You're simply wrong here, Smith. Modding has never been a function of keeping individual players happy. The primary reason any company includes the ability to mod their game is in the hopes that people will release vast amounts of mods that will get other players on board and thus sell more copies of their game. It also serves to significantly lengthen the lifespan of the game by keeping things fresh from new mod-injected content, again motivated by the hope that this causes more sales and gains the game/series more acclaim (which causes more sales next installment). I'm not saying companies specifically do not intend players to mod the game, I'm simply saying it's not the reason the ability to mod the game is there.

I fail to see how wanting to make a campaign longer is cheating, which is basically what you are accusing everyone of doing who makes the campaign last longer. It's no more cheating than adding your own unit to the game.
Precisely right - they both are, because they fundamentally change how the game plays. More on this below - "cheating" is NOT what I'm getting at.

Quote Originally Posted by Agent Smith
I agree that 6 months to train a unit makes sense. I also think that the actual unit/building costs shouldn't need to be changed. The buildings should cost the same, and the increased length of time needed to build them should offset the longer campaign time. If dirt roads takes 2 years (1 turn) to build and 400 florins, it should still cost 400 florins, but just take longer (4 turns) in a slower campaign.

Also, I was thinking about the fact that making the campaign slower paced actually makes agents more useful. In my vanilla campaigns, assassins, and often times priests and spies, were virtually useless. Why assassinate a king or family member when you can jsut roll in with your army and take him out? Why bother sending priests in when you can just roll in with your army, take the city, and build some churches? Extended time will greatly improve agent warfare because you can't jsut build an uber army right away, nor can you march in and build a church in one turn.
It's ideas like this that are exactly why I have commented as I have, Smith. You've actually endorsed making most things operate at the same per-year rate, but allowing units to be recruited 4 times faster than usual, and for everything in game to move 4 times further than usual in a given amount of time (not to mention that religious conversion which no one mentioned will happen at a per-year rate 4 times faster than it used to). I don't care at all what you do to your game honestly - I have no personal stake in that. What I do have, though, is a concern about people using a mod like this and then contributing to discussions on this forum. Any one of those 3 changes I just mentioned is enough to make any discussions about gameplay with users of this mod entirely worthless. My comments have not been motivated by some overdeveloped sense of what is cheating, but rather by the fact that doing this to the game fundamentally changes it, and people should at least know that if they consistently play the game with this modification, they pretty much can't comment in the regular gameplay threads because they aren't playing the same game anymore.

In order to possibly avoid that, you'd have to at least add:

5) 1/4 movement speed for all units/agents
6) 1/4 recruit speed for agents/units
7) 1/4 religious conversion rates

So I guess the pertinent point is, do you want this to change the gameplay, or to try to stay as parallel to it as possible? If the case turns out to be the former, I'd request you move your discussion to the modding threads since as I said it would not be sufficiently close to the base game to be discussed alongside it.