stealth_nsk
Deity
I am more worried about them still not speaking about half the game features than about game speeds that take an afternoon to code in.
To code - yes. To test and balance - that's different story.
I am more worried about them still not speaking about half the game features than about game speeds that take an afternoon to code in.
To code - yes. To test and balance - that's different story.
Come on they'll just put the modifiers. Test it for bugs and call it a day.
My point is more that on all the things that could come unfinished at release, speeds are not something I'd worry about.
Why are people so paranoid that Firaxis may have cut game speeds for no reason at all?
Do you wake up at the morning and run towards your window to check whether the sky is still there?
I always wished for an Ironman speed, but Marathon would do. I like to recreate myself in wars without having to update all the units few times during one conflict.
The following speeds will be in civ 6:
- Online Speed
- Hyperquick
- Quick
- Normal
- Meganormal
- Epic
- Legend
- Half-Marathon
- Marathon
- Ultramarathon
- Insanity
... with the appropriate mods of course .
I don't see how that would make a difference. Game Speed Modifiers are added as multiplicative numbers at the very end of the calculation.For example, with buildings adding flat numbers instead of percentages, the effect o modifiers on them changed.
I don't see how that would make a difference. Game Speed Modifiers are added as multiplicative numbers at the very end of the calculation.
My math is rusty at best, but I'm pretty sure the part I marked is the mistake that misleads you.Let's take science. In civ5 it's generally pop * buildings, while in Civ6 it's pop + buildings. However, population is not static number - it depends on city growth which is affected by game speed modifier. So in general:
Civ6: (pop * speed) + (buildings * speed) = (pop + buildings) * speed
Civ5: (pop * speed) * (buildings * speed) = (pop + buildings) * speed ^ 2
The non-linear matter of dependencies and additional factors make this even more interesting.
My math is rusty at best, but I'm pretty sure the part I marked is the mistake that misleads you.
Population is not multiplied with speed, it's divided by speed (aka it grows slower the higher the game speed modifier, not faster).
Make it a division and the linear scaling works out just fine.
Yes, but population is not multiplied with the modifier, the modifier is added to the growth threshold.The modifiers are the same for population and for the rest. The faster game speed, the faster population growth per turn and the faster everything else is. But of course, it's oversimplification.
Ah... yeah, that explains the disconnect. In that case my correction is incorrect, the way I understood it was that he's trying to calculate the pop/buildings you'll have at point X during the game.There is no population growth in this formula, it's just about how to calculate science with the population you have just now.
Ah... yeah, that explains the disconnect. In that case my correction is incorrect, the way I understood it was that he's trying to calculate the pop/buildings you'll have at point X during the game.
But then that formula makes no sense at all. Yield generation is not effected by modifiers. The thresholds that need to be reached are.
Yes, but population is not multiplied with the modifier, the modifier is added to the growth threshold.
Your formula assumes that population grows faster the slower the game speed.
Some eureka and inspiration boosts will provide a challenge for balancing on different game speeds. The 'foreign trade' boost for instance is 'Discover a second continent', which will be way easier on slower game speeds to achieve. I wonder how this will be balanced.
Simple. It wont be balanced for speed. It will be easier on those speed and we will live with it.Some eureka and inspiration boosts will provide a challenge for balancing on different game speeds. The 'foreign trade' boost for instance is 'Discover a second continent', which will be way easier on slower game speeds to achieve. I wonder how this will be balanced.
Simple. It wont be balanced for speed. It will be easier on those speed and we will live with it.
The overall game was easier on slower speeds in civ5 and it didnt create much problems.
Since online speed, where a game should last 60-90 minutes, was confirmed, this is not a possibility.
What about online speed being empty, quick being quarter, standard being half, epic being three quarters and marathon being full?
The following speeds will be in civ 6:
- Online Speed
- Hyperquick
- Quick
- Normal
- Meganormal
- Epic
- Legend
- Half-Marathon
- Marathon
- Ultramarathon
- Insanity
... with the appropriate mods of course .
There's gonna be... Quick, Standard, Epic and... drumroll... Marathon! Ta-daaa! No need to thank me. Also the sky is still there.
Also the speed clock is set on quick. When it's on normal, the clock is half filled. 75% filled on epic and yes, you guessed it, full on marathon. No need to thank about that either.
Though there IS a possibility that the clock is actually on normal, quick is completely empty clock, epic half filled and marathon full. That would be how it was in V. But I prefer the reasonable way.