Have They Fixed Slow Settings To Really Be Slow?

It's been awhile since I played.  When it first came out I felt even the slowest settings allowed me to research technologies too quickly.  I want to play where when you get a new tech it sticks around for awhile and has some impact, rather than it becoming obsolete in just the span of a few turns.

Have subsequent patches since launch made "slow" research or building times or whatever actually slow, or are there any mods you'd recommend?

18,828 views 6 replies
Reply #1 Top

I found very slow to be to slow, so I play on slow. Your question depends on perspective. It's slower than gc2. 

Reply #2 Top

As I said, when the game first launched I felt even the slowest setting was too quick.  So you'd get lasers or whatever and then a few turns later they're obsolete.  I was hoping since launch they've made adjustments to the settings so when you discover technologies they actually have an impact individually and stick around for awhile on ships, etc. rather than being obsolete a handful of turns later.

Reply #3 Top

Quoting grandgnu, reply 2

As I said, when the game first launched I felt even the slowest setting was too quick.  So you'd get lasers or whatever and then a few turns later they're obsolete.  I was hoping since launch they've made adjustments to the settings so when you discover technologies they actually have an impact individually and stick around for awhile on ships, etc. rather than being obsolete a handful of turns later.
If I'm not mistaken, you could always edit the modifier.

Yep, found it.

PacingDefs.xml

Enjoy :D

Reply #4 Top

Thanks, I'm just wondering if the developers have changed it since launch in any significant way so I don't have to mess with game files?

Reply #5 Top

You'll also want to change the tech cost scaling in galciv3globaldefs.xml if very slow is too fast for you. If left as-is late game research improvements, especially combined with large maps with high planet counts, can overwhelm the research reduction. Starts at line 868.

Reply #6 Top

Quoting grandgnu, reply 4

Thanks, I'm just wondering if the developers have changed it since launch in any significant way so I don't have to mess with game files?

 

Pacingdefs.xml hasn't changed since release - so the game pace setting just increases production, and the research rate setting just gives a % modifier that is added to the % modifiers from techs and buildings ('very slow' research is equivalent to needing a couple of more labs per planet). Other balance changes in the game have slowed the pace down some (like the general reduction in research building effectiveness), but some others have sped it up a lot (the massive buff to growth rates).

 

The general pacing setting isn't too bad, but the research pacing setting is pretty much meaningless and really needs to be switched to a cost modifier on techs to work properly.