Galacticat42
Drifting through space, lost
Download
With how ridiculously easy it is to get science research in this game, even with the recent patches, technologies still fly past - especially in slower, larger games. This mod gives technologies a higher cost to research, I found that in my games, this would keep tech costs around 6-12 turns in game, though I have yet to make it through Act 3 since I haven't quite had the time to just sit and play. I made this when they first released the source file zip, it gives techs a more exponential cost to them and figured might as well release it for those who just want a mod to slow down technologies. Keep in mind since this mod touches almost every tech in the game, mods that add items or buildings to technologies will need a patch, otherwise they will have the default tech cost if loaded after this or just not work if loaded before. The only tech this mod does not touch is Agronomy, as it is free at the start of the game.
I have yet to test Act III with this mod, though I find by the Machine Age, I'm producing almost 1000 research per turn. I don't know if this is high or low, but with so many other civilizations, each one giving me a research pact, It's fairly easy to still glide through technologies, but at least I have a chance of producing things before they're obsolete. Please let me know how your game goes, if techs are too slow now or still too fast, and what your game speed was set to.
Patch Notes:
Update: Slower Techs for Game Version 1.1 Out Now
I have lowered all technology costs to come in line with the new Game Pacing mechanic. The new pacing mechanic gives a blanket % increase/decrease to all tech costs, making early game even longer than modded, but late game still faster. I have kept early game the same to normal game speeds, but changed later costs to reflect the modded tech costs. So overall, early game may move even slower, I have yet to play any games in 1.1 yet.Update 2: Even Slower Techs
This version is also for game version 1.1 - I've noticed during play that my base research from the start of the game has gone to 10 beakers rather than just 5. And then I discovered the 25% research discount from religions, with research agreements on top of them, I feel I needed to come out with another version. I have test-played with this version through Act 1 and has begun to make me really consider the map as each era begins to feel like a celebration rather than another flag in a race. I also have no idea if this might cause games to go over the 1500 turn limit, but we'll see.WARNING: Do not forget to update the mod name in your settings_v121
What this does:
- Tries to slow tech research to 6-12 turns each
- Designed for 'Long' (1500 turn limit) games
- Designed for Marathon Game pacing
- Gives you a chance to create buildings and units before they're obsolete, letting you create a lasting infrastructure and build tall cities
- Slows down not just your gameplay, but for the AI too, no longer will you find them in the atomic age when you're struggling to even build a library to increase your own research in the medieval period.
What this doesn't do:
This is not yet balanced for other game speeds. The game speed research buffer gives a linear +1, +2, etc per turn rather than a multiplier that affects your research speed.- Research gain in this game can vary wildly, some may breeze through, others may struggle.
Tech Costs per Era:
Original Cost -> Modded Quick, Standard, Marathon
|
|
|
Ancient: 50 -> 37, 75, 150 Bronze: 150 -> 100, 200, 400 Iron: 300 -> 200, 400, 800 Antiquities: 500 -> 300, 600, 1200 | Early Middle: 700 -> 400, 800, 1600 High Medieval: 1000 -> 750, 1500, 3000 Renaissance: 1500 -> 1000, 2000, 4000 Enlightenment: 1750 -> 1500, 3000, 6000 | Machine Age: 2250 -> 2000, 4000, 8000 Atomic Age: 3000 -> 2500, 5000, 10000 Information Age: 4000 -> 3750, 7500, 15000 Singularity Age: 5000 -> 5000, 10000, 20000 |
Compatibility:
This mod is not compatible with most mods that alter technologies. However, I do aim to figure out how to make it compatible with other mods.With that said, make sure Slower Techs is loaded first (mod0 in your Settings_v121 file) so other mods can overwrite what they need to. So far, the other tech mods this mod is compatible with:
Spoiler :
UncivilizedGuy's Longhouse Mod - no issues
I'm finding that Ara will accept 1 tech mod in addition to this mod. NOTE: will require a quick edit to the conflicting mod's Technologies file to copy/paste over the int list
I'm finding that Ara will accept 1 tech mod in addition to this mod. NOTE: will require a quick edit to the conflicting mod's Technologies file to copy/paste over the int list
Code:
int baseTechCost = 50;
int AncientEraCost = 50;
int BronzeAgeCost = 150;
int IronAgeCost = 300;
int AntiquitiesCost = 500;
int EarlyMiddleAgesCost = 700;
int HighMedievalCost = 1000;
int RenaissanceCost = 1500;
int EnlightenmentCost = 2000;
int MachineAgeCost = 3000;
int AtomicAgeCost = 4500;
int InformationAgeCost = 6000;
int FutureAgeCost = 8000;
Installation:
- Create a Mods folder in Documents/My Games/Ara History Untold
- Extract the mod into the Mods folder
- Find the Settings_v121 file. It's located in: Your Name/AppData/Local/Ara History Untold. Open the file with Notepad.
- Scroll all the way to the bottom of the file. You will see EnableMods=0. Change the 0 to a 1
- Below that you will see "GameCoreMod0Source=; Set name of directory in user mods folder to read mod source data from."
- Make it look like this: GameCoreMod0Source=Slower_Techs_v1.1 or GameCoreMod1Source=Slower_Techs_v1.1 if the first setting is used
- Save the file
- Now you can launch the game and the mod will automatically load.
Last edited: