Sid Meier's Civilization V

Sid Meier's Civilization V

TacTurns BNW
113 kommentarer
AnorZaken  [ophavsmand] 15. maj 2021 kl. 13:48 
Probably.
Jiang Zemin 12. maj 2021 kl. 19:52 
Is this compatible with mods that add new eras?
die!!die!! 24. aug. 2020 kl. 10:54 
does anyone know how to get this to work with enlightenment era?
AnorZaken  [ophavsmand] 21. maj 2020 kl. 18:05 
Sorry, I've taken a break from Civ.
Online Addict 15. maj 2020 kl. 11:57 
Know of anything similar out there for Civ 6?
AnorZaken  [ophavsmand] 15. maj 2020 kl. 10:50 
No sorry.
Online Addict 12. maj 2020 kl. 8:11 
Any plans to make TacTurns for Civ 6?
Gummans Gubbe 25. juni 2019 kl. 22:51 
Yeah, it was a slow game on a huge earth map. But the mod really adds a new dimension to the game. Thanks!
AnorZaken  [ophavsmand] 21. juni 2019 kl. 13:08 
...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  [ophavsmand] 21. juni 2019 kl. 6:12 
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 18. juni 2019 kl. 19:45 
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  [ophavsmand] 10. maj 2016 kl. 5:03 
@KimmiKammi
Thank you! :)
Gryphon 9. maj 2016 kl. 15:27 
@AnorZaken
Aw, I understand. Either way, I really enjoy this mod when I'm only using EE!
AnorZaken  [ophavsmand] 9. maj 2016 kl. 9:00 
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 6. maj 2016 kl. 19:58 
Is there anyway to get this to work with Future Worlds?
AnorZaken  [ophavsmand] 6. maj 2016 kl. 3:07 
@caesarleonidas:
Interesting results, thanks for sharing :)
Cagarustus 5. maj 2016 kl. 20:34 
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 2. maj 2016 kl. 5:37 
@AnorZaken:
Cheers
AnorZaken  [ophavsmand] 2. maj 2016 kl. 2:59 
@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 2. maj 2016 kl. 0:44 
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  [ophavsmand] 28. mar. 2016 kl. 11:04 
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  [ophavsmand] 28. mar. 2016 kl. 10:46 
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  [ophavsmand] 28. mar. 2016 kl. 10:40 
@hasismuikkunen: Please be more specific in your feedback, which of the four gamemodes did you use?
Asafoe 28. mar. 2016 kl. 9:15 
uhh... the years are progressing weirdly and too fast.
God Emperor D 1. sep. 2015 kl. 5:07 
Could you create a Era Locking mod for Communitas?
axatoramus 15. aug. 2015 kl. 14:30 
Thnx for your reaction!!!
AnorZaken  [ophavsmand] 13. aug. 2015 kl. 13:16 
@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 6. aug. 2015 kl. 16:24 
so how long is epic in comparison with the standard paces?
axatoramus 6. aug. 2015 kl. 16:21 
is there a tacturns marathon in the planning?
axatoramus 2. aug. 2015 kl. 11:35 
nice!
AnorZaken  [ophavsmand] 1. aug. 2015 kl. 8:14 
@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 30. juli 2015 kl. 3:40 
How is espionage? Normal speed?
ZenFeroce 25. maj 2015 kl. 22:47 
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 17. maj 2015 kl. 8:37 
yay! good luck man!
AnorZaken  [ophavsmand] 16. maj 2015 kl. 12:19 
I'm considering making one because I think I want a slower game myself... but no promises (too busy with work).
Faysal 16. maj 2015 kl. 11:56 
I would like the marathon version :)
jointhestars 10. apr. 2015 kl. 7:37 
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  [ophavsmand] 5. dec. 2014 kl. 23:13 
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  [ophavsmand] 5. dec. 2014 kl. 23:13 
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  [ophavsmand] 5. dec. 2014 kl. 21:46 
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  [ophavsmand] 5. dec. 2014 kl. 21:46 
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  [ophavsmand] 5. dec. 2014 kl. 21:26 
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 5. dec. 2014 kl. 19:09 
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  [ophavsmand] 5. dec. 2014 kl. 15:56 
@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  [ophavsmand] 5. dec. 2014 kl. 15:39 
@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 5. dec. 2014 kl. 4:19 
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 4. dec. 2014 kl. 21:46 
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  [ophavsmand] 4. dec. 2014 kl. 6:16 
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  [ophavsmand] 4. dec. 2014 kl. 6:12 
@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 30. nov. 2014 kl. 17:32 
Part 3: Thank you so much for the time and effort you have invested in making our gaming experience more enjoyable.