Slower Tech by Era

Really? Neither of you can respond with a yes/no to the simplest question out there? I'm sure you would know by now if it disables the achievements or not...
 
Really? Neither of you can respond with a yes/no to the simplest question out there? I'm sure you would know by now if it disables the achievements or not...
No idea, I don't play for achievements.
 
For those who want a few more tiny changes to balance a fast production/slow research game, then here's my personal changes:
Code:
UPDATE Technologies SET Cost = Cost*4;
UPDATE Civics SET Cost = Cost*4;
UPDATE Eras SET GreatPersonBaseCost = GreatPersonBaseCost*3;
UPDATE ModifierArguments SET Value = "-80" WHERE ModifierId = "MINOR_CIV_PRODUCTION_PENALTY" AND Name = "Amount";
UPDATE Units SET Cost = Cost * 4 WHERE UnitType = "UNIT_MISSIONARY" OR UnitType = "UNIT_APOSTLE" OR UnitType = "UNIT_INQUISITOR";

Reasoning:
1+2: With this slow a game you will probably get all eurekas, which means 400% speed is essentially 200%.
3: You can absolute spam GPs without this.
4: City states will spam warriors like crazy without a greater production penalty.
5: As with Civ5 the AI will go insane with missionaries if you do not increase the cost.

can i copy your rules.sql?
 
Thanks a lot man, I've been looking for something like this for a while (2 days). You the MVP!
 
It seems that the first thing I always want to change in Civ games is to reduce the tech progression rate. Thanks for the info on how to do this. I want to enjoy playing through each era. Sometimes I find the early stuff the most fun and its nice to have more time to go through it. I find tech progression is way to fast even on the slowest game mode.
 
Does doing this disable achievements? I really hate that once you get into the second half of eras, techs and civics just fly by, and you never even get to build the previous tier of units before you already unlock a new one, as well as chasing eureka is just not worth it since they techs is just a few turns anyway, so i would like to play with this, but i also wanna chase down the acheivements now, before any good must have total overhaul mods starts popping up :p

I was able to get achievements with the mod.
 
Maybe this ia not the exact forum for the next question, and I am going to use this Mod on my next games.
But
Does anyone know how this effect high level Computer civ?
Do they get boost in research in any way?

I think that the prpblem is not necessarily that the tech time is short, is that the boost is unbelievably good
And I will almoat never research a tech without boosting it first.

But is the AI work like it as well? Do they maintain a booated techs or they just research whatever?

I would also like to have boosted bonus give 10% or 25% and not 50 frigging % (whixh cause you to feel that if ita not booated you are doing something wrong(
 
I would also like to have boosted bonus give 10% or 25% and not 50 frigging % (whixh cause you to feel that if ita not booated you are doing something wrong(

That's the idea though... You get boosts for stuff you're working with, and if you want to pursue something weird anyways, then you'll have to put in a lot more work.
 
Thanks Geddy & alpaca, I love these slower games but I usually have to make my own version of the mod for each game I start. Now I can comment out previous attempts & keep notes about what worked and what didn't all in one file, this is fantastic for us "modders lite" who like to tinker.

I'm making a game where the eras start slower and accelerate, I'll test my values until I get it just right and post my values when I do!
 
For those who want a few more tiny changes to balance a fast production/slow research game, then here's my personal changes:
Code:
UPDATE Technologies SET Cost = Cost*4;
UPDATE Civics SET Cost = Cost*4;
UPDATE Eras SET GreatPersonBaseCost = GreatPersonBaseCost*3;
UPDATE ModifierArguments SET Value = "-80" WHERE ModifierId = "MINOR_CIV_PRODUCTION_PENALTY" AND Name = "Amount";
UPDATE Units SET Cost = Cost * 4 WHERE UnitType = "UNIT_MISSIONARY" OR UnitType = "UNIT_APOSTLE" OR UnitType = "UNIT_INQUISITOR";

Reasoning:
1+2: With this slow a game you will probably get all eurekas, which means 400% speed is essentially 200%.
3: You can absolute spam GPs without this.
4: City states will spam warriors like crazy without a greater production penalty.
5: As with Civ5 the AI will go insane with missionaries if you do not increase the cost.

Hi, quick question

If I wanted to modify your code to vary by era for the missionary costs would it look like this?

UPDATE Units SET Cost = Cost * 1.5 WHERE EraType ='ERA_ANCIENT' AND UnitType = "UNIT_MISSIONARY" OR UnitType = "UNIT_APOSTLE" OR UnitType = "UNIT_INQUISITOR";
 
Code:
UPDATE ModifierArguments SET Value = "-80" WHERE ModifierId = "MINOR_CIV_PRODUCTION_PENALTY" AND Name = "Amount";
UPDATE Units SET Cost = Cost * 4 WHERE UnitType = "UNIT_MISSIONARY" OR UnitType = "UNIT_APOSTLE" OR UnitType = "UNIT_INQUISITOR";
Do you know the default values? For the Missionary it is probably *1 but what is the Value for the City states? 0?
 
Hi, quick question

If I wanted to modify your code to vary by era for the missionary costs would it look like this?

UPDATE Units SET Cost = Cost * 1.5 WHERE EraType ='ERA_ANCIENT' AND UnitType = "UNIT_MISSIONARY" OR UnitType = "UNIT_APOSTLE" OR UnitType = "UNIT_INQUISITOR";


No, the Units don't have an EraType in the Units Table

not sure its possible to do what you want without extra XML or LUA coding (ie changing Cost of Units based on Era)
 
No, the Units don't have an EraType in the Units Table

not sure its possible to do what you want without extra XML or LUA coding (ie changing Cost of Units based on Era)

Can you add the EraType reference in Units tables in Schema/01_GameplaySchema.sql? Of course you'll have to manually add it to each units entry.
 
can i copy your rules.sql?
Of course.
Hi, quick question

If I wanted to modify your code to vary by era for the missionary costs would it look like this?

UPDATE Units SET Cost = Cost * 1.5 WHERE EraType ='ERA_ANCIENT' AND UnitType = "UNIT_MISSIONARY" OR UnitType = "UNIT_APOSTLE" OR UnitType = "UNIT_INQUISITOR";
Not like that no. As for your other idea, I don't know.
Do you know the default values? For the Missionary it is probably *1 but what is the Value for the City states? 0?
In vanilla, 50 for both of them. They don't have default values. Value for city states is a string with a not null constraint and cost for units is an integer with a not null constraint.
 
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