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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.
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?
Thank you! :)
Aw, I understand. Either way, I really enjoy this mod when I'm only using EE!
Interesting results, thanks for sharing :)
Cheers
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.
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?
(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...
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.
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...)
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.
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
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! ;)
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...
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.
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.
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...)
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.
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)
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. :)
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.
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!
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)