This is a great thread, thanks.
Don't have time to take a closer look right now, but it seems like there is only one value that scales everything this time around, so I'd say it's probably easier just to go down to Standard Speed and just change all tech/civic modifiers in the original mod with a *1.75 modifier. That should be Standard Everything with Epic Research/Civic times.Would it be possible to do it the other way around? As in playing on Epic, and leaving the tech/civic speeds as is, but speeding up the production times? Could that be done just as "easy"?
It fixes it, yes.-- Gives Warriors a Base Maintenance cost
UPDATE Units SET Maintenance = 1 WHERE UnitType = 'UNIT_WARRIOR';
Would this mess with City States? Do they continue building warriors like crazy (fields of 10-20 warriors) and bankrupt themselves?
Or do they now stop building warriors when their economy cant support it? That would be a nice bonus, fixing their warrior spam.
Slowing down the clock is tricky. There is a formula for it but you have to know how many turns it takes to progress through an era if you want accuracy. I spent time doing this with Civ 5 and I based it on the first Civ that reached next era. It's a time consuming task.this thing is great, love the pacing this provides... I kind of wish we can also slow down the clock?
8 ages of pace adds a few more things like faster movement on roads and faster border growth as well as slowing down civics costs as well. You could edit this mod to have those features or use the other one. I myself use this mod as I added those other features to another mod that I'm using so I didn't need them. You really should use some kind of fast production mod with either one so you can actually take advantage of the slower research times.Great work. Thanks!
I am a bit confused about what to use between this and 8 Ages of Pace.
They seem to have the same purpose.
Just wanted to say that I've tested a few variations of this mod, and the conclusion is that slowing down tech by as much as many of you have suggested leads to the game running out of turns before the tech tree is finished.
Here's the settings I've ended up with, I think this should lead to balanced games where the tech level matches the year pretty well:
Kind of random, but... here's a list of some more general changes that I've been playing around with:
-- Builers/Trade Routes cost 1 Population
UPDATE Units SET PopulationCost = 1, PrereqPopulation = 2 WHERE UnitType = 'UNIT_BUILDER';
UPDATE Units SET PopulationCost = 1, PrereqPopulation = 2 WHERE UnitType = 'UNIT_TRADER';
From looking at the SQL posted, but not having tried it, I would say that a proper WHERE clause should do the trick, given you know the name of the specific tech you want to modify. Should look somewhat like this:Is it possible to modify the cost of a specific tech/civic with this mod?
UPDATE Technologies SET Cost = Cost*2.5 WHERE TechType = 'TECH_ANIMAL_HUSBANDRY'
Or just disable turn times when setting up a new game. People who play with slower tech do it so they can play much longer games and enjoy each era to the fullest. There is no way to do that without going way beyond the turns provided by the base game without disabling turn times on the custom game setup screen. It has no effect on gameplay other then to extend the game which is kind of the point of using mods like this one.