Doskei said:I think that Xeos is right, this concept should be a full-on mod, not just a way to edit one file. Dearmad had the right idea when he started from the concept of a tweak mod, and although the fact that he happened to edit the gamespeed file is what brought it to the attention of the people here, it is really just a small part of his project.
I think the best way to go about this is to design a mod which improves the game, with the focus being on more appropriate gamespeed levels. That will allow the final product a lot more breathing space, and (I think) will allow steady progress to be made consistently rather than getting mired on one or two seemingly-unsolvable points when limited to editing the one file.
I say: increase nearly everything, as has been mentioned repeatedly. Leave the iTrainPercent lower, as well as iBarbPercent. Then edit the Settler, Worker, and Fast Worker files so that their production is slowed to be on par with research and birthrate. Sure, you can limit yourself to a few workers, and sure the Settlers still depend on birthrate so they're already somewhat limited, but they're both units that have more to do with city and civilization growth than with military strength, and the whole focus of the project is to decrease the speed of the former relative to the latter. This way, once you've got a finished product, you can use it in multiplayer and maintain the overall effect (without having to limit your number of workers, and trusting that your opponents are doing the same). Likewise, compensate for the accelerated research due to more widespread improvements by editing the technologies themselves. Perhaps consider setting the iResearchPercent as high as 600, then lowering the cost of the ancient-era technologies by half (exactly the same result as if you'd set iResearch to 300), lower the cost of medievel technologies by 1/4 (so in that era it's as though you've set iResearch to 400), leave them alone in industrial, and INCREASE them by 1/3 in modern. Net effect - you have a dynamically updating iResearch value, which emulates 300%, 400%, 600%, and 800% throughout the ages. This should compensate for the widespread or even universal use of libraries etc, and keep the game's pace down even through the endgame.
Once you've done ALL of that, then you can decide how to space your year-increments. I'd suggest building the mod with a year increment of 1 and the number of turns to 10,000. Then as you're testing, you can simply make note of the year for any significant events, and subtract 4000: this gives you the turn on which that event happened. You can collect data in this way, come up with a rough number of turns to each age, and then when all else is ready for release, you can design your increments to keep pace with history.
I realize I'm new here and that I'm interrupting a lively conversation with a somewhat radically different idea. It's just that I think this could be done so much better if you allow yourself the option of making ALL the changes that need to be made. However, I can be, and often am, wrong.
I absolutely agree with you. I havent got the game yet, so I cant test it, but it sounds like thats the way to go. Cant wait until friday
