Techs and Eras - game speed in synch?

V. Soma

long time civ fan
Joined
Apr 13, 2004
Messages
4,051
Location
Hungary
Hi, Thal!

I gave GEM 1.053 a shot: standard size map and speed, continents, king level.

In short: turn 180, (1750), and I am Korea and 2nd in tech,
yet only in late medieval Era...

I believe it's sg. yet to balance...

(otherwise I like it)
 
Thal changed the game turns for game speed which changes the displayed year. This is a cosmetic change for immersion. I think it can be disabled without breaking or imbalancing anything if it is causing confusion. (Have to check which file it is in now. Somewhere in ai folder)
 
Thal changed the game turns for game speed which changes the displayed year. This is a cosmetic change for immersion. I think it can be disabled without breaking or imbalancing anything if it is causing confusion. (Have to check which file it is in now. Somewhere in ai folder)

I noticed the same thing about the mismatched years in 1.05 myself. I'm in the 1950s and nowhere *near* close to Apolo. I ended up aborting that game because turns were up to 30-45 seconds (and other known bugs).
 
GEAI_General.xml
Bottom of the file has the game speed turns changes. Can disable by <!-- before section and --> after, or just delete the segments on game speed.

Uploaded a copy for reference with the section deleted. (Don't know if this file will be edited further in next version, so keep in mind the change could be back and forth as new versions arise and is purely cosmetic).
 

Attachments

To see what year the game is in is pruely cosmetic, yes, but also IMMERSIVE - for me...

I would like to see years going as so history be
IN LINE with what the average AI would do
WITH THE SETTING of the game:

- game speed (obviously, less turns are to cover history)
- difficulty level (AI bonuses make history progress faster)
- map size AND number of players factors taken together
(for say, on a tiny map with 6 players, you can have less population, thus, less science,
than tiny map with 4 players)

Once more:
History would go faster (that is, more years roll in the same amount of turns) on:
- faster game speed
- higher difficulty (AI progress is faster)
- with more free land for a player (more pop, more buildings - more science)

It all should mean, that whatever my game setting is,
when I build Apollo Programme in around 1960-1970
- I should say my progress is a good average...

Having built it in the, say, 19th century would mean I played exceptionally well
and I probably lead and on the way to win

I belive some factors are already in effect to set the year-count,
but perhaps not all needed...
 
It's not actually purely cosmetic - it seems to be effecting the Maya Long Count Bonus. Played a game as Pacal and didn't get my first free GP until like turn 200.
 
I was wondering about the Mayans. I've been re-setting the file without the speed-game year change and hadn't tested them yet without it.

I haven't been able to find where the long-count is setup in the expansion files to see if it can be adjusted easily or if it triggers on game years rather than game turns.
 
I don't think we gain any immersion advantage from having years when the tech rate is so different from the year counter (tech costs are such that you are inevitably behind what earth had in that year).

I would rather revert to the basic system, and make sure that Mayans don't get messed up.
 
You won't get an argument defending the change from me. I've been undoing it since I noticed it. It had some cosmetic value with tech speed before as it wasn't hard to get a bit ahead. But GK and GEM slowed it down enough that so far I haven't noticed a need for it. The tech speed seems fastest early anyway, when no game speed changes were in play.

I would still like to figure out where the long count is in the files. :)
 
I don't think we gain any immersion advantage from having years when the tech rate is so different from the year counter (tech costs are such that you are inevitably behind what earth had in that year).

I would rather revert to the basic system, and make sure that Mayans don't get messed up.

Exactly, I've never had a problem with being ahead or behind the times with the default settings so I would be in favor of reverting to G&K.
 
@mystikx21
Do a search for <traits> to find leader traits like the mayan long count:
Code:
<Traits>
    <Row>
        <Type>TRAIT_LONG_COUNT</Type>
        <Description>TXT_KEY_TRAIT_LONG_COUNT</Description>
        <ShortDescription>TXT_KEY_TRAIT_LONG_COUNT_SHORT</ShortDescription>
        <MayaCalendarBonuses>true</MayaCalendarBonuses>
        <PrereqTech>TECH_THEOLOGY</PrereqTech>
    </Row>
</Traits>
 
I'm confused and haven't really noticed anything different with the date. Is there an actual issue here?
 
Click to see details about the topic. In April I basically made the game advance rapidly to the 1800s, then slow down, to better match tech rate in the mod as it was back then.
 
@mystikx21
Do a search for <traits> to find leader traits like the mayan long count:
Code:
<Traits>
    <Row>
        <Type>TRAIT_LONG_COUNT</Type>
        <Description>TXT_KEY_TRAIT_LONG_COUNT</Description>
        <ShortDescription>TXT_KEY_TRAIT_LONG_COUNT_SHORT</ShortDescription>
        <MayaCalendarBonuses>true</MayaCalendarBonuses>
        <PrereqTech>TECH_THEOLOGY</PrereqTech>
    </Row>
</Traits>

I found that, yes. What I was trying to decipher was where the maya calendar bonus was spelled out in data or lua.
 
How it works mechanically in the program. I didn't see it on my first couple sweeps. Just where it was called up in the trait list. Usually the traits are easily identified.
 
That's what I figured. Which bodes poorly for turn-year changes. I think we can test science as is and see if it seems fast. So far I have only noticed it early on, and there mostly with the AI until I catch up.
 
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