Two extra gamespeeds (Snail and Turbo)

Thanks a lot Valkrionn for the heads up. I played a bit with the various values trying to find a good balance I liked, and then I also played your mod which makes research x1.5 and production x0.8.

My final, personal opinion is: the tech/build tree is just screwed :P

So, take care jg400:
the issue that made it so research was going too fast obsoleting units before having the time to actually use 'em, just covered up the fact that there are certain stages of the game where new techs unlock too few new things to build (aka, since renaissance). Going overboard with rebalancing that will end up making you having nothing to build except units... which can become tedious when yeah - you now have the time to see them on the battlefield for a while - but nope - you don't really need more than a couple of 'em to rule the world filled with suicidal AIs, and you have all the buildings you need already :lol:

I get to the point where often I have nothing else to build and just set cities on research for a looong time, while in the earlier stages of the game I still had plenty of choices to make. Never happened to me in CIV4 to set a city on research before modern times, and back then we even had obsoleted buildings, not just units!
I guess we will need some new techs to research rather than just a pace tweak. But it's better than nothing in the meanwhile ;)
 
Downloaded and will give it a try , the interesting thing for me is why the varying speeds were created in CIV 4 (I did play CIV 4 a bit but I didn't like it much, but I love Civ 5) , I understand it was to create a slower paced game but if the building , construction etc takes proportionally the same time then what is gain , for me the longer games should have proportionally quicker construct times. The various constructpercents etc look interesting , I notice for instance Romtos that in your xml file the percents are generally 6 times the standard (600 vs 100) for the snail pace , I might try and change them to say 400 percent to see how it balances the game (If you don't mind:) )

Go ahead, I published this for everyone's amusement. I haven't had time to look at the SDK yet, so you might be able to implement it now without hacking the files like what I did.

Kadath makes some legitimate points, but reaching the same conclusion through trial and error is just as fun with this I guess. :p
 
I'm not sure gamespeeds work well as a mod file; I added one to my own mod, and A)Could only access it from the 'advanced' menu, and B)Had the game crash while loading. Otherwise I would pack it.

Can someone help me this, I am trying to increase the number of turns in the Medieval Era, the following code seems to have no effect looking in the debug database.
Code:
<GameData>
	<GameSpeed_Turns>
		<Update>
			<Set MonthIncrement="36"/>
			<Where GameSpeedType="GAMESPEED_QUICK" MonthIncrement="240"/>
			<Set TurnsPerIncrement="220"/>
			<Where GameSpeedType="GAMESPEED_QUICK" TurnsPerIncrement="30"/>
		</Update>
	</GameSpeed_Turns>
</GameData>

Also there are only 7 items for epic speed instead of 8, it seems they merged the ancient/classic gamespeed into a single one and it appears to work fine.
 
what is a project ? Is that a wonder ?
 
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