I like playing during the classic-medieval timeframe, because it's more fun for me and my computer slows down a lot in the industrial era, so I'm trying to find a way to prevent tech advancement. I created a scenario with the tech cost at 1,000,000% and gave all civs tech up to the medieval era, and that seems to work- mostly. Most techs say they will take something like 90,000 turns to complete, but a few of them show up as 1 turn. Does anybody know why it does this? Or is there another way to freeze a game in time?
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halting tech advancement?
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I wrote a mod for that user on tuesday that ended the tech portion of the game in the medieval era. Instead of increasing their cost, just edit theor whatever tag to value 1. That will indeed disable the tech. (The mod I did disables all techs past medieval era, but it starts you in the ancient era, so there's still some research.)
Quite simple really However, that won't help your slowdown much (as a lot of that is due to quantity of units, not tech). I'd consider playing on smaller maps ...<Reverend> IRC is just multiplayer notepad.
I like your SNOOPY POSTER! - While you Wait quote.
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Originally posted by snoopy369
However, that won't help your slowdown much (as a lot of that is due to quantity of units, not tech). I'd consider playing on smaller maps ...
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