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Thread: [RELEASED] Submod for more balanced 4 turn per year games.

  1. #1
    alhoon's Avatar Comes Rei Militaris
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    Default [RELEASED] Submod for more balanced 4 turn per year games.

    RELEASED

    Attachment 324339


    The Scope of the mod:
    I tried to make a mod that slows the economic and population growth of empires to balance it for double the number of turns. That way, you won't make 30K/turn on 1725.
    Construction times, recruitment times and movement remained the same because I think they reflect more the 4tpy times.

    Suggested tech multiplier x4.


    CHANGED:
    Economic techs (so that income should be on par with the faster paced 2tpy. That way you won't make millions by 1730)
    Religion conversion (Conversion slowed again to be on par with the 2tpy rates for churches, little change to missionaries)
    Farms pop growth bonus/2 (To reflect the more realistic 2tpy pop growth rate)
    Ministers/goverments on town wealth growth (For the same reason as economic techs).
    Buildings town wealth growth (For the same reason as economic techs. NOTE: Ports and roads remained unaffected. Regions with 2-3 commercial ports will become rich in 25 years)



    Old Post
    Spoiler Alert, click show to read: 

    I'm planning to do a small submod about more realistic 4 turns per year games.

    - Recruitment: As far as I know, training of a line battalion in the era was about 2 months. So recruitment times will stay the same.

    - Constructions: I think construction times are also OK gamebalance wise and quite realistic for 4 turns per year as they are. No changes planned there.

    - Tech: I play with x2 in 2tpy. So I'll just play with x4 in 4tpy. Problem solved.

    - Town wealth growth: That's the gamebreaking problem.
    4 turns per year with the existing town wealth growth rates (buildings, techs, ministers) would cause too fast economic growth.
    So, I plan to reduce the town wealth growth rates by half. So town wealth growth would be close to what it would be in 2tpy.

    - Population growth: Again, this needs twinking so there's not unrealistic population growth in the early 18th century. I plan to use square roots of population increase bonuses for farms etc in order to again have the same population growth in the same timeframe.

    - Religious conversion: As the previous two, this will be toned down in order to reduce the impact of churches and rapid conversion.
    I'll take a shot on missionaries too, but this will be softer.


    IF ANYONE CAN THINK OF ANYTHING ELSE in order to emulate 2tpy generic progress in 4tpy please tell me.
    Last edited by alhoon; April 19, 2015 at 06:44 PM. Reason: Release
    alhoon is not a member of the infamous Hoons: a (fictional) nazi-sympathizer KKK clan. Of course, no Hoon would openly admit affiliation to the uninitiated.
    "Angry Uncle Gordon" describes me well.
    _______________________________________________________
    Beta-tester for Darthmod Empire, the default modification for Empire Total War that does not ask for your money behind patreon.
    Developer of Causa Belli submod for Darthmod, headed by Hammeredalways and a ton of other people.
    Developer of LtC: Random maps submod for Lands to Conquer (that brings a multitude of random maps and other features).

  2. #2
    Xwhyzed's Avatar Primicerius
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    Default Re: Submod for more balanced 4 turn per year games.

    but if you slow down everything in 4tpy then what's the point of having 4tpy?

  3. #3
    alhoon's Avatar Comes Rei Militaris
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    Default Re: Submod for more balanced 4 turn per year games.

    Personally?

    I like it more slow paced in development. That way campaign movement speeds are closer to realistic.
    I plan to make a submod where you would be able to play for 150 turns before you reach the point of making so much money that it doesn't matter.

    And also, I plan to make a number of Startpos for when I want a bit of a "headstart". I.e. make a startpos of 1725, while in the first 50 turns I'll have a "safe" fuction and I'll keep the status quo by paying money to the sides I want, give back regions etc.
    alhoon is not a member of the infamous Hoons: a (fictional) nazi-sympathizer KKK clan. Of course, no Hoon would openly admit affiliation to the uninitiated.
    "Angry Uncle Gordon" describes me well.
    _______________________________________________________
    Beta-tester for Darthmod Empire, the default modification for Empire Total War that does not ask for your money behind patreon.
    Developer of Causa Belli submod for Darthmod, headed by Hammeredalways and a ton of other people.
    Developer of LtC: Random maps submod for Lands to Conquer (that brings a multitude of random maps and other features).

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    MatrixStorm's Avatar Campidoctor
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    Default Re: Submod for more balanced 4 turn per year games.

    Quote Originally Posted by alhoon View Post
    I'm planning to do a small submod about more realistic 4 turns per year games.

    - Recruitment: As far as I know, training of a line battalion in the era was about 2 months. So recruitment times will stay the same.

    - Constructions: I think construction times are also OK gamebalance wise and quite realistic for 4 turns per year as they are. No changes planned there.

    - Tech: I play with x2 in 2tpy. So I'll just play with x4 in 4tpy. Problem solved.

    - Town wealth growth: That's the gamebreaking problem.
    4 turns per year with the existing town wealth growth rates (buildings, techs, ministers) would cause too fast economic growth.
    So, I plan to reduce the town wealth growth rates by half. So town wealth growth would be close to what it would be in 2tpy.


    - Population growth: Again, this needs twinking so there's not unrealistic population growth in the early 18th century. I plan to use square roots of population increase bonuses for farms etc in order to again have the same population growth in the same timeframe.

    - Religious conversion: As the previous two, this will be toned down in order to reduce the impact of churches and rapid conversion.
    I'll take a shot on missionaries too, but this will be softer.

    IF ANYONE CAN THINK OF ANYTHING ELSE in order to emulate 2tpy generic progress in 4tpy please tell me.
    I totally agree.
    Many people just don't understand that the economic welfare of nations was because of trade, and just a little bit because of town wealth.
    We need to underline that!
    Last edited by MatrixStorm; January 19, 2011 at 07:10 AM.

  5. #5
    alhoon's Avatar Comes Rei Militaris
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    Default Re: Submod for more balanced 4 turn per year games.

    DONE:
    Economic techs,
    Religion conversion,
    Farms pop growth bonus/2
    A flat small penalty to pop growth to recompensate for the 0,25% starting growth.
    Ministers/goverments on town wealth growth.
    Industrial buildings town wealth growth
    Last edited by alhoon; December 24, 2010 at 03:54 AM.
    alhoon is not a member of the infamous Hoons: a (fictional) nazi-sympathizer KKK clan. Of course, no Hoon would openly admit affiliation to the uninitiated.
    "Angry Uncle Gordon" describes me well.
    _______________________________________________________
    Beta-tester for Darthmod Empire, the default modification for Empire Total War that does not ask for your money behind patreon.
    Developer of Causa Belli submod for Darthmod, headed by Hammeredalways and a ton of other people.
    Developer of LtC: Random maps submod for Lands to Conquer (that brings a multitude of random maps and other features).

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    MatrixStorm's Avatar Campidoctor
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    Default Re: Submod for more balanced 4 turn per year games.

    Can you maybe make mines more important in terms of wealth generation?
    I remember that mines where important back then.

  7. #7
    alhoon's Avatar Comes Rei Militaris
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    Default Re: Submod for more balanced 4 turn per year games.

    Quote Originally Posted by MatrixStorm View Post
    Can you maybe make mines more important in terms of wealth generation?
    I remember that mines where important back then.

    Ehhh... sure.
    But not in the 4tpy mod. I have a different submod for my personal changes for things like that.

    In that mod, I've increased a bit the movement speed, I've given myself a -2 penalty to repression etc. It always bugged me that mines didn't seem worth the money to upgrade.

    I mean -1 happiness, 100 town wealth (pro-tax, a net gain of about 40) and 2700 cost?!? It would take me 60 years to make the money I invested.
    There was a reason steam engines were used on mines. Mines made money.

    I'll take your suggestion about mines to Darth himself, as this seems to be a good suggestion for the whole Darthmod.
    alhoon is not a member of the infamous Hoons: a (fictional) nazi-sympathizer KKK clan. Of course, no Hoon would openly admit affiliation to the uninitiated.
    "Angry Uncle Gordon" describes me well.
    _______________________________________________________
    Beta-tester for Darthmod Empire, the default modification for Empire Total War that does not ask for your money behind patreon.
    Developer of Causa Belli submod for Darthmod, headed by Hammeredalways and a ton of other people.
    Developer of LtC: Random maps submod for Lands to Conquer (that brings a multitude of random maps and other features).

  8. #8
    alhoon's Avatar Comes Rei Militaris
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    Default Re: Submod for more balanced 4 turn per year games.

    RELEASED

    Anyone interested could try it.

    To install drop it in the ETW data folder and in the script of your campaign, add the following on the top:

    mod 4tpy.pack;
    Last edited by alhoon; December 26, 2010 at 05:01 AM.
    alhoon is not a member of the infamous Hoons: a (fictional) nazi-sympathizer KKK clan. Of course, no Hoon would openly admit affiliation to the uninitiated.
    "Angry Uncle Gordon" describes me well.
    _______________________________________________________
    Beta-tester for Darthmod Empire, the default modification for Empire Total War that does not ask for your money behind patreon.
    Developer of Causa Belli submod for Darthmod, headed by Hammeredalways and a ton of other people.
    Developer of LtC: Random maps submod for Lands to Conquer (that brings a multitude of random maps and other features).

  9. #9
    MatrixStorm's Avatar Campidoctor
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    Default Re: Submod for more balanced 4 turn per year games.

    Quote Originally Posted by alhoon View Post
    Ehhh... sure.
    But not in the 4tpy mod. I have a different submod for my personal changes for things like that.

    In that mod, I've increased a bit the movement speed, I've given myself a -2 penalty to repression etc. It always bugged me that mines didn't seem worth the money to upgrade.

    I mean -1 happiness, 100 town wealth (pro-tax, a net gain of about 40) and 2700 cost?!? It would take me 60 years to make the money I invested.
    There was a reason steam engines were used on mines. Mines made money.

    I'll take your suggestion about mines to Darth himself, as this seems to be a good suggestion for the whole Darthmod.
    Thanks ^^
    But it sounds obvious to me that mines need to generate much money.
    Gold was the main reason for Spain to conquer the rest of 'West-India'.
    Though they found almost no gold and very very much silver (I lol'd when I heared that ).
    But that was positive too.
    Since the coins in Spain were made of silver.
    This meant that there was more money, and the prices rised in reaction.
    This made an inflation, so it was quite positive for the economy in Spain.

  10. #10
    alhoon's Avatar Comes Rei Militaris
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    Default Re: Submod for more balanced 4 turn per year games.

    Spain got S$$$loads of silver out of the mines. I'm talking about rumors that Potezy (sp?) had silver lined roads. Millions of slaves died in the mines because it also had poisonous Hg compounds and Pb.

    Maxistorm: If you add 4-5 silver mine resources in Americas (place them in places infantry wouldn't go, so we don't have to deal with the units-can't-leave part) it will solve the problem. But... what has this to do with 4 turns per year mod?

    Anyway, because you're cool, I'll send you a minimod that I use, with some changes, including mine money.
    alhoon is not a member of the infamous Hoons: a (fictional) nazi-sympathizer KKK clan. Of course, no Hoon would openly admit affiliation to the uninitiated.
    "Angry Uncle Gordon" describes me well.
    _______________________________________________________
    Beta-tester for Darthmod Empire, the default modification for Empire Total War that does not ask for your money behind patreon.
    Developer of Causa Belli submod for Darthmod, headed by Hammeredalways and a ton of other people.
    Developer of LtC: Random maps submod for Lands to Conquer (that brings a multitude of random maps and other features).

  11. #11
    MatrixStorm's Avatar Campidoctor
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    Default Re: Submod for more balanced 4 turn per year games.

    Quote Originally Posted by alhoon View Post
    Spain got S$$$loads of silver out of the mines. I'm talking about rumors that Potezy (sp?) had silver lined roads. Millions of slaves died in the mines because it also had poisonous Hg compounds and Pb.

    Maxistorm: If you add 4-5 silver mine resources in Americas (place them in places infantry wouldn't go, so we don't have to deal with the units-can't-leave part) it will solve the problem. But... what has this to do with 4 turns per year mod?

    Anyway, because you're cool, I'll send you a minimod that I use, with some changes, including mine money.
    I don't know, but this looked more like a 'great ideas' topic
    And no thanks, we will make a mod when the units-can't-leave bug is solved

  12. #12
    alhoon's Avatar Comes Rei Militaris
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    Default Re: Submod for more balanced 4 turn per year games.

    Here is the "Cool ideas" submod.

    Mines, and reduced townwealth (for 2tpy because I used to end with rediculous amounts of money), reduces conversion, slightly increased movement rates for land units, Fixed Cadence marching to give +15 movement to all land instead of just infantry etc.
    alhoon is not a member of the infamous Hoons: a (fictional) nazi-sympathizer KKK clan. Of course, no Hoon would openly admit affiliation to the uninitiated.
    "Angry Uncle Gordon" describes me well.
    _______________________________________________________
    Beta-tester for Darthmod Empire, the default modification for Empire Total War that does not ask for your money behind patreon.
    Developer of Causa Belli submod for Darthmod, headed by Hammeredalways and a ton of other people.
    Developer of LtC: Random maps submod for Lands to Conquer (that brings a multitude of random maps and other features).

  13. #13
    MatrixStorm's Avatar Campidoctor
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    Default Re: Submod for more balanced 4 turn per year games.

    Quote Originally Posted by alhoon View Post
    Here is the "Cool ideas" submod.

    Mines, and reduced townwealth (for 2tpy because I used to end with rediculous amounts of money), reduces conversion, slightly increased movement rates for land units, Fixed Cadence marching to give +15 movement to all land instead of just infantry etc.
    I was wondering, why the reduced conversion rate?
    I mean, Luther converted whole Scandinavia and North-Germany in like 30 years

  14. #14
    alhoon's Avatar Comes Rei Militaris
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    Default Re: Submod for more balanced 4 turn per year games.

    Yes. In 30 years. Not 5.
    Not to mention that these states had reasons to want to break away from Pope. The Ottomans didn't convert us in 450 years.
    alhoon is not a member of the infamous Hoons: a (fictional) nazi-sympathizer KKK clan. Of course, no Hoon would openly admit affiliation to the uninitiated.
    "Angry Uncle Gordon" describes me well.
    _______________________________________________________
    Beta-tester for Darthmod Empire, the default modification for Empire Total War that does not ask for your money behind patreon.
    Developer of Causa Belli submod for Darthmod, headed by Hammeredalways and a ton of other people.
    Developer of LtC: Random maps submod for Lands to Conquer (that brings a multitude of random maps and other features).

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    Xwhyzed's Avatar Primicerius
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    Default Re: Submod for more balanced 4 turn per year games.

    I agree with pimping the mines at the moment they are waste of money.

  16. #16
    MatrixStorm's Avatar Campidoctor
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    Default Re: Submod for more balanced 4 turn per year games.

    Quote Originally Posted by alhoon View Post
    Yes. In 30 years. Not 5.
    Not to mention that these states had reasons to want to break away from Pope. The Ottomans didn't convert us in 450 years.
    I'm not sure about that.
    Come and have a look in Belgium
    Last edited by MatrixStorm; January 19, 2011 at 07:17 AM.

  17. #17
    alhoon's Avatar Comes Rei Militaris
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    Default Re: Submod for more balanced 4 turn per year games.

    What happened in Belgium? And I'm pretty sure most conversions happened over the course of 4-5 generations.

    PS. In some cases the religion of the locals didn't change. New settlers brought their own religion with them and massacred the previous guys so the religious makeup changed.
    There are some modifiers about pioneers bringing their religion to a colony in ETW and how much they change the religious makeover, but I don't know what they mean.
    alhoon is not a member of the infamous Hoons: a (fictional) nazi-sympathizer KKK clan. Of course, no Hoon would openly admit affiliation to the uninitiated.
    "Angry Uncle Gordon" describes me well.
    _______________________________________________________
    Beta-tester for Darthmod Empire, the default modification for Empire Total War that does not ask for your money behind patreon.
    Developer of Causa Belli submod for Darthmod, headed by Hammeredalways and a ton of other people.
    Developer of LtC: Random maps submod for Lands to Conquer (that brings a multitude of random maps and other features).

  18. #18
    MatrixStorm's Avatar Campidoctor
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    Default Re: Submod for more balanced 4 turn per year games.

    Quote Originally Posted by alhoon View Post
    What happened in Belgium? And I'm pretty sure most conversions happened over the course of 4-5 generations.

    PS. In some cases the religion of the locals didn't change. New settlers brought their own religion with them and massacred the previous guys so the religious makeup changed.
    There are some modifiers about pioneers bringing their religion to a colony in ETW and how much they change the religious makeover, but I don't know what they mean.
    Nothing, only the fact that Belgium has many islamic immigrants.
    Most of them are Turkish or Marrokan.
    Most of them are hated because they terrorise the towns and cities, especially teenagers who act like chavs (or how do you call them in English?). But you have nice people too.

  19. #19
    alhoon's Avatar Comes Rei Militaris
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    Default Re: Submod for more balanced 4 turn per year games.

    Yeah, as I said immigration religion change is covered by some weird modifiers in ETW that I don't want to touch.
    alhoon is not a member of the infamous Hoons: a (fictional) nazi-sympathizer KKK clan. Of course, no Hoon would openly admit affiliation to the uninitiated.
    "Angry Uncle Gordon" describes me well.
    _______________________________________________________
    Beta-tester for Darthmod Empire, the default modification for Empire Total War that does not ask for your money behind patreon.
    Developer of Causa Belli submod for Darthmod, headed by Hammeredalways and a ton of other people.
    Developer of LtC: Random maps submod for Lands to Conquer (that brings a multitude of random maps and other features).

  20. #20
    Freakwave's Avatar Tiro
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    Default Re: RELEASED: Submod for more balanced 4 turn per year games.

    More things i can think of:

    . Character aging (generals, ministers, kings, spies, priests, gentlemen)
    . Elections
    . Recruit time
    . Dissent loss
    . Any diplo modifier that is time related
    . Prestige gain/loss

    Ignore this post if you already got it covered
    .
    .




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