The game features community, modding, and multiplayer elements. A civilization's borders also expand one tile at a time, favoring more productive tiles, and roads now have a maintenance cost, making them much less common. In addition, the maps contain computer-controlled city-states and non-player characters that are available for trade, diplomacy and conquest. The combat system has been overhauled, by removing stacking of military units and enabling cities to defend themselves by firing directly on nearby enemies. Many elements from Civilization IV and its expansion packs have been removed or changed, such as religion and espionage (although these were reintroduced in its subsequent expansions). The game is based on an entirely new game engine with hexagonal tiles instead of the square tiles of earlier games in the series. I have a feeling this won't necessarily give the feeling you want though, you'll just end up with a game that feels like it is moving fast but you can't research anything.In Civilization V, the player leads a civilization from prehistoric times into the future on a procedurally generated map, attempting to achieve one of a number of different victory conditions through research, exploration, diplomacy, expansion, economic development, government and military conquest. I guess the other option would be to start with the normal game length and just increase the relatively obvious settings for Research and Culture percent (if that really is all you want to slow down). So just take a text editor, adjust the values for the difficulty level you want to play, and then start a new game. And there is also BuildPercent, not sure what that is. I'm not sure about CreatePercent, I think that may affect the cost of Wonders, but I'm not certain. The ones you are likely interested in are TrainPercent (presumably affecting the cost of units) and ConstructPercent (presumably affecting the cost of buildings). It will be in the Assets\Gameplay\XML\GameInfo folder of your Civ 5 folder.Įach difficulty level is listed, with a bunch of percentages that are applied to the cost of everything.
I believe you can just modify CIV5GameSpeeds.xml to suit your tastes.
Is there a way to modify this? As in, set research and policy acquisition to an Epic game pace while leaving production at a slightly faster (roughly Marathon?) pace, to allow more of a chance to play around with an Ancient/Classical/Medieval military? Quite often I forgo the entire process and build only city-defense troops until I get into Industrial or later eras. Later on, as my research speeds up (as it often does) I'll finally get a couple riflemen to the front lines, just in time to provide ground support for the stealth bomber I bought. I'll tell one of my more productive cities to begin producing them as soon as they finish their whatever-they-were-building-before, while I continue researching towards other military units, and by the time I've finished building two or so swordsman I have the tech for longswordsman and now my old troops are outdated. A common sequence of events, is I'll discover a technology unlocking, say, a new military unit. However, every time I play, regardless of my settings - I never feel as if the world spends enough time in each given "age".