Okay, some things are done as of now. I don't suggest using the mod at the moment to actually play your main games, as it's super-alpha and not necessarily stable, but testing is appreciated.
Much more will be done in the next few days, though, so don't despair.
One change that will need discussing is the education threshold increase. Clearly 20% is too high - after 13 colonists it takes 90 turns on schoolhose / 23 turns on University to train another colonist - but I would suggest that 0% is too low (a university trains colonists in 3 turns, from now until the end of time). The proper balance is probably somewhere between 5% and 10%. (These are based on 'default' settings, changing size/speed may alter timings.)
(Schoolhouse / College / Uni for turn timings; rounded for even numbers)
5% level:
1st colonist 30 (10 turns / 5 turns / 3 turns)
15th colonist 60 (20 turns / 10 turns / 5 turns)
30th colonist 120 (40 turns/ 20 turns / 10 turns)
10% level:
1st colonist 30 (10 turns / 5 turns / 3 turns)
8th colonist 60 (20 turns / 10 turns / 5 turns)
16th colonist 120 (40 turns / 20 turns / 10 turns)
20th colonist 180 (60 turns / 30 turns / 15 turns)
20% level (current)
1st colonist 30 (10 turns / 5 turns / 3 turns)
5th colonist 60 (20 turns / 10 turns / 5 turns)
9th colonist 120 (40 turns / 20 turns/ 10 turns)
11th colonist 180 (60 turns / 30 turns / 15 turns)
In a normal gamespeed game, on mid-level, I'm tempted to say that 10% is right, because if your 20th colonist is 15 turns in a university, that's a reasonable amount of time to educate by that point. Most of the time you probably won't want 20 people educated anyway (by the point you would be, you'll be just wanting guys who can hold guns, and these folks don't care about book learning).
However, I'm willing to be convinced otherwise, particularly with games played where it was relevant.
The PatchMod super alpha has 10% set in it, and we'll see how that goes. It also would be interesting to see how it varies with gamespeed - ie, does someone on Epic feel okay with it, but Marathon feels it's too high?
Play around with it, and report back, please. If you need to know where it is, open (in Notepad) Colonization\assets\XML\GlobalDefines.xml and search for EDUCATION_THRESHOLD_INCREASE, and change the integer after that from 20 (default value) to something smaller. 0 means it will always cost the same to educate someone (30 education points, or 10 turns from a schoolhouse, on normal speed/difficulty/etc.); 20 means it increases (from a start of 30) by 20% each time you train a new colonist, so 30 -> 36 -> 43 -> ...
Much more will be done in the next few days, though, so don't despair.

One change that will need discussing is the education threshold increase. Clearly 20% is too high - after 13 colonists it takes 90 turns on schoolhose / 23 turns on University to train another colonist - but I would suggest that 0% is too low (a university trains colonists in 3 turns, from now until the end of time). The proper balance is probably somewhere between 5% and 10%. (These are based on 'default' settings, changing size/speed may alter timings.)
(Schoolhouse / College / Uni for turn timings; rounded for even numbers)
5% level:
1st colonist 30 (10 turns / 5 turns / 3 turns)
15th colonist 60 (20 turns / 10 turns / 5 turns)
30th colonist 120 (40 turns/ 20 turns / 10 turns)
10% level:
1st colonist 30 (10 turns / 5 turns / 3 turns)
8th colonist 60 (20 turns / 10 turns / 5 turns)
16th colonist 120 (40 turns / 20 turns / 10 turns)
20th colonist 180 (60 turns / 30 turns / 15 turns)
20% level (current)
1st colonist 30 (10 turns / 5 turns / 3 turns)
5th colonist 60 (20 turns / 10 turns / 5 turns)
9th colonist 120 (40 turns / 20 turns/ 10 turns)
11th colonist 180 (60 turns / 30 turns / 15 turns)
In a normal gamespeed game, on mid-level, I'm tempted to say that 10% is right, because if your 20th colonist is 15 turns in a university, that's a reasonable amount of time to educate by that point. Most of the time you probably won't want 20 people educated anyway (by the point you would be, you'll be just wanting guys who can hold guns, and these folks don't care about book learning).
However, I'm willing to be convinced otherwise, particularly with games played where it was relevant.

Play around with it, and report back, please. If you need to know where it is, open (in Notepad) Colonization\assets\XML\GlobalDefines.xml and search for EDUCATION_THRESHOLD_INCREASE, and change the integer after that from 20 (default value) to something smaller. 0 means it will always cost the same to educate someone (30 education points, or 10 turns from a schoolhouse, on normal speed/difficulty/etc.); 20 means it increases (from a start of 30) by 20% each time you train a new colonist, so 30 -> 36 -> 43 -> ...
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