games. This speed is so annoying it makes me want to automate workers. :D
 
Another thing. What do you think of this for turns per year throughout the game?

Code:
Years	Turns	2050
0.08	180	2035
0.25	220	1980
0.5	200	1880
1	175	1705
2	190	1325
5	180	425
10	180	-1375
15	175	-4000
		
		
Total:	1500

Yours:
Code:
Years	Turns	2050
0.08	156	2037
0.25	264	1971
0.5	180	1881
1	129	1752
2	201	1350
5	170	500
10	300	-2500
15	100	-4000
		
		
Total:	1500

I think it's kinda funny (in a good way) that more than 10% of the game is played after 2035.

By the way, the change I suggested would make more of the game move to the later years, which might help to reduce the cases of people saying they're getting tanks in 1000 AD. On the other hand, it will make culture doubling from 1000 years passing happen more easily, possibly making culture victory just a tad easier.
 
Jesus, a Longer marrathon game. I'm a marrathon player but i think its too long and epic isn't as long i wonder if there is a speed like that. still keep going it looks nearly finished.
 
I've played a few games with the latest changes, and I think the tech slowdown is too much in the early game. It makes bad starts worse and very bad starts extremely un-fun. I think it'd be better to change tech speed by era, so that it's closer to marathon in the ancient era but ramps up as you go.

I'm going to mess with this myself for my next game, so if you have some values in mind I'd love to test them. I tend to only play the earlier eras, so I really don't know what will scale well into the late game.
 
Yeah. CIV4EraInfos.xml has an iResearchPercent value for each era, which is 100 in the ancient era and 10% less for each era after that.

Edit: the problem being that changing eras affects all game speeds. Personally I'd like to see all of the default speeds rebalanced/replaced anyway. Sometimes I feel like playing on epic, but it's still broken. :(
 
Sorry, I was wrong. The tech cost modifier for era is only applied when you play a custom game that starts on that era.
 
is this mod still active. if so will it work with Procylon's Call to Power Project
 
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