The Math behind Quick, Normal, & Epic Speeds

Which game speed to you prefer?

  • Quick

    Votes: 10 9.4%
  • Normal

    Votes: 47 44.3%
  • Epic

    Votes: 49 46.2%

  • Total voters
    106

fightcancer

Warlord
Joined
Oct 28, 2005
Messages
142
Location
Wichita, KS (US)
According to the attached picture, Quick mode grants 12 extra turns while Epic yields 5 extra turns.

Compared to a game on Normal speed, the Quick speed demands only 66.6-67% of the work when it comes to tech research and production. However, when we apply that 67% to the number of turns in a Normal speed game, 430, we come up with about 288 turns (430 x 0.67). Since the Quick speed actually allows 300 turns (instead of 288) we can conclude that considering the workload of a Normal speed game, Quick speed grants 12 extra turns!

Similarly, the workload of an Epic speed game is 1.5 times that of a Normal speed game. Apply the 1.5 to the number of turns in a Normal speed game and you come up with 645 (430 x 1.5). However, the Epic speed has 650 turns, thereby allowing the player an extra 5 turns.
 

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fightcancer said:
According to the attached picture, Quick mode grants 12 extra turns while Epic yields 5 extra turns.

Compared to a game on Normal speed, the Quick speed demands only 66.6-67% of the work when it comes to tech research and production. However, when we apply that 67% to the number of turns in a Normal speed game, 430, we come up with about 288 turns (430 x 0.67). Since the Quick speed actually allows 300 turns (instead of 288) we can conclude that considering the workload of a Normal speed game, Quick speed grants 12 extra turns!

Similarly, the workload of an Epic speed game is 1.5 times that of a Normal speed game. Apply the 1.5 to the number of turns in a Normal speed game and you come up with 645 (430 x 1.5). However, the Epic speed has 650 turns, thereby allowing the player an extra 5 turns.

Very nice. I still hate how long Epic speed takes, though, in terms of units and buildings. My plan for my next mod is to change epic mode to have quick speed for units/buildings, but its usual speed for techs, thus letting me stay in each era longer, and not worry about my units being obsolete by the time I build the second one.

Marc
 
The big advantage of Normal and Epic is that you get so many more unit moves over the course of the game. This probably cancels the advantage of Quick, while making Epic even more turn-efficient.
 
Where's the option for "other". I've modified my epic speed to make training units faster and tech costs increase by 25% per era. How many turns you get are irrelevant, since someone's always won way before 2050. Besides, your math is oversimplified.
 
There are various mods already that slow down tech and game speed, but leave building speed untouched. Check the completed modpacks section of this forum.
 
DaveMcW said:
The big advantage of Normal and Epic is that you get so many more unit moves over the course of the game. This probably cancels the advantage of Quick, while making Epic even more turn-efficient.
Agreed. Perhaps Epic is the most turn-efficient speed as it grants 5 extra turns and more unit moves.
 
Compared to a game on Normal speed, the Quick speed demands only 66.6-67% of the work when it comes to tech research and production. However, when we apply that 67% to the number of turns in a Normal speed game, 430, we come up with about 288 turns (430 x 0.67). Since the Quick speed actually allows 300 turns (instead of 288) we can conclude that considering the workload of a Normal speed game, Quick speed grants 12 extra turns!

Similarly, the workload of an Epic speed game is 1.5 times that of a Normal speed game. Apply the 1.5 to the number of turns in a Normal speed game and you come up with 645 (430 x 1.5). However, the Epic speed has 650 turns, thereby allowing the player an extra 5 turns.

When you consider that worker movement speeds and unit speeds, as well as other intangibles are unaffected by the turn count, it's actually quite a bit more "time" in terms of the growth you will see by the end of the game. :)
 
Gufnork said:
Where's the option for "other". I've modified my epic speed to make training units faster and tech costs increase by 25% per era. How many turns you get are irrelevant, since someone's always won way before 2050. Besides, your math is oversimplified.
I'm working on a speed-mod that keeps tech progression near the historical years, but gives you 1900 turns to crank out units & buildings :D I'll link it in my sig when I get it working ;)
 
tmarcl said:
Very nice. I still hate how long Epic speed takes, though, in terms of units and buildings. My plan for my next mod is to change epic mode to have quick speed for units/buildings, but its usual speed for techs, thus letting me stay in each era longer, and not worry about my units being obsolete by the time I build the second one.

Marc

Great idea! That's one of my biggest beefs with the game, by the time I create an army powerfull enough to take down another civ, it's outdated by newer units.
 
I just want to make the modern era ONLY slow down; the rest of the game, on Normal, is a perfect pace for I and my friends, then the modern era appears, and we get depresssed: Units become obsoulete before you can even get them to where you want to use them, and all the neat new units you might get to use are useless when someone inevidibly builds a SS :(

We don't want to take out the SS victory, and on Epic, the first 3/4rths of the game go soooooo slow . . . . .
 
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