FexFX said:
Well if all you want is a LONGER game...more turns, slower tech developement and no real changes to anything else at all, I can make such a mod for you in about 5 minutes. I would only need to modify about 20 numbers divides among two files. That's it.
And you'd have your mod.
I already have my mod, and it takes considerably longer than that unless you don't care a whit for game balance. Simply changing GameSpeedInfo won't accomplish what I'm talking about.
Tho really my biggest problem with this is not really about whether or not there is a new tech to research...its in a LACK of things to do.
In the early era...lets say before Bronze working...You have three military units total. Warrior. Spearmen. Archer. and a small number of improvements. Do you really want to spend a few hundred turns at that tech level with nothing more than those three unit types?
Actually, I have only Axemen and Chariots. And yes, that's exactly what I want to do. Civ sucks - really sucks - when you start a war with one unit type, and by the time they reach the bloody front you've already developed the next one in line. This has always been a huge failing of the Civ series, and it's even more of a failing with Civ 4 - which, in a bizarrely inexplicable design decision - was speeded up even more.
That's the difference I was talking about earlier. Some people want a constant stream of bells and whistles; others find this distracting, even annoying.
Are you instead proposing the same NUMBER of techs, but each tech does MORE? So that Archery creates several different archery units or something?
No, I have LESS techs. Seven per era. They are: Government, Culture, Military, Production, Agriculture, Science, and Commerce. In the Ancient Era you have Government I, Culture I, etc.; in the Classical Government II, Culture II, and so on. Each tech is a significant increase over the previous tech.
You get one infantry type per era. One cav type until Renaissance, after which cav disappears and you get tanks. Fighter types in eras 5-7. And so on. No endless subdivisions of units, nor the rather silly conglomeration of entire divisions of archers or artillery pieces as separate units.
This appeals to me. It makes more sense and allows me to concentrate on actually playing the game rather than dealing with an endless stream of techs, new improvements, minor changes in units, and so on.
I'm not trying to convince you to adopt this playing style as the basis of the mod. Clearly you want the bells, whistles, and constant interruptions - to you, this is fun. To me, it is not. It benefits neither of us to try to sway the other to do something that isn't fun, since that's what playing the game is all about. After all, our primary purpose in being here is to waste time in the pursuit of a frivolous, if enjoyable, activity.
Max