tech speed vrs production speed speed

suburbanite09

Chieftain
Joined
Dec 11, 2007
Messages
5
Hello everyone. If this is posted somewhere else, Im sorry, I searched everywhere for it. Back in civ 2 there was a way to open the scenario editor and alter the tech speed for the entire world (all players and AIs). I like to play my games with a 10x to 15x multiplier on the tech speed to slow it down while leaving production speed at its normal level. The way the game is set up by default, the techs fly by so fast that by the time you build a building from a new tech, there are 2 - 3 new buildings avaliable and you never have time to carry out a war until the modern era.

The 4 speed settings in the game affect both research and production. Is there a way to slow down the research or speed up the production independently?
 
yes, I have tried them. As I said, the 4 speed settings affect both research and production. I want to slow research while leaving production fast.
 
The obvious, yet long and tedious way would be to mod every tech to cost that much more, in the XML.
A real modder would likely give an easier way to do it, either in the XML or python.
If you don't get a better answer here, take it to the modding forum.
 
I have to agree the tech speeds vs building are to high. You can't build armys in any numbers and build at the same time. One nice development I would like to see is some sort of adjustment option ("a slider") added to the game speed selection. Allowing us to modify the relationship of Tech to Building speeds.:mischief:
 
The obvious, yet long and tedious way would be to mod every tech to cost that much more, in the XML.
A real modder would likely give an easier way to do it, either in the XML or python.
If you don't get a better answer here, take it to the modding forum.

Considering that XML can be opened in word and probably other text editors, some simple find & replace shenanigans would probably work as long as you set the parameters properly.

I haven't looked at how it scales based on speed. I know it's crummy because not everything scales with speed including some things that absolutely should :). Maybe you can find a multiplier, but if not you can always just mod the tech costs.

Still, the balance implications would be rather bad I think though possibly fun to try...but perhaps more importantly you're talking about way more units than an ordinary game of civ would have; so be sure to have a good machine to handle the extra CPU usage :p.
 
I have to agree the tech speeds vs building are to high. You can't build armys in any numbers and build at the same time. One nice development I would like to see is some sort of adjustment option ("a slider") added to the game speed selection. Allowing us to modify the relationship of Tech to Building speeds.:mischief:

This is simply not true. You can have like hundreds units and developed cities also if you know what you are doing even on normal speed, not to say about marathon. It is not the speed of building armies that normally stops people from building them, but the maintenance costs - this army needs to eat.:crazyeye:
 
Civ4HandicapInfos.xml

Find difficulty and modify these values to taste might get something like what's wanted.

<iUnitCostPercent> xxx </iUnitCostPercent>
<iResearchPercent> xxx </iResearchPercent>

And this one if/when you start to struggle with army wages :lol:

<iFreeUnits> xxx </iFreeUnits>
 
I modded my game as you are wanting to; I'm no modder, but it was discussed in this thread. As you will see there are a number of suggested ways to do it, but by far the easiest is to download the 'tech cost editor' mentioned in one of the posts.

PM me if you have any difficulty using it, but it's fairly self explanatory.
 
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