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Thread: Solution: Events on various timescales

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  1. #21
    Village special needs person Member Kobal2fr's Avatar
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    Nov 2006
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    Default Re: Solution: Events on various timescales

    Quote Originally Posted by Bob the Insane
    Well it is a first step in the right direction... I was starting to do this myself the other night but when I took a look at the campaign file I needed to to start updating and thought about the play testing that would be required to ensure balance; I gave up and continued on with my vanilla HRE game...

    Additionally, you find the doubled build times make for a good game?

    I have a simple mod (that I have yet to update for the patch) which sets the TimeScale to 0.5 and increases the build times by x4 and while it takes forever to get stuff built at least the tech progression does not get out of wack. I also used part of Wonderland's SloMod to alter the base farming output of the regions (reduced by a fact of four) which seemed to help this the settlement growth getting out of hand.

    I am considering using a little variety in the build times (hopefully using logic and common sense), keeping the first level building on the orginal timescale, doubling for the mid level building and keeping the x4 for the higher level buildings. I mean, approx 30 turns for a Hugh Cathedral seems long, but those things really did take 15-20 years to build...
    The problem with multiplying build times is that most traits and ancillaries (the good ones certainly ) are triggered on building completion... So essentially, your governor will sit for 30 years to have his +1 Piety from ReligiousActivity, and he will have had plenty of time to turn into a drunken gambling womanizer in the meantime .

    That's the problem with these interconnected mechanics - change one thing and you have to change everything :)
    Last edited by Kobal2fr; 12-18-2006 at 20:27.
    Anything wrong ? Blame it on me. I'm the French.

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