That alone does not work, because the game turns would still pass by too quickly for extended fighting where you would wage an actual WAR with mainly pre-medieval units.Bevertje said:just edit in the epic speed the time to build units. if you lower this to say 100, all the rest stays the same, but you build units faster, so you have more to battle with
Bevertje said:a lot of problems announced in this thread could be simply solved:
just edit in the epic speed the time to build units. if you lower this to say 100,
all the rest stays the same, but you build units faster, so you have more to battle with
i'm not sure if this is what you people search for, maybe it's me not getting the point
Juriel said:And with double the turns that early, Medieval era came at 0 BC already, with Gunpowder not far away. Which further proves the already stated fact that research costs and turns cannot be increased at the same exact rate to accomplish the desired effects. Even if I did get a chariot+swordsmen+axemen big war going on over an extended period of time.
byrdie said:Hey what's up gang. I went ahead and doubled everything in proportion to my research, the logic being that these are all percents of a value that the developers think is balanced for a given research rate. In other words, if all the values for a 100% reserach rate are 100% (at normal speed), and likewise all values are 150% for the 150% research speed (on epic speed), then just double the epic speed values. Put research at 300%, and everything else, too.
However, keep two values at 150%= the train percent, so that we can bang out warriors at a good pace and wadge wars. Next, keep barbaians at 150%, because you can make units at 150, so they must appear at that rate, too. The wokers we create will build improvements at 300% (twice as long as 150% default on epic), so that infrastructure issue is minimized. Likewise, buildings and wonders take twice as long to make. Cities take twice as long to grow, as do cultural borders. Everything is doubled, along with research.
What about inflation? I don't know. Bad at econ. Mine's at epic default.
Of course, just half the yearincrement and double turnsperincrement to effectively double the time it takes to do anything.
However, as the previous poster said, even doubling research is not enough. I still cannot wadge a nice long war with one unit type for a few hours. It moves too quickly. I think I'll try 450% (tripple rates) and see how that works.
byrdie said:Put research at 300%, and everything else, too.
However, keep two values at 150%= the train percent, so that we can bang out warriors at a good pace and wadge wars.
kevchod said:One of the appealing aspects of the game, for me anyways, has always been the decision to either go a) all out culture, gold, etc., b) go all out military, or c) have a nice balance of the two, with neither really being world dominant.
It would seem to me that keeping the train percent at half of everything else would allow you to have cake, and eat it too...it would really throw the balance of the game off. But that's just me; your mileage may vary.
The weirdest thing happened. My new game speed showed up in the custom game screen (cool) ,,and I started a game. Turns where 10 years per like I was trying to get. But after my first turn, Every civ in the games culture achieved legendary status? I got like 12 "an uknown civs culture has achieved legendary status" messages. Then the following turn Washingtons culture went through the roof. My borders expanded about 15 tiles , I got a bunch of gold and an explorer from goodie huts,, And my boarders covered most of a continent. ??? What the heck did I do? I changed the Year increments,, and I inserted 150 into the research percent to slow down research. Why the freakin culture bomb? I was tempted to play it out but that's quite an exploit