It had been brought up a couple times now, and I always agreed:
Turn progession does seem too quick in the first half of the mod.
I have been toying with the idea of adding a couple more turns for a while.
Now with the upcoming Arab revisions we have another reason, so I think I have decided to do in the next version of the mod.
On the other hand I most certainly don't want to go overboard with this.
While it would be great to have almost each year represented, the mod is already slow enough towards the endgame. Can't put too much burden on good ol' Civ IV, especially since we want to have new civs too.
Instead of the current 500 turns I'm thinking somewhere around 600. Maybe 650.
Currently:
4 years per turn from 500 to 900, 100 turns
3 years per turn from 900 to 1500. 200 turns
2 years per turn from 1500 to 1700, 100 turns
1 year per turn from 1700 to 1800, 100 turns
As a very first proposal:
(just to see the general direction where I imagine the extended turns)
3 years per turn from 500 to 1100. 200 turns
2 years per turn from 1100 to 1700, 300 turns
1 year per turn from 1700 to 1800, 100 turns
As it is probably clear, IMO the most critical places are the 3 years/turn after the 11th century (with the Crusades and all the new civs), and the 4 years/turn after the Arab spawn.
Thinking this over, I really like the addition of 100 turns to the mod. And it's going to the early years. That's a 20% increase in the total game.
Breaking it down, we would be getting an extra ~34 turns between the years 500-900 (roughly the Early Middle Ages) which is an increase of 33%. Also, between
900-1500 (The High Middle Ages and Late Middle Ages) we would be getting an extra ~66 turns which is also a 33% increase of gameplay for that era. All of the extra focus is going evenly towards the three stages of the Middles Ages, and that's very exciting to me.
With all this extra gameplay technologies would need to be adjusted some, but several new ones would need to be added. From the XML tech file, each technology is divided into four vanilla categories (ancient, classical, medieval, and renaissance). The first three will be impacted since they mostly represent the Middle Ages in order. Currently ancient (early) has 18 techs; classical (high) 18* and two Arabic techs; and 15 medieval (Late) techs.
Without adjusting tech costs too much, each of the three Medieval eras will "need" 5 or 6 techs to help even things out. Here are some, mostly early and high middle age techs... Some work better than others. They're just suggestions, but important developments during gathered time period that could be represented...
Scholasticism - religion for early Middle Ages.
Natural Law - religion for early Middle Ages.
Waterpower/Water milling - economy for early Middle Ages.
Crop Rotation - growth and began in 10th century.
Heavy Plow - economy and gradually began in Europe 6th century. In common use by end of 10th century?
Fortification - military for early Middle Ages.
Militia Levy - military for early Middle Ages.
Horse collar - economy. Began in 920.
Lamination Works - I remember someone else suggesting this for the composite archer unit. Would be military for early Middle Ages?
Mendicant Orders - religion began in high Middle Ages. Late 11th Century.
Treadmill crane - growth? Began in high Middle Ages.
Shaft Mining - economy for high Middle Ages. Most important mining industry.
Heraldry - culture. High Middle Ages.
Pole arms - military for high Middle Ages (guisarme could go here instead of aristocracy).
Stone masonry - culture? For high/late Middle Ages.
Oil Painting - culture late Middle Ages.
Patent Law - first used in Venice 1447.
Spinning Wheel - growth for high/late Middle Ages.
An issue will be making extra techs worth researching and not empty. Adding extra buildings might work in with more units too.
Adjustments that I think would need to be made to compensate for extra turns:
- Culture levels would likely need to be adjusted a little to compensate for the extra turns, mostly because early civs will be alive producing culture for an extra 100 turns. Advancing from the 2nd culture level (the big fat cross) to the 3rd should be increased. Maybe advancing to the 2nd level could be increased as well?
- Splitting France into Francia and the Kingdom of France is very appealing to me, but not completely necessary. Having a civ go the entire length of the game without becoming overpowered sounds difficult. It also makes waiting to complete a historical victory boring. Old idea. There are probably simpler solutions though to balancing a 600 turn France.