Other game speeds

Furkhail

Warlord
Joined
May 27, 2015
Messages
111
Is it possible to balance the mod for the others game speeds?

Liberty opener and city planning for instance, are worthless at marathon. Something that save you X turns should save you 3/4X at quick (if it is 75% which I'm not entirely sure)

Maybe this is something that it is already discuss but I didn't find it anywhere.
 
Is it possible to balance the mod for the others game speeds?

Liberty opener and city planning for instance, are worthless at marathon. Something that save you X turns should save you 3/4X at quick (if it is 75% which I'm not entirely sure)

Maybe this is something that it is already discuss but I didn't find it anywhere.

I think Gazebo said he fixed this already.
 
10 culture per building or tech on Marathon. I just tried it.

Stonehenge should give just enough for the pantheon, 20 on quick or 90 on marathon. But it always gives 30.

First policy of Might right tree, should get scale too.

:)
 
I'm playing a game with 7/15 on epic.

Liberty and city planning. Getting 15culture per x1.5 epic instead of ten, but 25 science and I would imagine 10 food.

Is city planning not getting speed scaled?
 
I'll be damn. 15 food per building on epic. Then is just science per citizen which is bugged. :D
 
How does it work with custom game speeds (mods like Historic eras, etc)? Which mod of this type works best with CP/CBP?
I like the idea of waging a proper, lengthy full scale war in each era. Also I think it would feel way more epic if buildings also took more time to build than with default setting, along with research. I remember way back in the day I played a certain browser game, something like a space simulation (colonization, space fleet warfare etc), can't remember the name - anyway, constructing infrastructure took a lot longer than constructing fleet - and it was worthwhile and it felt epic. Planets were a lot tougher to conquer/destroy, and more productive. In default CP/CBP it kinda feels too easy. Like building a _harbor_ takes literally as much as building _two basic ships_.
 
Custom game speed mods such as Historic completely obliterate any sort of balance. They make the early game (up until Classical or so) extremely tedious as players will need to micromanage to ensure they do not completely destroy their GPT or science or culture rate. The AI almost always destroys themselves during this phase.

They magnify certain bonuses overwhelmingly compared to others: Culture and Science are literally the only things that matter, as both have a snowballing effect as you can produce those science and culture buildings much faster than they are balanced to be created. You can build every single relevant building in every city long before ever reaching the next tier or set of buildings and this leads to a horrific snowball effect for the player, who can micromanage much more efficiently than the AI.

The few games I played on historic were basically "rush 3-4 cities in decent spots, wait for classical, literally cover the map with cities" and the AI couldn't respond to this.


If you want massive wars, though, try using a mod that caps techs early - I played a domination match with tech capped at the end of the Industrial era, and it was incredibly fun once the AI caught up to me.


And infrastructure is what is vital for this game. If anything, it'd be more prudent to lower unit hammer costs compared to buildings, rather than buff buildings, but this is another change in favor of players who already manage armies much more effectively than the AI (as much smarter as it is)
 
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