Juriel said:GlobalDefines.xml (right in the Assets\Xml folder, not even any subfolder):
...
Thank you

G.
Juriel said:GlobalDefines.xml (right in the Assets\Xml folder, not even any subfolder):
...
Doskei said:does anyone know where Civ keeps the data on what culture values each city must have in order to expand?
Thanks, kevchod, but it looks like that file tells the game how to determine when an entire civilization (not an individual city) has reached various thresholds. This was actually brought up earlier - if you create a new gamespeed, and then neglect to add entries for that gamespeed in the CIV4CultureLevelInfo.xml file, then all players will immediately be in control of "legendary" civilizations, because the thresholds will all be 0.kevchod said:Try the Civ4CultureLevelInfo file.
I don't think that test is really going to tell us much. I'm not at a computer with the game installed (and won't be for some time), but I'm fairly sure you're going to find that research times DO change if you modify them in that file and them test them the way you've described ... but that doesn't really tell us what we need to know. If that file actually scales the research costs up, for each age, no matter when you start, then you're going to see a change. If that file scales the research costs up, only when you start in that age, you're going to see the same change. The only way that test would really tell us much of anything would be if you didn't see a change - that would tell us the file doesn't seem to do anything.VeniceBeach said:Has anyone tested the "Era" file modification? It seems like a simpler way to address various stages of the game. I'm at work, but one easy way to quickly test would be to start a game in a later era with and then without the modification and see if research times change...assuming your science output is similar.
Calendar=: The Calendar setting is used to determine the length in time of each turn in the scenario. By default the calendar is set to default which means the scenario will use the same turn length time as the normal game. Valid options include CALENDAR_YEARS (each turn is one year), CALENDAR_SEASONS (each turn is one season: Winter, Spring, Summer, Autumn), CALENDAR_MONTHS (each turn is one month) and CALENDAR_WEEKS (each turn is one week, with four weeks to the month).
Styrman said:Shouldn't you change also the cultural victory conditions, as the cities would produce much more culture in the long turn? Or am I missing something here?
Lord Shadow said:Doskei, the ResearchPercent of each era is independent from the game speed you choose. You affect every speed if you change it, and if you're just modding that particular setting, you should leave the eras alone.
---------------- Modified Files ---------------
GameInfo\CIV4GameSpeedInfo.xml
GameInfo\CIV4CultureLevelInfo.xml
GameInfo\CIV4TechInfos.xml
Units\CIV4UnitInfos.xml
Units\CIV4BuildInfos.xml
Technology\CIV4TechInfos.xml
Terrain\CIV4BonusInfos.xml
Text\CIV4GameTextInfos_Objects.xml
Text\CIV4GameText_Help.xml
----------------------------------------------
Aknowledgements:
Toft on Civ Fanatics
CdGGabmit on Civ Fanatics
dearmad on Apolyton
- Added GameSpeed 'Realistic', copy of 'Epic' GameSpeed
- Doubled the amount of turns in a game, using turn increments posted by Toft
- Raised reasearch to 250%
- Lowered Building & Training to 100%
- Fission now reveals Uranium
- Wineries can now be built at Pottery (Was Monarchy)
- Cottages not avialable until Monarchy (Was Pottery)
- Railroads buildtime increased by 300%
- Raised Settler cost by 50%
- Raised Worker cost by 50%
- Thanks to CdGGambit for these changes I liked and didnt think of
- Swordsmen and Praetorian gain +50% vs. melee and cost 10 more hammers (50)
- Axemen cost 5 hammers less (30)
- Macemen cost 20 hammers less (50)
- Frigate enabled at gunpowder
- Machine Gunner enabled at Assembly Line
- Crossbowman reduced by 10 hammers (50)
- Added CultureInfo entires for gamespeed 'Realistic', copying Epic's values for culture increments (To avoid culture bomb)
- Added text for 'Realistic' Gamespeed select ::NOTE:: English Only changed
- Added text for 'Realistic' gamespeed slect ::NOTE:: English Only changed
Lord Shadow said:Doskei, the ResearchPercent of each era is independent from the game speed you choose. You affect every speed if you change it, and if you're just modding that particular setting, you should leave the eras alone.
Grallon, the latest theory is that those values modify the tech costs if you start a new game in those eras, and are meant to compensate for the fact that you do not have multiple cities producing research.grallon said:I was wondering, after tinkering a bit with the various XML related to the speed of the game, how that value interacts with the tech prices. Are they altered by it ? They seem constant to me...