Millennia

Millennia

Slower Game Speed & Longer Ice Age
19 条留言
Kemosabe73 4 月 27 日 上午 4:57 
Thank you for this mod!
Terradive 4 月 6 日 下午 7:32 
this mod breaks border growth or retards it to the point the game is unplayable. Don't recommend. Also building units is also way more expensive, so you can't really play around and explore the maps unless en force.
Anttoni 2 月 9 日 上午 12:08 
Border growth takes way too long compared to city growth. I build a a town and the tiles next to it says 300 turns to grow. Also government points the same as in vanilla. Otherwise stable mod, but need balancing.
AngelWarrior 2024 年 11 月 20 日 下午 5:31 
@Pufffel

Thank for the help and patients. Can you plz be more detailed and specific? As All I'm interested is increasing the research costs and number of techs it required to advance to next age. As well altering the production cost (increase or decrease) the building units and buildings. Once again thanks for help and patients.
Puffel  [作者] 2024 年 11 月 20 日 上午 2:42 
@AngelWarrior

You will find some XML files within the mod folder. You can open them with right click > open with > Editor

You will then see a lot of code line. Usually there will be a text "this line does abc" and then some code with a value - go explore and have fun messing around with numbers! :)
AngelWarrior 2024 年 11 月 19 日 下午 6:13 
@puffel Thank Can you tell how to edit the file as i don't know what I am looking at
Puffel  [作者] 2024 年 11 月 19 日 上午 2:05 
@AngelWarrior Mods are located in ../steamlibrary/steamapps/workshop/content/1268590/workshop

This specific mod is located in the folder with the long number at the end of the address above, ending with 312.

You can simply open the file with the Editor or any other xml program. The value are as @rdngmikey stated - feel free to alter them to your liking. Game will always be a bit iffy in terms of balancing, as it is not programmed to be this slow. Have fun experimenting! :)
AngelWarrior 2024 年 11 月 18 日 下午 8:41 
Where are the mod files located
Taurec 2024 年 10 月 18 日 上午 9:34 
Thank you. :)
rdngmikey 2024 年 10 月 18 日 上午 6:56 
A quick guide to making changes in the Mod files: Some basic changes for 4x speed.

Pop growth seems fairly straight forward with 0.25 equaling a quarter speed or taking 4x as long.

Construction as well is a basic multiplier; 4=4x, this is for building construction as well as improvement costs. Setting this too high will make building some improvements impossible.

Tech speed is an additive percentage; 1 = +100% or 2x, so setting this to 3 = +300% or 4x.

Border expansion is one that I haven't figured out the math on, it seems to be on some sort of curve. The base cost of the first expansion is around 15.15 with a setting of 1, a setting of 1.5 brings it around 45 and a setting of 2 equals about 90. The base setting for the Mod is 4 which equals around 600. For a setting of 4x or around 60 I believe I have it set to 1.7.

Hope this helps.
rdngmikey 2024 年 10 月 12 日 上午 4:29 
@Taurec Yes you can adjust the research and construction times in the Mod files.
Taurec 2024 年 10 月 6 日 下午 2:42 
Is there a way to specifically slow down research but speed up construction times and cultural growth?

It takes far too long to build buildings and units, while research is too fast in comparison. In Civ 4 you could adjust this wonderfully, as there were entries in XML files for this.
Grenandine 2024 年 9 月 26 日 上午 6:36 
Another comment: The ability to spawn units instantly is pretty much unstoppable in this mode. I ran up against a civ that used raider. They had 20 raider units (6 stacks) with leaders. and they are free. No amount of building units can compensate, and with the culture speed reduced, even Warriors cannot compete because the frequency is too slow. Because the AI ignores "supply lines" and just bypasses defended locations, you basically lose unless you also choose raider. Is there a way to scale the cooldown on the summon raiders to match the extended build times?
Grenandine 2024 年 9 月 26 日 上午 5:18 
The increase in expansion rate of territory seems excessive. For my first town, expanding into grassland at range 1 hex is 600 influence. Even with the Dolman I don't expect the first territory expansion for 200 turns. You might look into that formula and either increase the influence generation of the cultural buildings or scale back the influence cost to expand. I am currently at turn 92 and, having built a dolman, I am at 26 of 603.1 needed.

Also, I could not settle with my first settler until some land had unfrozen. That did not happen until turn 25, and the place I had chosen to settle did not clear until turn 32. The pace of clearing seems to be less than optimal. Also, waiting that long left me with 20 production on my town, but with costs so much higher, it was perhaps not as useful as it normally seems. Perhaps raise the cap on benefits for waiting to settle?
Freyaldo 2024 年 9 月 23 日 上午 10:00 
First of all thanks for the mod, the base idea did appeal to me, however there some things needs to be more fleshed out.

Can you check the influence cost increase? seems like the cost is alot more than doubled for me (and luckely also the ai) (felt like 10-20* more over "slow")

Also a small QoL the years doesn't match the turns anymore, to the point I was in the year 2100 for age 6 (part of it due to ai triggering age of plague, but still).
Have to admit, if you ignore the shown year, the pace felt much better.

unsure if I like the gold cost increase for rushing, have to replay a non-even-slower game to compare this one better, prices for a few turns (remaining) seems increased a lot (won't care if it is the same cost per production, since this alone should increase the cost, but it feels like the cost per production is also increased.)
gwgardner 2024 年 9 月 23 日 上午 5:29 
Thanks for this mod. I've been using it without the ice age start.

While I very much like the slower pace of research and age progression, my opinion is that building/production/improvement costs should not be so high, thus allowing for greater opportunity to develop within the longer age spans.

Changes to the mod that I think would improve it:

1) require all (or at least more) research categories within an age to be completed, before progression to a new age;
2) leave all improvement/production costs as per the standard 'normal' or 'slow' settings.

Again, thanks for making this mod available.
Andy in the Coffin 2024 年 9 月 21 日 上午 8:44 
Does this not increase the productions costs like the mod from nexusmods?
Puffel  [作者] 2024 年 9 月 12 日 上午 3:15 
@Pai De Familia
Am happy you enjoy it so far! :)

I looked into it - The independent cities and barb camps are nothing I can edit for now, unfortunately. Note that also the barbarian "militia" should be stronger than usual.

I believe that both still scale as they should. My theory is: It's just even more snowbally, as the cities start building walls round 1 while you are still busy surviving Ice-Age, building scouts/units etc.

However I will ask the devs about the scaling to confirm
Pai De Familia 2024 年 9 月 11 日 下午 7:42 
Mod is exactly what I was looking for, but it seems like the independent cities progression is still tied to the regular turns amount making them have higher tech and defenses than everyone else