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From what you said I can assume that 2.5 slowed civics and tech mod increase number of game turns for a given game speed. I didn’t plan for such mods, so this is why in your case numbers didn’t match up. From my understanding there is no easy way to fix this case, sorry.
Thank you!
I checked Calendar Adjustment mod, didn’t see it before. But I also didn’t make very thorough analysis of existing mods before publishing my own...
Anyway, it seems that the mod you mentioned have same goad, but different realization.
By making quick code inspection of this mod I found that on standard game speed:
- during first 100 turns years go faster then in vanilla (turn 50 is year 1333 BC modded and year 2040 BC vanilla);
- year 1 AD is happening same time for this mod and vanilla;
- after that game years start to move very slow for modded game and last turn at standard speed (turn 500) will be year 1162 AD in the modded game;
This is not like my vision of this problem, because this way you definitely can into space long before 1860 (what was 1860 in vanilla is 1054 with this mod).
This could happen because author didn’t make any testings.
Many great modding projects and visions here have ultimately faced dead end due to restricted possibilities at coding. I wish you and other modders best of luck at avoiding any setbacks :)
I wanted to contibute something to your point, but was not able to find anything missing.
I made some AI-only test games on diety to figure out on average their progression (they often discover technologies together, unless there is one runaway AI with early advantage). Based on that i adjusted turn/year relation to meet more realistic numbers.
Also i have an idea to make different adjustments based on player difficulty, so anyone can experience nice correlation of game turns and years according for their own playstyle. New players sometimes cant discover spaceflight before final turn (year 2050), this can be frustrating and even a reason to restart for someone as you mentioned.
But up to this time i just couldn't find a way to make it, so looks like it is planned feature.
It's true that development of civilizations does not need to follow some precise pace. Different scenarios can speed up or delay overall development. But there are major factors that needs to be mentioned here, as we talk about necessity of this type of mod that readjusts the relation of time and development.
First of all, there is one huge difference between a Civ game and real world that defines basically everything in this case; Civ games are about prefixed goal and competition to reach that goal, but in real life, there isn't such goal. Irl, there isn't anyone or anything that is trying to set the development pace of each civilization throughout the centuries and each millennium. Instead, everything is developed at its own pace as group effort, and there never has been and never will be any goal that must be attempted to reach before some other party reaches it first and then its over? --->
The development pace at vanilla game consistently runs faster compared to real world history but never seems to run slower. The pace of development is being used a tool to measure, how well each game session is going. This leads to most players doing everything in their power to play each game in a way that development would proceed as fast as possible - proceeding too slow usually is being considered as a failure or bad playing, even as a reason to start new game.
Now, since most vanilla players are developing their Civ much faster compared to real world history on regular basis, why not re-calibrate the pace of time to resemble the real world history? It doesn't change anything in game dynamics, only number of year will be different. And as a result, people who care about these kind of details are happier and no one loses anything.
Thanks for the reply great mod i agree it does add to the immersion and i do see where Abbadon is coming from but i myself prefer to see the years correlate with the ages it makes more sense from a current standpoint
I assume you are interested how one can slow years. There is GameSpeed_Turns file, in which you can change these fields: GameSpeedType, MonthIncrement, TurnsPerIncrement. It is a bit complicated at glance, but adjusting these you can make years to go slower.
Cheers!
Good point!
After all, Civilization 6 is an alternative history simulator, anything can happen. Leaders are immortal. However, it is a matter if taste. Myself, i often like to roleplay in my games, and for it i need immersion. Sometimes minor issues can break it.