Sid Meier's Civilization V

Sid Meier's Civilization V

TacTurns BNW
113 Comments
AnorZaken  [author] May 15, 2021 @ 1:48pm 
Probably.
Jiang Zemin May 12, 2021 @ 7:52pm 
Is this compatible with mods that add new eras?
die!!die!! Aug 24, 2020 @ 10:54am 
does anyone know how to get this to work with enlightenment era?
AnorZaken  [author] May 21, 2020 @ 6:05pm 
Sorry, I've taken a break from Civ.
Online Addict May 15, 2020 @ 11:57am 
Know of anything similar out there for Civ 6?
AnorZaken  [author] May 15, 2020 @ 10:50am 
No sorry.
Online Addict May 12, 2020 @ 8:11am 
Any plans to make TacTurns for Civ 6?
Gummans Gubbe Jun 25, 2019 @ 10:51pm 
Yeah, it was a slow game on a huge earth map. But the mod really adds a new dimension to the game. Thanks!
AnorZaken  [author] Jun 21, 2019 @ 1:08pm 
...to clarify... since unit and building construction is speed up, you get exponential growth instead of the usual more linear growth. So even though I've put in a multiplier on research cost to slow it down initially, you eventually catch up... and surpass the normal research rate.
AnorZaken  [author] Jun 21, 2019 @ 6:12am 
Glad you liked it. :)
Unfortunately I've moved on from Civ V.
You are correct about science being a bit OP. That's because all this mod does is tweak some numerical values - I've realized that what Civ V really needs is a mod that adjusts research cost dynamically so you achieve diminishing returns based on various factors (age, relative strength, etc.). That would require a lot more scripting.
Gummans Gubbe Jun 18, 2019 @ 7:45pm 
Great mod! I really enjoyed playing with it.

In the endgame the scientists seemed a little OP? A tech cost were ~20000 science and my scientists gave ~40000 science with short of 3000 science per turn? I also used enlightenment era, could be due to that?
AnorZaken  [author] May 10, 2016 @ 5:03am 
@KimmiKammi
Thank you! :)
Gryphon May 9, 2016 @ 3:27pm 
@AnorZaken
Aw, I understand. Either way, I really enjoy this mod when I'm only using EE!
AnorZaken  [author] May 9, 2016 @ 9:00am 
I'm not sure, I hope so since it's not really advanced, just value tweaks, but... this project is on the shelf for me, sorry.
Gryphon May 6, 2016 @ 7:58pm 
Is there anyway to get this to work with Future Worlds?
AnorZaken  [author] May 6, 2016 @ 3:07am 
@caesarleonidas:
Interesting results, thanks for sharing :)
Cagarustus May 5, 2016 @ 8:34pm 
This is a great Mod! The turns (on Epic) correlate more with 'actual historical' dates than other mods. After playing with this Mod several times, I've actually reached the 'tech' Eras a little later than their historical estimates, but I'm happy with this because it makes the game more realistic and more interesting. For e.g. I reached the Industrial Era around 1800 (a little late by historical dates) but completed tech 'Industrialization' around 1880-1890, which is spot on with the 'Second Industrial Period' that swept Europe and much of the world during that time. I'm in the process of combining this Mod with the 'Eras' Mod from BlouBlou; so far, the TacTurns Mod overrides the Era Mod's turn increment, and I'm curious to see what happens when I reached the 'capped Era' of Bloublou's Mod - whether this Mod's increments remain, or if BlouBlou's kicks in.
Cagarustus May 2, 2016 @ 5:37am 
@AnorZaken:
Cheers
AnorZaken  [author] May 2, 2016 @ 2:59am 
@caesarleonidas:
Yes the numbers below are for my Epic speed, and full credit is not all mine - you can find similar calculations on civ-forums. The issue with civ is that there is no correlation between research and calendar progression. The turns below are my estimates of how long each era will last when you play with this mod. In reality it can vary quite a bit depending on starting conditions, what you play as, and your style of play. There is nothing that can fix that.

The civ devs did not link turn progression with actual researched era, they just made it a fixed config: after x turns the calender shifts to era y, regardless of what you have researched or not. For example if you start on a tundra with little resources then this will probably be too fast, but if you find say four techs in ruins at the start of the game, then this will be too slow. I tried my best to make a balanced average based on my own experience playing with my mod. I'm glad it's working for you. :Diplomat:
Cagarustus May 2, 2016 @ 12:44am 
This a good mod so far. The increments are spot on: I'm at about 650BC and no classic age yet; however I'm using the Tacturn Epic speed. Are the estimates below based on the Tacturn Epic speed? What about the standard Tacturn speed?

Also, it seems to me that you've got the numbers and calculations right. Can these calculations be used potentially in other mods to even out the discrepancies between the increments and the actual real historical eras as you've outline below?
AnorZaken  [author] Mar 28, 2016 @ 11:04am 
At epic speed (both variants) these are the calendar progressions:
(y = years, m = months, t = turns)
Ancient........: 35y 5m per turn for 90 turns (425m*90t=3188y)
Classic........: 23y 4m per turn for 60 turns (280m*60t=1400y)
Medieval......: 8y 9m per turn for 80 turns (105m*80t=700y)
Renassiance: 6y 8m per turn for 65 turns (80m*65t=433y)
Industrial.....: 1y 8m per turn for 75 turns (20m*75t=125y)
Modern........: 1y 5m per turn for 65 turns (17m*65t=92y)
Post-Modern: 10m per turn for 60 turns (10m*60t=50y)
Future.........: 5m per turn...
AnorZaken  [author] Mar 28, 2016 @ 10:46am 
This is the basic idea of era length, in human years:
Ancient about 3200 years (4000BC - 800BC)
Classical about 1400 years (800BC - 600AD)
Medieval about 700 years (600AD - 1300AD)
Renassiance about 450 years (1300AD - 1750AD)
Industrial about 125 years (1750AD - 1875AD)
Modern about 95 years (1875AD - 1970AD)
Post Modern about 50 years (1970AD - 2020AD)
Future! ... (2020AD-...)

so the years have to progress very differently for each era, or else some eras would be very long and some would be very short.
AnorZaken  [author] Mar 28, 2016 @ 10:40am 
@hasismuikkunen: Please be more specific in your feedback, which of the four gamemodes did you use?
Asafoe Mar 28, 2016 @ 9:15am 
uhh... the years are progressing weirdly and too fast.
God Emperor D Sep 1, 2015 @ 5:07am 
Could you create a Era Locking mod for Communitas?
axatoramus Aug 15, 2015 @ 2:30pm 
Thnx for your reaction!!!
AnorZaken  [author] Aug 13, 2015 @ 1:16pm 
@axatoramus
Sorry was on vacation.
1. I have thought about making a marathon version, but it is not in the cards at the moment.
2. It's complicated... Faster unit production has quite a large impact on how fast you can accelerate reasearch output... so it's slower in the beginning, but tech grows exponentially. My best advice is to try it out. This mod is only a few kilobytes and should work fine with almost any other mod.
... 2b. I have thought about making a mod that introduces a penalty to research-output based on something like era, or number of techs researched. But it's not likely I will devote time to that endeavor as thing are now. (Due to the 32-bit limitation of Civ5 research-costs, you can not simply increase the cost of research sufficiently, because it overflows. More complicated workarounds are required...)
axatoramus Aug 6, 2015 @ 4:24pm 
so how long is epic in comparison with the standard paces?
axatoramus Aug 6, 2015 @ 4:21pm 
is there a tacturns marathon in the planning?
axatoramus Aug 2, 2015 @ 11:35am 
nice!
AnorZaken  [author] Aug 1, 2015 @ 8:14am 
@axatormus
Slightly modified by +/- 10~15% (depending on which game-speed you choose).
Side-note: Interestingly the spy-rate is identical across all vanilla game-speeds.
axatoramus Jul 30, 2015 @ 3:40am 
How is espionage? Normal speed?
ZenFeroce May 25, 2015 @ 10:47pm 
Hello!
Do you think it could be possible to combined this kind of mod with the prehistoric era and add some customisation options on the advanced setup option like chossing production rate ( buidings, units, wonders) from very fast to very slow... sciences, policies, faith, culture etc could be along an other speed choice options ( adding a slower option then maathon) and it could be editable individualy for each eras...
Also im trying a game with like 30+ mods at same times dont known if this gonna work gotta chose them carefuly
Faysal May 17, 2015 @ 8:37am 
yay! good luck man!
AnorZaken  [author] May 16, 2015 @ 12:19pm 
I'm considering making one because I think I want a slower game myself... but no promises (too busy with work).
Faysal May 16, 2015 @ 11:56am 
I would like the marathon version :)
jointhestars Apr 10, 2015 @ 7:37am 
AHHH. okay i want a mod that's just slower research. no increasing the speed of anything else. just longer eras. and preferably in the later eras, have the values of each tech be further increased. so the game calender will read like 2500 by the end, i don't care. i just fly through every era so fast on epic and the production is too slow on marathon. can anyone direct me to a mod that does this?
AnorZaken  [author] Dec 5, 2014 @ 11:13pm 
My formula works because in the beginning the game becomes a lot slower, and since you empire is still small and growing, more time is exactly what you lack in standard to be able to do something useful in these early eras. Come mid to late game and your empire should be a lot more established, and progress does accelerates, but you are also able to do a lot more in less time! Simply put there is some factor in each phase of the game that enables you to have fun with each era! (i.e. have lots of contemporary units.)

If we are talking 2050 TacTurns Epic is around ~650turns if I recall correctly.
But the sum of all gameplay tweaks is more than that one number. Hopefully you will be pleasantly suprised! ;)
AnorZaken  [author] Dec 5, 2014 @ 11:13pm 
To clearify a game can take a lot longer than 430 turns to finish, what I meant was that you ought to reach "Present Time" around there somewhere, since we where talking about research and eras.

Comparing to the standard speed of 500turns to get to the year 2050 , lets put it this way:
The calendar has nothing inherent to do with the tech (unfortunately...), so while it might take 500turns to reach 2050, the standard game has quite a poorly tweaked calendar and you have tanks and submarines in the 18th centry or something...
AnorZaken  [author] Dec 5, 2014 @ 9:46pm 
Part 1 / 2
One of my more fun games I was stuck on a peninsula, it was knights, lancers and crossbow-man era, and my twise as big neighbour was attacking me relentlessly through a swampy area connecting the peninsula to the rest of the main land. It was fierce. Several units died each turn, but thanks to the swamp + strategic villages + roads to supply new units I was able to hold that line for ~50 turns, and focusing everything I could spare from unit production into research I was finally able to gain a small scientific lead and push him back, and a few cities into his land.
However, wanting revenge, I made the mistake of shifting too much into military production at that time, and consequently, since he had more cities, I soon lost my slim scientific advantage, and he retook those cities, and I lost a lot of units trying to defend those less easily defendable cities.
AnorZaken  [author] Dec 5, 2014 @ 9:46pm 
Part 2 / 2
So I was back at square one? No. It was worse than that: 100+ turns had passed during which I had not been able to make any notable permanent expansion to my empire, and like-wise every penny earned had gone into units so I had no cash reserve either.
In the long run such a failure to progress usually translates into a slowly but steadily defeat - getting swallowed by the more successful competition.

Bear in mind not every game looks like this ofc. but this is the kind of exciting game-play I'm hoping to experience and share with others.
AnorZaken  [author] Dec 5, 2014 @ 9:26pm 
It's simply the case of having more units basically accellerating everything , but I'm kind of fine with that, because you are rewarded for the way you play and take advantage of said units, instead of standard play where less units means less posibility to affect the outcome.

So in essence you get a more exponential ratio between how you play and how much output you get from it, and it also means that eras accellerate towards lategame. (Your early game is still very long, and it has a profound impact on your mid to late-game so you better make good use of it!)

On the flip-side I suppose it also means that not taking good advantage of you possibilities can leave you further behind.

more untis => bigger empire => more impact & oppertunity (to succeed or fail)

I know it sounds odd, but research is ~43% slower than epic.
Units holds that much power.

(Example save-game: @turn 372 in modern era, so perhaps a bit more than 430, but around there...)
bluemoon Dec 5, 2014 @ 7:09pm 
I am sorry but I am having a mind block about something. I'm sure there's a simple explanation but I'm having a problem wrapping my head around it.

I understand that research is slowed which causes eras to last longer (great), I get that part but I don't understand why then your TacTurn Epic speed is only 430 turns or so. That's not only less total turns than regular Epic but even less turns than regular Standard speed.

So I am not understanding how Eras can last longer while at the same time games themselves nor lasting as long. Could you or someone explain that to me? I feel like I am not seeing something obvious. Thanks.
AnorZaken  [author] Dec 5, 2014 @ 3:56pm 
@bluemoon
1) Epic is intended to be approx. 430 turns (if you play to the present day) - but this is impossible to get perfect. Where you are research-wise will always be strongly influenced by how good your start-location is and how well you manage your ~150 first turns or so. Get a bit lucky with goodie-huts for example and you can gain a ~50turn advantage. But I've tried to tweak the calender progression so that tech and calendar match resonably well...
2) Research multiplier on epic is 215% - I haven't tried to combine it with Dynamic Eras, but my best guess is that it should work? Please feel free to try it out! :P
3) You are the first person to ask! (Thank you! xD)
AnorZaken  [author] Dec 5, 2014 @ 3:39pm 
@Arcenus
I'm sure it's doable, but the problem is that the slower the speed, the longer it takes to test and balance (playing, tweaking values, playing again... have to get to the late eras...)
(Thats probably why the default Marathon speed is so unbalanced, looking at the default values they basically just multiplied every value in the config by 300% ... no fine-tuning what so ever!)

In short it's unlikely to happen any time soon. Nonetheless I appreciate your interest, and will keep it in mind! if I get additional request for it I might implement it in some future version. :)
Arcenus Dec 5, 2014 @ 4:19am 
A question: can you make a Tacturn Marathon Speed or is impossible due to balance? Right now are Tacturn Standard and Epic, but I love loooong games.
bluemoon Dec 4, 2014 @ 9:46pm 
WOW! That's amazing! You have pretty much covered everything in regards to game-speed. I don't think I have come across any other mod that puts all the necessary pieces together the way your mod does. Great work!

A few stray questions.

How many turns are there in your mod, specially Epic?

What is the tech multiplier rate that you are using? Personally, This is the only thing that I would change for my games. I really like the separate multiplier for each era that Dynamic Eras uses. Do you think there may be a problem if I activate Dynamic Eras after activating you mod?

I understand about not wanting a wall of text but I read all seven comment pages and did not gleam all this info.

Thanks again.
AnorZaken  [author] Dec 4, 2014 @ 6:16am 
5) A simple multiplier, nothing fancy like Dynamic Eras, sorry.

1-4) Austin Powers voice: Yea baby! :D

In fact TacTurns pretty much adjust everything related to game-speed.
Other tweaks not mentioned include:

* Religious pressure (increased)
* Spy-rate (decreased)
* Relationship duration (increased) (e.g. declaration of friendship)
* Deal duration (e.g. resource trades)
* City growth rate (decreased) (compensates for having more workers!)
* Culture costs (increased) (also affects cultural tile expansion)

... City-state elections rate, Golden Age duration, Effect of ruins, Cost of bribing a city-state, Gains when expending a Great Person, Faith costs, Production gained from clearing a forest ...

The reason I dont mention all this is basically because I want my mod description short and to the point, not turned into a technical big wall of text. :P

Happy gaming! :CapitalDome:
AnorZaken  [author] Dec 4, 2014 @ 6:12am 
@bluemoon
Sorry for the late reply, I've been off the grid for a few days.
Now to answer your many questions....
(in my next comment)
bluemoon Nov 30, 2014 @ 5:32pm 
Part 3: Thank you so much for the time and effort you have invested in making our gaming experience more enjoyable.