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UPDATE Technologies SET Cost = Cost*1.5 WHERE EraType = 'ERA_ANCIENT';
UPDATE Technologies SET Cost = Cost*3.0 WHERE EraType = 'ERA_CLASSICAL';
UPDATE Technologies SET Cost = Cost*4.0 WHERE EraType = 'ERA_MEDIEVAL';
UPDATE Technologies SET Cost = Cost*4.2 WHERE EraType = 'ERA_RENAISSANCE';
UPDATE Technologies SET Cost = Cost*4.4 WHERE EraType = 'ERA_INDUSTRIAL';
UPDATE Technologies SET Cost = Cost*4.8 WHERE EraType = 'ERA_MODERN';
UPDATE Technologies SET Cost = Cost*5.2 WHERE EraType = 'ERA_ATOMIC';
UPDATE Technologies SET Cost = Cost*5.8 WHERE EraType = 'ERA_INFORMATION';
UPDATE Civics SET Cost = Cost*1.5 WHERE EraType = 'ERA_ANCIENT';
UPDATE Civics SET Cost = Cost*3.0 WHERE EraType = 'ERA_CLASSICAL';
UPDATE Civics SET Cost = Cost*4.5 WHERE EraType = 'ERA_MEDIEVAL';
UPDATE Civics SET Cost = Cost*5.2 WHERE EraType = 'ERA_RENAISSANCE';
UPDATE Civics SET Cost = Cost*5.4 WHERE EraType = 'ERA_INDUSTRIAL';
UPDATE Civics SET Cost = Cost*5.8 WHERE EraType = 'ERA_MODERN';
UPDATE Civics SET Cost = Cost*6.2 WHERE EraType = 'ERA_ATOMIC';
UPDATE Civics SET Cost = Cost*6.8 WHERE EraType = 'ERA_INFORMATION';
UPDATE Eras SET GreatPersonBaseCost = GreatPersonBaseCost*1.5 WHERE EraType = 'ERA_ANCIENT';
UPDATE Eras SET GreatPersonBaseCost = GreatPersonBaseCost*2.0 WHERE EraType = 'ERA_CLASSICAL';
UPDATE Eras SET GreatPersonBaseCost = GreatPersonBaseCost*2.5 WHERE EraType = 'ERA_MEDIEVAL';
UPDATE Eras SET GreatPersonBaseCost = GreatPersonBaseCost*3.0 WHERE EraType = 'ERA_RENAISSANCE';
UPDATE Eras SET GreatPersonBaseCost = GreatPersonBaseCost*3.5 WHERE EraType = 'ERA_INDUSTRIAL';
UPDATE Eras SET GreatPersonBaseCost = GreatPersonBaseCost*4.0 WHERE EraType = 'ERA_MODERN';
UPDATE Eras SET GreatPersonBaseCost = GreatPersonBaseCost*4.5 WHERE EraType = 'ERA_ATOMIC';
UPDATE Eras SET GreatPersonBaseCost = GreatPersonBaseCost*5.0 WHERE EraType = 'ERA_INFORMATION';
UPDATE GlobalParameters SET Value = Value*1.2 WHERE Name = 'CITY_GROWTH_MULTIPLIER';
UPDATE GlobalParameters SET Value = Value*1.6 WHERE Name = 'CITY_GROWTH_EXPONENT';
UPDATE Eras_XP1 SET GameEraMinimumTurns = GameEraMinimumTurns*1.5;
UPDATE Eras_XP1 SET GameEraMaximumTurns = GameEraMaximumTurns*3.0;
UPDATE GlobalParameters SET Value = Value*1.4 WHERE Name = 'GOLDEN_AGE_SCORE_BASE_THRESHOLD';
UPDATE GlobalParameters SET Value = Value*1.2 WHERE Name = 'DARK_AGE_SCORE_BASE_THRESHOLD';
UPDATE Moments SET ObsoleteEra = NULL;
UPDATE Moments SET MaximumGameEra = NULL;
The current speed is kinda of good enough for me, the only thing I often like to play with is the backwards order of era speed. being the Older eras taking 6.8x the cost to change. Reason is kinda of role play and some historical facts lol. Civs in the past didnt have (much) scientific research to progress so quick how and things were slower at that time, becoming faster and faster.
According to our history. ancient era took 4000 years to pass (Pyramids to year ZERO), then classical era took another 1000 years(0-1000), then medieval era took somewhat 500 years (1000-1500), then renaissence took around 300 years (1500-1800), after that industrial era took less than 100 years (1800-combustion engines, lets consider 1900), then modern era took 45 years (1900-1944, the manhatan project), atomic era lol, not sure, maybe 25-35 years? (1945-1980?) and after that Information era with some saying we're at space era due to mars landing that will take place in the next years.
Point is, as seen in my timeline above (not 100% accurate lol), we can clearly see that eras pass QUICKER trough the years, not SLOWER. Maybe u have already heard someone saying that we evolved more in 100y than in our whole history (engines, submarines, gene mapping/manipulation discover, transplants in medicine, going to space, Hubble etc).
But then I raise a concern, if we go this route the later eras will be way too quick, right? Actually no, the amount of units across the map and the complexity of the game itself with loads os cities make every turn take longer by nature, and 1.5 in the beginning is blazing fast, at the and not at all. Also, At info era, production everywhere is so high that units will pop at 3 turns anyway.
Sorry the waltext.
Maybe you can consider a 'backwards' dynamic era mod? ;)
golden age point x 2 is too high. because age point is limited (world first, civil first)
and classical era is toooo hard. because there is no bonus for point.
i think it would be age point x 1.2~1.3
that setting was
UPDATE Technologies SET Cost = Cost*1.3 WHERE EraType ='ERA_ANCIENT';
UPDATE Technologies SET Cost = Cost*1.7 WHERE EraType ='ERA_CLASSICAL';
UPDATE Technologies SET Cost = Cost*2.5 WHERE EraType ='ERA_MEDIEVAL';
UPDATE Technologies SET Cost = Cost*3.1 WHERE EraType ='ERA_RENAISSANCE';
UPDATE Technologies SET Cost = Cost*3.6 WHERE EraType ='ERA_INDUSTRIAL';
UPDATE Technologies SET Cost = Cost*4 WHERE EraType ='ERA_MODERN';
UPDATE Technologies SET Cost = Cost*4.3 WHERE EraType ='ERA_ATOMIC';
UPDATE Technologies SET Cost = Cost*4.5 WHERE EraType ='ERA_INFORMATION';
UPDATE Civics SET Cost = Cost*1.4 WHERE EraType ='ERA_ANCIENT';
UPDATE Civics SET Cost = Cost*1.9 WHERE EraType ='ERA_CLASSICAL';
UPDATE Civics SET Cost = Cost*2.5 WHERE EraType ='ERA_MEDIEVAL';
UPDATE Civics SET Cost = Cost*3.2 WHERE EraType ='ERA_RENAISSANCE';
UPDATE Civics SET Cost = Cost*3.9 WHERE EraType ='ERA_INDUSTRIAL';
UPDATE Civics SET Cost = Cost*4.5 WHERE EraType ='ERA_MODERN';
UPDATE Civics SET Cost = Cost*5 WHERE EraType ='ERA_ATOMIC';
UPDATE Civics SET Cost = Cost*5.4 WHERE EraType ='ERA_INFORMATION';
UPDATE Eras_XP1 SET GameEraMinimumTurns= GameEraMinimumTurns*1.2;
UPDATE Eras_XP1 SET GameEraMaximumTurns= GameEraMaximumTurns*1.4;
UPDATE GlobalParameters SET Value=Value*1.25 WHERE Name='GOLDEN_AGE_SCORE_BASE_THRESHOLD';
UPDATE GlobalParameters SET Value=Value*1.25 WHERE Name='DARK_AGE_SCORE_BASE_THRESHOLD';
UPDATE Moments SET ObsoleteEra=NULL;
UPDATE Moments SET MaximumGameEra=NULL;
i am satisfied with this.
UPDATE GlobalParameters SET Value = Value*1.2 WHERE Name ='CITY_GROWTH_MULTIPLIER';
UPDATE GlobalParameters SET Value = Value*1.6 WHERE Name ='CITY_GROWTH_EXPONENT';
this is also good. need to control growth.
UPDATE GlobalParameters SET Value=Value*2 WHERE Name='GOLDEN_AGE_SCORE_BASE_THRESHOLD';
UPDATE GlobalParameters SET Value=Value*1.5 WHERE Name='DARK_AGE_SCORE_BASE_THRESHOLD';
this is bad. too hard to golden age.
I am trying to figure how are the Eras_XP1 SET working? If i increase the ancient era cost from 1.5 to 3.0, I guess I need to extend the era maximum too? But does the game take into account tech progression?
will likely update w/ recommended adjustments after a play-through
but so far (c. 500 AD in-game)... it's my favorite dynamic/game-setup:
I. PREAMBLE:
I introduced noticeable Tech-bottlenecks in the Medieval & Modern Eras,
coupled with similar Civic-bottlenecks in the Renaissance & Atomic Eras.
Figured it made sense historically(-ish) and hoping it will allow for some significant
unit accumulation, as well as fun opportunities for war (& peaceful competition) in
the early- and mid-game, despite the huge map size & standard base-speed.
Given that the Civic-bottlenecks lag the Tech-bottlenecks... the gameplay should have two eras where Civilizations see relatively-quick adoption of new Civics, while technology languishes (i.e. takes longer), but each of which will lead directly into eras of more rapid technological advancement, while the adoption of new civics stall...
due to, let's say... the time it takes Civilizations to adapt to the New Technologies that took so long to research (in the preceding eras) ! . . . ha ha :P
II. MATH and other nerdy stuff:
Ultimately, while the sum-total of the Tech & Civic cost-multipliers is the same, and
they should (more-or-less) rebalance in the intervening (and final) eras, technically...
the Civic-tree will see a greater 'absolute' increase in its final, cumulative culture-cost
(relative to the 'absolute' increase in the Tech-tree) ...b/c of the era-lag in bottlenecks.
Also: much harder to get Great People in the Medieval & Renaissance eras+
And: GameEras are extended (along w/ EraScore multipliers) . . .
although: I can already tell they will need further extending, larger multipliers, etc.
Anywho... without further ado:
III. CIVILIZATIONS GAME SETUP:
IV. DYNAMIC ERAS - RULES.SQL :
V. ENJOY + let me know your thoughts!
. . . Tip: some tech-lines get you through tough eras more quickly than others...
. . . but, beware the consequences of shortcuts !!! :P
VI. QUESTIONs
Has anyone figured out whether it's possible to adjust the Growth, Great People,
GameEra & EraScore Multipliers on a Per-Era (+ person) basis ?
And if it is, anyone know what the relevant code is ? ? ?