ritterpa said:Max,
I'll be anxiously awaiting your fixing and testing of unit upkeep costs. Keep us posted.
Did you tweak city maintenance? That seems like a lot of cities.
Karloch said:Hi Guys,
Does someone has a playtested .xml which seems to be well-balanced? The last posts indicated some more playtesting, maybe somthing new has happened since that time? If it could be posted, that would be great !
tonedog said:ive just read through all the pages in this thread. after all that hasnt anything been finalised
Era increment turns years end rate factor %turns
------------------------------------------------------------------------------
Ancient 40 50 2000 2000BC 0.025 7.692
new Ancient 10 200 2000 2000BC 0.1 4 13.29
Classical 25 40 1000 1000BC 0.04 6.154
new Classical 8 125 1000 1000BC 0.125 3.125 8.306
Medieval 20 70 1400 400AD 0.05 10.77
new Medieval 5 280 1400 400AD 0.2 4 18.6
Renaissance 10 60 600 1000AD 0.1 9.23
new Renaissance 4 200 800 1200AD 0.25 2.5 13.29
Industrial 5 130 750 1750AD 0.1733 20
new Industrial 2 300 600 1800AD 0.5 2.885 19.93
Modern 2 100 200 1950AD 0.5 15.38
new Modern 1 200 200 2000AD 1 2 13.29
Future 1 200 200 2150AD 1 30.77
new Future 1 200 200 2200AD 1 1 13.29
<GameSpeedInfo>
<Type>GAMESPEED_BUEY_CUSTOM</Type>
<Description>TXT_KEY_GAMESPEED_BUEY_CUSTOM</Description>
<Help>TXT_KEY_GAMESPEED_BUEY_CUSTOM_HELP</Help>
<iGrowthPercent>300</iGrowthPercent>
<iTrainPercent>225</iTrainPercent>
<iConstructPercent>225</iConstructPercent>
<iCreatePercent>225</iCreatePercent>
<iResearchPercent>350</iResearchPercent>
<iBuildPercent>225</iBuildPercent>
<iImprovementPercent>250</iImprovementPercent>
<iGreatPeoplePercent>250</iGreatPeoplePercent>
<iCulturePercent>250</iCulturePercent>
<iAnarchyPercent>250</iAnarchyPercent>
<iBarbPercent>350</iBarbPercent>
<iFeatureProductionPercent>200</iFeatureProductionPercent>
<iUnitDiscoverPercent>250</iUnitDiscoverPercent>
<iUnitHurryPercent>250</iUnitHurryPercent>
<iUnitTradePercent>250</iUnitTradePercent>
<iUnitGreatWorkPercent>250</iUnitGreatWorkPercent>
<iGoldenAgePercent>250</iGoldenAgePercent>
<iHurryPercent>25</iHurryPercent>
<iHurryConscriptAngerPercent>250</iHurryConscriptAngerPercent>
<iInflationPercent>3</iInflationPercent>
<iInflationOffset>-375</iInflationOffset>
<GameTurnInfos>
<GameTurnInfo>
<iYearIncrement>10</iYearIncrement>
<iTurnsPerIncrement>200</iTurnsPerIncrement>
</GameTurnInfo>
<GameTurnInfo>
<iYearIncrement>10</iYearIncrement>
<iTurnsPerIncrement>100</iTurnsPerIncrement>
</GameTurnInfo>
<GameTurnInfo>
<iYearIncrement>5</iYearIncrement>
<iTurnsPerIncrement>280</iTurnsPerIncrement>
</GameTurnInfo>
<GameTurnInfo>
<iYearIncrement>4</iYearIncrement>
<iTurnsPerIncrement>200</iTurnsPerIncrement>
</GameTurnInfo>
<GameTurnInfo>
<iYearIncrement>2</iYearIncrement>
<iTurnsPerIncrement>300</iTurnsPerIncrement>
</GameTurnInfo>
<GameTurnInfo>
<iYearIncrement>1</iYearIncrement>
<iTurnsPerIncrement>200</iTurnsPerIncrement>
</GameTurnInfo>
<GameTurnInfo>
<iYearIncrement>1</iYearIncrement>
<iTurnsPerIncrement>200</iTurnsPerIncrement>
</GameTurnInfo>
</GameTurnInfos>
</GameSpeedInfo>
Fachy said:I say: if the Normal speed mode discovers techs in time, just quadriple the #of turns in each increment, make 1 turn = 1 season (which I'm trying to figure a neat way to do), cut the growth rate to quarter as well
Of course, you'd still be slightly more advanced because libraries and universities are built in a period of less YEARS, but that should be solved with slowering the tech rate with, say, 5-10%
Any reason this shouldn't work perfectly? 1/4 population = 1/4 production & 1/4 units training & 1/4 gold income... looks good to me o.o
Fachy said:I've been thinking on this like crazy for about 7 hours over 2 days, filled 2.5 big papers with small handwritten tables + playing the game to test and I got it!!!
Given the number of years must be 6050, and we're trying to increase the number of turns to exceed the Epic period, we face this problem: the minimum turn length is one year
To make this easy, let's take 2 critical points: Founding of Christianity just after 0 CE, and invention of the tank just after 1900 CE (for simplicity). I found out that Christianity is discovered after about 250 turns, and the tank about 750 turns, given a base of ~1000 turns (which I was trying to engineer)
Adjusting xianity to be found ~0 CE is easy no matter how long the game is...
NOW! No matter how lengthy we make this game, the tanks should be invented and have 150 more turns left to be played right? Because the minimum length is 1 year...
SO, if you try to make a lengthy game, normally lowering the power of research, you'd have this atrocious outcome: what was to be researched in 150 years in the Epic mode, would be researched in 150+ years, given the slower tech rate! This results in so many future technologies missed if the game ends at 2050
It is impossible to have a balanced game which exceeds perhaps even the NORMAL mode... you'd be forced to give up some late techs or simply screw the timings, have tanks at 1800 CE and/or Christianity found by 200 BC
I personally made an acceptable 900-turn model, had the research set to 225, this way I think (coz I haven't tested it yet) Christianity and tanks should be ok, but I'll spend the last 150 years with a research rate of 225, meaning I'll miss about 1/3 of the future technologies designed to end by 2050, ASSUMING I would've gotten them all in the Epic mode, which I even doubt.
Of course more details could be done at this if you took more points than my mere 2, providing more details (assuming you'd survive to post it here!)
Solutions?
Either to spam 2k with emails to mod xml files so it'd accept fractions, or,
Have some way of adjusting different research rates to each era, or,
End the game after 2050
After reading until p.9 in this thread, the per-era research rate seems impossible. I think it's only designed for starting in late eras. Also I realized we can use months/seasons instead of years, but apparently you MUST enter world builder (to create a WBS file) and THEN edit it... stupid situation coz you'll have to have a friend click "save wbs" for you so the map isn't revealed before you can play your scenario![]()