Quote Originally Posted by Bob the Insane
I was thinking some more on this, specifically the debate as to whether or not the increase the build times by x4...

Woould that not through out some of the missions (i.e. build a church in x turns) if the build time for the think ended up longer than the time alotted...

After I complete my first campaign in normal I am going to tryy one with the Timescale set to 0.5 and see how it plays in comparision...
I've been playing at 0.5 for some time and there is no need to change anything else at all (h/vh settings).

Indeed it plays as though this was the intended setting: there isnt too much money, ageing feels right, buildings aren't too slowly built and so on and so forth.

I'm at 1136 in (years) in the campaign and I'm nearing large city status and the "top" of some parts of the tech-tree *for that time*.

If, as suspected, the advances into gunpowder and similar are date set then the upshot is that i'll have a fairly extended period of play before gunpowder units arrive on the scene - and for me that is just fine and dandy.

As I've never played the 2.00 time-scale for more than 30-40 turns I have no idea how advanced a player would *normally* be at that number of turns (112 or so).