I loved the added speeds from Civ IV mod RoM (IIRC) so until it's done better I decided to quickly patch up two extra game speed options. I thought I would share this for those who also like more options and to better balance the two added speeds.
The vanilla speeds are quick (330 turns), standard (500 turns), epic (750 turns) and marathon (1500 turns). I added turbo (165 turns) and snail (3000 turns). I finished one game with turbo speed and it seems to work out fine. If you'd like to help balance this out, see the exact points of interest under the spoiler.
In principal I simply extrapolated all speeds modifiers to the new amount of turns, but I encountered a small number of problems which I fixed as follows, and might need some balance.
First of all, the variable GoldGiftMod was set to, from quick to marathon, 125;100;75;67, for Turbo was easy (133) but for Snail I set this to a cautious 64. I'm not sure exactly what this does.
Secondly, the variable BarbPercent was set to, from quick to marathon, 67;100;150;400. If the marathon value would have been 300, it'd have made more sense. I decided to set it to 33 for Turbo and 800 for Marathon, but especially the marathon value might be too high. I suspect this has to do something with barbarian spawning or such.
Thirdly, the variable GoldenAgePercent was set to, from quick to marathon, 80;100;125;200. I set this to 60 for Turbo and 400 for Marathon as a rough guess.
Fourthly, the variable InflationPercent was set to, from quick to marathon, 45;30;20;10. I set this to 60 for Turbo and 5 for Marathon as a rough guess, again.
Lastly, I simply doubled the MonthIncrement and halved the TurnsPerIncrement for Turbo for each Era and visa versa for Snail, as best as I could. I have no idea how this exactly affects the actual game (since eras are actually determined by technology).
All other variables were easy to extrapolate and need no further consideration, I suspect.
Also, I was lazy with the strings and just typed the new speed names directly in the XML
Warning: This mod has not been developed with the SDK and as such is not suitable for any use outside of single player. To play multiplayer first restore the changes this mod makes.
To install this, find the file CIV5GameSpeeds.xml in Program Files\Steam\steamapps\common\sid meier's civilization 5\assets\gameplay\xml\gameinfo and make a backup of it. Then download this post's attachment and replace the original file with it.
Edit:
Version 0.2
-Changed BarbPercent
-Added 9000 turn Glacial option
The vanilla speeds are quick (330 turns), standard (500 turns), epic (750 turns) and marathon (1500 turns). I added turbo (165 turns) and snail (3000 turns). I finished one game with turbo speed and it seems to work out fine. If you'd like to help balance this out, see the exact points of interest under the spoiler.
Spoiler :
In principal I simply extrapolated all speeds modifiers to the new amount of turns, but I encountered a small number of problems which I fixed as follows, and might need some balance.
First of all, the variable GoldGiftMod was set to, from quick to marathon, 125;100;75;67, for Turbo was easy (133) but for Snail I set this to a cautious 64. I'm not sure exactly what this does.
Secondly, the variable BarbPercent was set to, from quick to marathon, 67;100;150;400. If the marathon value would have been 300, it'd have made more sense. I decided to set it to 33 for Turbo and 800 for Marathon, but especially the marathon value might be too high. I suspect this has to do something with barbarian spawning or such.
Thirdly, the variable GoldenAgePercent was set to, from quick to marathon, 80;100;125;200. I set this to 60 for Turbo and 400 for Marathon as a rough guess.
Fourthly, the variable InflationPercent was set to, from quick to marathon, 45;30;20;10. I set this to 60 for Turbo and 5 for Marathon as a rough guess, again.
Lastly, I simply doubled the MonthIncrement and halved the TurnsPerIncrement for Turbo for each Era and visa versa for Snail, as best as I could. I have no idea how this exactly affects the actual game (since eras are actually determined by technology).
All other variables were easy to extrapolate and need no further consideration, I suspect.
Also, I was lazy with the strings and just typed the new speed names directly in the XML
Warning: This mod has not been developed with the SDK and as such is not suitable for any use outside of single player. To play multiplayer first restore the changes this mod makes.
To install this, find the file CIV5GameSpeeds.xml in Program Files\Steam\steamapps\common\sid meier's civilization 5\assets\gameplay\xml\gameinfo and make a backup of it. Then download this post's attachment and replace the original file with it.
Edit:
Version 0.2
-Changed BarbPercent
-Added 9000 turn Glacial option