This is completely fine at faster speeds, but at marathon (for example) this means that around 540 turns are left out at for the future era and the latter eras seem to be very rushed. The base game sets the thresholds so that at best, if each era takes the shortest possible amount of turns (which usually happens in my games), there are still some turns to be played at the endgame before the score victory kicks in. x1-Įra and era score thresholds are set to be longer than the base game to adjust to the full length of the game. So, if you play on regular speed for example and a certain tech takes 20 turns to research and a certain unit takes 4 turns to build, then with this mod that same tech will still take 20 turns, but that certain unit will take only 1 turn to build. The Y-axis shows which elements are scaled to a reference speed. The X-axis has the different play speeds of the game, and The chart posted can work as a quick guide: While this mod is enabled the cost scalings will apply to all other speeds as well, although this mod is made with slower speeds in mind, (it doesn't really work at quick or online where most things take 1 turn anyways). A) it scales costs from most aspects of the game with the purpose of making each era more meaningful, andī) it adds two new speeds: semimarathon and ultramarathon.
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