Closed Infixo closed 7 years ago
It's to fix the issue with instant yields due to Authority's Unit Kill Bonus, Progress's Citizen Yield Bonus, and Tradition's fast GP expendation in Epic and Marathon.
Unfortunately, I don't know the details of the issues you mention (can you point me to some more info?). But as I understand, to fix these issues you unbalanced the entire game? Because for now playing on Epic (which is my favorite speed) doesn't make sense. I'm not saying there are bugs or anything like this, only that it is breaking immersion totally.
I think what he mean is that tech scaling is 225 instead of 150 because multiplying time by 1.5 approximatively multiply science production by 2.25 = 1.5*1.5 :
So multiplying science cost by 2.25 is an over-approximation, but not as stupid as it seems. I guess someone could do some tests to find which value would be the most correct, but 225 is far more reasonnable than 150.
Nah I totally did it to totally unbalance the game on purpose.
In all seriousness hundreds of users play epic etc and have no issue.
@MoiMagnus I have no idea why do you multiply by 1.5 two times. But assuming that even if it was correct, pls. explain why there's no 900 for Marathon but 325? 3.0x3.0 = 9.0... Standard game is design to last 500 turns, epic 750 (500x1.5) and marathon 1500 (500x3.0). All algorithms scale the values according to these. Progress: why number of citizens is multiplied by 1.5? Food needed to grow city is multiplied by 1.5 or 3.0, so you basically don't grow bigger cities than when playing on standard, do you? Authority: even worse - costs are multiplied, you or your enemy can't get more units than in the corresponding time on standard, plus you don't kill all of of them. I asked for more details about the issues mentioned. @LoneGazebo Not many people play Epic (like 3x less than Standard). ElliotS made a quick forum poll recently (https://forums.civfanatics.com/threads/forum-metric-polls.610452/) and that was one of the questions. And as I said - it doesn't cause errors. And if you don't care about what year the game shows, you will never notice this issue.
@Infixo Just play epic for a while. I have no issue with the years to era. Medieval is reached around 1000AD and renaissance 1400 to 1600. Industrial is always in the 1800s or earlier(often earlier) and things speed up from there. It's no where near as unbalanced as you make it out to be.
I agree. If anything, the first time i played Vox Populi and i noticed my techs were behind the actual date shown, i just realized i much to improve on to get better at the game. I just quit and Epic game as Aztecs on Emperor because i became extremely over powered early. No challenge.
_1. Mod version (i.e Date - 4/23):_2/15
2. Mod list (if using Vox Populi only, leave blank):
3. Error description: Tech scaling for Epic speed is not proportional for other yields by 50%. This causes all Civs to hit Eras much, much, much later than when on Standard speed (like Renaissance in XIX cent.) 4. Steps to reproduce (optional): In TechCostChanges.sql there is: UPDATE GameSpeeds SET ResearchPercent = 325 WHERE Type = 'GAMESPEED_MARATHON'; UPDATE GameSpeeds SET ResearchPercent = 225 WHERE Type = 'GAMESPEED_EPIC'; Epic should be 150, well maybe a little more (175?) But not 225...