Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
descr_strat.txt
-Look for the line that says 'timescale' and change the 2.00 to 1.00.
If the turns don't pass the way you like you can tinker around with the numbers until you get something disirable, I have mine set to 0.25 for 1 season a turn.
Now your turn number will change to the year number.
2 tpy makes the game way too long at 900 turns, while also making building times and other things unbalanced.
As Gigantus said, you need to change to/download a new aging script to use 1.0 or any other timescale aside from .50 if you want character ages to mesh with game years.
Even the vanilla Med 2 script means characters only age 1 year for every 4 calendar years (!!!?) that pass in game.
With the "Age 1 Year per Turn" script at TW Center, the characters age 1 year and 1 game year passes for every click of the turn button, but with the side effect that you only see winter every other "winter" turn. This might be unacceptable to some players, but it's a small price to pay, imo, for a more sensible campaign.
I always thought this was fishy xD
This principle has been there since RTW where you get long winded show_me scripts to deal with it on the same principle of resetting the winter turn.