Ok, so I generally play with one particular mod, More Units (which is not on the forums, just the modbrowser). In short, this mod allows for drastically faster (approx. 4X on marathon) production of everything but settlers, by reducing unit production and maintenance cost. In other words, marathon becomes more fun, because you can march an actual army within a millenia.
However, I noticed an issue with this mod: apparently, the AI has a drastic preference for building units, so their economy takes a massive hit, and thus, so does their science production. Therefore, a human player can gain a 2-3 era lead on the AI, which isn't too much fun (its bad enough to be the runaway civ in Vanilla, because wars become far too easy).
I know that techs can be locked until a certain event occurs (evidence: Spatz's mod).
Is it possible to lock techs until a certain year(turn) is reached? My solution would be to lock the techs for each era until a certain turn, and provide an extra repeatable tech off to the side for players who complete the era early. It's not elegant, but it is slightly better than what I'm dealing with now.
Any ideas on how to do this?
However, I noticed an issue with this mod: apparently, the AI has a drastic preference for building units, so their economy takes a massive hit, and thus, so does their science production. Therefore, a human player can gain a 2-3 era lead on the AI, which isn't too much fun (its bad enough to be the runaway civ in Vanilla, because wars become far too easy).
I know that techs can be locked until a certain event occurs (evidence: Spatz's mod).
Is it possible to lock techs until a certain year(turn) is reached? My solution would be to lock the techs for each era until a certain turn, and provide an extra repeatable tech off to the side for players who complete the era early. It's not elegant, but it is slightly better than what I'm dealing with now.
Any ideas on how to do this?