Coninued from
here and
here, since it's neither bug list nor game report anymore.
Noble. Noted. Until I forget again, anyway.
Sorry about that. I made notes for me, not you, and then decided I might as well stick it in the bug thread 'cause there were a few little bugs. I didn't think beyond that. I guess I'd better type a while longer and hope it reduces confusion instead of increasing it.
What I was unable to keep up with were buildings. I kept turning research down and still was unable to build close to everything my tech progress enabled.
The GPs ...I was trying to get the game to move at what felt to me a normal pace. The time limit at Normal speed in vanilla BTS is 500 turns; I expect to get through the tech tree before 350 and usually to win before that. (Power players may disagree; people who like a difficulty where they lose often may disagree the other way.)
If you want a single world time for all game turns, I suggest one quarter; three months. 500 seasons would only add an extra 25 years onto the end of the 100-year span you want. If people finish at 2/3 through they will barely be into Fallout 3, never mind F4 (when is F4?), so if you like the seasons idea I guess you could always declare the suggested speed to be Epic (750 turns/(4 turns/yr)= 187.5 years).
If you really want 5000-turn games, I suggest you make a custom speed as some other mods have done, but leave Normal speed balanced for vanilla Normal game lengths.
E.g., Caveman2Cosmos has so very much stuff they pretty much had to add their own speeds, but they put in overflows so you could play Normal and make and research 15 things in one turn if you wanted.
The game notes: you're right, there's not much to learn there, what with the wrong difficulty and me adding stuff in. I learned from it that it is possible to get AI civs to expand at something like the human player's rate without giving them advantages the human didn't get. So that's not fundamentally broken. I
suspect that this remarkable adventurousness has something to do with them having a) (for most of them) some distance from each other and b) decent units and the barbarians not rather than the other way around.
Re the event, you could turn off bRecurring so it only happens once per player and make it free so the weaker players get the full advantage. If you wanted a recurring version in addition... the modiki says iMinOurLandmass counts a player's tiles with cities on them. This might mean that iMaxOurLandmass works the same way, in which case you could set it to 2 and the event would stop firing for anyone that built a third city. If it counts cultural control instead, no number would work right, since early Vault cities, with less culture/safety, would be privileged. iMaxPopulation might work, too. Or PythonCanDo; roll your own. Python,ICantDo.
So the idea is that instead of travelling to new continents, you move further and further eastward.
A campaign!?? A campaign is the first thing on my civ wishlist. It would be
so nice if Civ had a campaign. I define civilization as the optimal (long-term) way for a nation (broadly: any group of people large enough to have their own culture) to organize itself. Which means it's different for different tech strata, different cultures, different scales. And a campaign could let you have different mechanics to emulate those things. So early on, everything costs people, cities are small, slavery is most efficient. As you progress, all that changes; you have new resources & luxuries, fresh aims & abilities, people do other things. Also, a campaign lets you have random era goals that would be no fun at all in a full game. E.g., cooperate with other small civs to keep the big civ from eating you; succeed to win control over a merged civ and gain a trait from your new partners. And, of course, at each phase the old map shrinks into part of a new map, nearby small civs disappear or merge and new larger ones show up farther away.
Pushed my own button there, didn't I?

-You meant something less ambitious.
If you want you can even make a new thread that hosts your work in progress list of ideas suggestions and thoughts, even if unfinished.
I thank you. I just might. I have some sciencey stuff from last year - what is necessary for a Fallout/Hollywood scenario to be physically possible? Quite nerdy, utterly useless; somebody might even like it.
Anyway, one question: if I fiddle with costs to try to get things to progress capital-N 500-turn Normally, would it be helpful?