AbsintheRed
Deity
OoopsI agree that more than 3 turns/year would be too much.
3 years for each turn is what I meant.
OoopsI agree that more than 3 turns/year would be too much.
Marathon? I'm not even sure how could an early conquest goal like this be balanced for both a normal and a marathon speed.
The starting army totally dominates the gameplay. If it's doable in normal, would be laughably easy on a speed where you have (for example) twice as many turns. Even if everything is set to take double time to produce/research/grow/etc. all those things would mean nothing compared to the initial army being way more useful on the slower speed.
Yeah, that's my first impression with it. If it's balanced to one speed, it will be much easier/harder on the other one.Sorry, was confusing with SOI where there is an option to play on the Epic timeline. It does make tough conquest goals like the Ayubbids much easier, but then the rest of the game drags out for aaaaages
Ahh... we can't let The Turk reach his goal!Ultimately we can debate this forever, but like with the 1st French UHV I think we will just need to test it out. Like I said above, I think with changes to the starting army and UU of Arabia and some adjustments it will be doable by 750AD. Having just tested on the current SVN (1.5), I was able to capture almost all the UHV territories, including Sicily, by 780AD simply by giving myself Engineering, Farriers, adding 4 Ghazis to the starting stack and switching to militarism and tribal law on turn 1. Just focusing on building Ghazis was enough, although I didn't build a settler for Crete.
The only problem was stability - I lost Sicily pretty much as soon as I completed the UHV. That was partly due to -16 for foreign religions, partly due to it currently being foreign territory, and partly due to hordes of Beduins pillaging my core (I was playing on Emperor, so brought that on myself a bit! ). So I think 750AD might be feasible with good play, good rolls and adjustments to the UU and starting army once we move to 3 years per turn, provided Arab stability can be supported somehow.
Really?But I'll help you make that latter UHV fun
Really?
I'm glad you are enthusiastic, but that's some strange wording there I think
Sure, but how do you want to help me with implementing those?But seriously, I was talking about adding rebellions (barbarians), and perhaps having them dependent on what your current situation is as the Arabs.
Yeah, that's my first impression with it. If it's balanced to one speed, it will be much easier/harder on the other one.
I don't see any solutions for this, not without adding different starting stacks too, or anything similarly huge balancing change.
The point is different speeds have to be balanced individually (for almost all nations), at least if we want to keep the challenge roughly at the same level for the civs.
Thus multiple speeds is not something I even consider for the mod. I'm sure it's fun in many aspects, but I would rather aim for a better overall balance.
Ahh... we can't let The Turk reach his goal!
Quick, erase the post before he finds out!!
You could even have 658 turns then, going with 3 years per turn right from 476.How about
4 years per turn from 476 to 500 - 6 turns
3 years per turn from 500 to 800 - 100 turns
2 years per turn from 800 to 1700 - 450 turns
1 year per turn from 1700 to 1800 -100 turns
A total of 656 turns - there's no reason it has to be a multiple of 10, and the Middle Ages really began in 476.
Yeah, I actually even quoted your post, so there is no chance you take it seriouslySorry man, I just report the truth. No fake news from me
Yeah, no worries, I appreciate each and every feedback I get.Well barbarians are done through python, no? It's literally just copy and paste job on the barbarian.py (or whatever it's called) file.
Needless to say, I just meant in coming up with a list of revolts/incursions and locations of said events, in other words: research.
Ahh. I guess it's starting to get obvious that I never played RFC or DoC.
While I know that DoC is great, scale is a huge problem for me. I need to have much more room and detail for my civ/map/mod.You really have to fix that, dude.
Performance issues came up even with increasing turn number to 600. I'm not sure how far can I go without reaching MAFs and unbearable turn times in the late-game.A question: would you consider making the speed of the game Epic if a majority of players wanted it?
Well, the first French UHV is already Charlemagne's Empire.Also, I would like to state my opinion that the game should begin post-Charlemagne. What's the point of starting so early if you're not going to represent an empire that covered half of Europe?
Performance issues came up even with increasing turn number to 600. I'm not sure how far can I go without reaching MAFs and unbearable turn times in the late-game.
Also what do you consider epic? It will be already around 2 years/turn on average.
What do you mean bad? post 1700 i have ~5-7 min/turn. that's bad....
I only care if it plays like vanilla Epic. Years per turn aren't important.
Also, are you sure the slowdown in the lategame isn't caused by something else? It's pretty bad for me and I have a superb computer. How big is the map?
Uhh... It's around 10-15 seconds to me. While I still consider that much, it's more than bearable I guess.What do you mean bad? post 1700 i have ~5-7 min/turn. that's bad....
Also, are you sure the slowdown in the lategame isn't caused by something else?
Map size in RFCE is 73*100.I don't think even gigantic maps would do that. Maybe it's because the trade route system becomes exponentially more resource intensive with growing map sizes?
Uhh... It's around 10-15 seconds to me. While I still consider that much, it's more than bearable I guess.
What do you do while you wait for the AI turn? How much is it for you in the midgame?
So in RFCE I think the most significant factor is number of cities, with number of units being second (but mostly because it's already significant in BtS, we doesn't have that much additional checks for units)
The good news is that I don't think either of those would be increased by much with a couple new civs, also number of active civs are kinda limited anyway, so that shouldn't be a big issue either.
That's why I'm pretty confident in adding 4 new civs at once.
Hopefully not even the added turns will result in a too big slowdown (and obviously that can only appear in the last turns), but I can't really know the extent until we try it.