More Rounds?!

Calougha

Chieftain
Joined
Jun 24, 2012
Messages
4
Hello!

I'd like to know if it is possible to make the game even slower than in "Marathon"? It would be great if a single technology would need half an hour or hour to be explored and stuff like this. I don't know... but I got the feeling that I need only one or two hours to reach the middle ages and maybe three hours to reach Renaissence. But I would like to really really work (and wait) for it. I want to ENJOY Antiquity (is that the right word for the first era??). And the AI should need that amount of time, too, of course. Is there maybe and .ini which can be changed? Or a mod?

Thanks!

Moderator Action: Moved to C&C.
 
That is quite simple, you need to adjust the percents in the gamespeeds
found in the XML/Gameinfo/CIV5GameSpeeds, XML update would do the job ;)
 
This code for example increases research by 45% across all game speeds, I use it in a mod I have made for myself, since I found Vanilla G&K to be way to quick:-
Code:
<GameData>
	<GameSpeeds>
		<Update>
			<Set ResearchPercent="97"/>
			<Where Type="GAMESPEED_QUICK"/>
		</Update>
		<Update>
			<Set ResearchPercent="145"/>
			<Where Type="GAMESPEED_STANDARD"/>
		</Update>
		<Update>
			<Set ResearchPercent="217"/>
			<Where Type="GAMESPEED_EPIC"/>
		</Update>
		<Update>
			<Set ResearchPercent="435"/>
			<Where Type="GAMESPEED_MARATHON"/>
		</Update>		
	</GameSpeeds>
</GameData>
 
This code for example increases research by 45% across all game speeds, I use it in a mod I have made for myself, since I found Vanilla G&K to be way to quick:-
Code:
<GameData>
	<GameSpeeds>
		<Update>
			<Set ResearchPercent="97"/>
			<Where Type="GAMESPEED_QUICK"/>
		</Update>
		<Update>
			<Set ResearchPercent="145"/>
			<Where Type="GAMESPEED_STANDARD"/>
		</Update>
		<Update>
			<Set ResearchPercent="217"/>
			<Where Type="GAMESPEED_EPIC"/>
		</Update>
		<Update>
			<Set ResearchPercent="435"/>
			<Where Type="GAMESPEED_MARATHON"/>
		</Update>		
	</GameSpeeds>
</GameData>

Ok so 300 seems to be the basic value for Marathon. So id I'd write 600 instead of 300, the reasearch time for all players would be twice at high?! And it doesn't change anything else, does it?

EDIT: I don't have G&K. Is it worth buying it?!
 
Ok so 300 seems to be the basic value for Marathon. So id I'd write 600 instead of 300, the reasearch time for all players would be twice at high?! And it doesn't change anything else, does it?

EDIT: I don't have G&K. Is it worth buying it?!


Didn't play it much, but looks really nice.

Yes would be twice as high as before for every player in the game.
The Researchtime is also calculated by mapsize, can see in other thread.
 
Nope it only changes research, and as Alewx said, it is also adjusted by map size(CIV5Worlds.xml).

Lots of nice new stuff in G&K, and since you can get it for 12-14 squids now....I would say its worth it.
 
Ok so if I increase research time, the years / date will not slow down as well? Is it possible to adjust this?

Maybe here: ?

<GameSpeedType>GAMESPEED_MARATHON</GameSpeedType>
<MonthIncrement>24</MonthIncrement>
<TurnsPerIncrement>201</TurnsPerIncrement>
 
Ok so if I increase research time, the years / date will not slow down as well?

Each game speed has 7-8 entries of that type that are intended to be read sequentially. So you do X turns at Y years per turn, then the next Z turns at W years per turn, and so on down the line. The SUM of those entries' numbers of turns is what defines the Time victory condition, so it's not purely aesthetic, but for the most part the numbers in that table only affect the year number in the upper-right corner. If you slow down research rates, the turn:year conversion won't change unless you also adjust all of the values in that table.

------

As to the original question: yes, as others have said, you can slow down research by tweaking those numbers. And if you do, a whole lot of things will break. You see, the game's systems are heavily interconnected; changing one thing changes a lot of others. While we can tell you how to change tech costs in very short answers, telling you how to do it without breaking the game takes a LOT longer.

If you double the amount of turns it takes to unlock a tech, and don't also double the time needed to produce units or buildings, then you'll end up building twice as many units or buildings. Sounds fine for a human player, who can adapt to the change, but an AI will quickly go bankrupt from overproducing units and making buildings it doesn't need because it won't understand WHY it's going bankrupt and will continue to act the way it would in a normal game, following a hardcoded strategy that's no longer a good idea. The unit maintenance equation is semi-exponential, so out-of-control unit production can very quickly wipe out the AI's income.

Likewise, if you don't also slow down the city growth rate by a corresponding amount, then cities will be larger than they were intended to be at each stage of the game. Larger cities mean more production and research, but they also mean more unhappiness, and most of the ways of dealing with happiness are tech-limited. So you'll have cities with extreme unhappiness because in a normal game you'd unlock Colosseums before your cities reached size 6, while now they'll be size 8 or 9 and you STILL won't have unlocked the Colosseum yet. This sort of thing is much more harmful to the AI than to a human, because an AI doesn't know how to use things like Avoid Growth to prevent these issues.

Also, if you try to extend the techs in the early game you'll have real problems with the AI. For instance, if a human player has Cotton near his home city, he'll probably head for Calendar ASAP to get the Pasture needed to harvest that resource for the Happiness boost. The AI doesn't pick techs to research like that; everything for the AI is Flavor-based, which does not consider the actual situation of an empire. The more you slow down the early game, the bigger the advantage for the human.

There's a LOT more, but these should give you a rough idea of the problem. There's a reason that all of the existing game speeds simply multiply everything (research cost, unit cost, building cost, policy cost, etc.) by the same value. If you want to slow things down, then there are quite a few ways to do so, and several balance mods exist that do this in a well-balanced way. But it's not even close to being as simple as a one-line update.
 
Thanks for the answers! I now increased everything by 50 %. But if I try to decrease the month increment, it doesn't seem to work.

I wrote...

Code:
<GameSpeedType>GAMESPEED_MARATHON</GameSpeedType>
	<MonthIncrement>120</MonthIncrement>
	<TurnsPerIncrement>100</TurnsPerIncrement>
	</Row>

instead of...

Code:
<GameSpeedType>GAMESPEED_MARATHON</GameSpeedType>
	<MonthIncrement>180</MonthIncrement>
	<TurnsPerIncrement>100</TurnsPerIncrement>
	</Row>

So the Match should start with 10 years per turn instead of 15. But it is still 15. What am I doing wrong?! I changed Marathon and I also played Marathon.


EDIT: Research doesn't change as well!?
 
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