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Apolyton Civilization Forums : Powered by vBulletin version 2.0.3 Apolyton Civilization Forums > Miscellaneous > Archive > CtP2-General/Help/Strategy/Multiplaying-Archive > Can sombody help me out here?
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baragon0 is offline baragon0
Settler

Aug 2001
time: 21:15
  Old Post 25-08-2001 00:43
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#1 Report this post to a moderator
Can sombody help me out here? Support Apolyton, buy Galactic Civilizations

Is it possible to make a regular game like the Alexander the Great scenario in the following sense:
quote:

TIME INDEX
Each turn represents one month. Science, Production and Growth have been slowed to accomodate this. Researching a technology is 10 times slower.
MOVEMENT
Due to the greater detail of the map, unit movement is doubled.


Is this possible? I would really like to see this done because like this, I would have a lot more fun experimenting with unirs for longer periods of time before they go obsolete, etc.

Immortal Wombat is offline Immortal Wombat
Prince
in perpetuity
Dec 2000
time: 05:15
  Old Post 25-08-2001 02:01 Visit Immortal Wombat's homepage!
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#2 Report this post to a moderator
Re: Can sombody help me out here? Support Apolyton, buy Civilization III: Complete

Hi,
quote:

TIME INDEX
Each turn represents one month.

This can only be done because it is a scenario, and so you can have a turnlength.txt, however, if you open DiffDB.txt, and look for these lines:

code:
TIME_SCALE{ START_YEAR -4000 NUM_PERIODS 6 PERIOD { START_TURN 0 YEARS_PER_TURN 25 } PERIOD { START_TURN 120 YEARS_PER_TURN 15 } PERIOD { START_TURN 220 YEARS_PER_TURN 10 } PERIOD { START_TURN 320 YEARS_PER_TURN 4 } PERIOD { START_TURN 400 YEARS_PER_TURN 1 } PERIOD { START_TURN 480 YEARS_PER_TURN 1 } NEGATIVE_YEAR_FORMAT BC_YEAR_FORMAT POSITIVE_YEAR_FORMAT AD_YEAR_FORMAT }

This should be fairly self-explanatory. From the turn START_TURN (minus is BC), make each turn last YEARS_PER_TURN number of years. You can slow down history quite considerably like this.

quote:

Science, Production and Growth have been slowed to accomodate this.

Science - open advances.txt, and find each line
code:
Cost 17327

multiply each number by two or something. Or go to govern.txt, and multiply the KnowledgeCoef down.
Production - either open units, building and wonders.txt and multiply all the cost numbers up, or open govern.txt, and multiply the ProductionCoef down (no smaller than 0.1 or you won't build anything, ever)
Growth - probably the easiest way would be to multiply the FoodCoef (again in govern.txt) down to a smaller number.
quote:

Researching a technology is 10 times slower.

Open advances.txt, multiply cost up.
quote:

MOVEMENT
Due to the greater detail of the map, unit movement is doubled.

Go into units.txt, and multiply the units movement points up by 2.

Good luck with that
Ben

baragon0 is offline baragon0
Settler

Aug 2001
time: 21:15
  Old Post 25-08-2001 02:33
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Support Apolyton, buy Civilization 2

Dear Ben:

Thank you for your interest and the time you took in answering. I will look into it and hopefully I will succesfully be able to modify gameplay.

Bernardo

baragon0 is offline baragon0
Settler

Aug 2001
time: 21:15
  Old Post 25-08-2001 04:01
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Problem Support Apolyton, pre-order Civilization IV

It seems I have only one problem now. The computer civilizations are not affected by the rules I now have. Is there anyway I can limit the computers rules (production, science, growth movement, etc.) to the settings I have?

Thanks,
Bernardo Aragon

EDIT:

Fixed. Thank you. It seems the problem never existed.

Last edited by baragon0 on 25-08-2001 at 06:24

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