Compatible with prototype mod 'ancient_rome'
Main Dir/Bin/Mods
Technology is 2x Slower
"Technology.Cultivation" - turns is unchanged (7)
FOOD:
NOMAD:
<PlayerResourceMemento id="1" value="-5" /> GOLD
<PlayerResourceMemento id="5" value="-2" /> FOOD
<PlayerResourceMemento id="10" value="-4" /> CITIZENS ( was 10 )
SETTLER:
<PlayerResourceMemento id="1" value="-10" /> GOLD
<PlayerResourceMemento id="5" value="-4" /> FOOD
<PlayerResourceMemento id="10" value="-8" /> CITIZENS ( was 10 )
Resources.Food" bitmapFile="Resources-Food.png" expirationPercentage="33" ( was 66 )
This mod can be used with any scenario.
example; Make a copy of the original Ancient_Mediterranean folder in the Scenario's folder.
Rename that folder Ancient_Mediterranean-slowTECHnsFOOD, for example.
Then, edit the 'scenario.ag' file as follows:
<PrerequisiteMemento mod="ancient_rome-slowTECHnsFOOD" />
No need for this if just using 'Customize World'.
UPDATE: 1.0.7 - Slow Tech & ns Food Mod
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- 2nd Lieutenant - Panzer IVF/2
- Posts: 651
- Joined: Mon Dec 17, 2012 2:53 am
UPDATE: 1.0.7 - Slow Tech & ns Food Mod
- Attachments
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ancient_rome-slowTECHnsFOOD.zip
- (494.87 KiB) Downloaded 120 times
Last edited by eddieballgame on Tue Dec 18, 2018 12:56 am, edited 3 times in total.
Re: UPDATE: 1.0.5 - Technology 2x slower turns & FOOD mod
Playing Legendary difficulty I've tried several different tacs early game, with this mod, and just can't get enough food to maintain my early cities and build forces or settlers. Of course I'm starting totally from an undeveloped map with only one nomad.
I've had to go down to HARD in my AAR to get things going. Didn't try HEROIC. I'll have to make a note about going to HARD in my AAR.
I can't say definitively that the mod is causing this lack of food with Legendary. I have played Legendary without the mod and been able to proceed.
I am NOT saying the mod should be changed. I'm just saying it can make things more difficult, perhaps impossible, early game on such a high difficulty level. I'd be interested to know your experience if you get around to trying it on Legendary.
I've had to go down to HARD in my AAR to get things going. Didn't try HEROIC. I'll have to make a note about going to HARD in my AAR.
I can't say definitively that the mod is causing this lack of food with Legendary. I have played Legendary without the mod and been able to proceed.
I am NOT saying the mod should be changed. I'm just saying it can make things more difficult, perhaps impossible, early game on such a high difficulty level. I'd be interested to know your experience if you get around to trying it on Legendary.
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- 2nd Lieutenant - Panzer IVF/2
- Posts: 651
- Joined: Mon Dec 17, 2012 2:53 am
Re: UPDATE: 1.0.5 - Technology 2x slower turns & FOOD mod
I, generally, never play on too high settings. Not my preference for any of my games; I commend your courage.
So I can not offer any incite per the 'Legendary' difficulty setting.
This mod was, primarily, created for "normal" settings...whatever they are.
It could, very well, be that this mod makes 'Legendary' too hard. Of course, adjustments can be made within the mod.
I am following this thread with interest...good luck.
So I can not offer any incite per the 'Legendary' difficulty setting.
This mod was, primarily, created for "normal" settings...whatever they are.

It could, very well, be that this mod makes 'Legendary' too hard. Of course, adjustments can be made within the mod.
I am following this thread with interest...good luck.
Re: UPDATE: 1.0.5 - Technology 2x slower turns & FOOD mod
Hi eddieballgame,
if you want to address this, it can also be modded:) You can find this in mod.ag in difficultySettings collection where all the resource production impacts per difficulty are set (0=Noob, 1=beginner, 3 is medium and is not defined because there is no "production tweaking", 5 is heroic, etc.)
if you want to address this, it can also be modded:) You can find this in mod.ag in difficultySettings collection where all the resource production impacts per difficulty are set (0=Noob, 1=beginner, 3 is medium and is not defined because there is no "production tweaking", 5 is heroic, etc.)
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- 2nd Lieutenant - Panzer IVF/2
- Posts: 651
- Joined: Mon Dec 17, 2012 2:53 am
Re: UPDATE: 1.0.5 - Technology 2x slower turns & FOOD mod
Thank you, Pavel_ku
Re: UPDATE: 1.0.5 - Technology 2x slower turns & FOOD mod
Just call me Pavel, that is my real name;)
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- 2nd Lieutenant - Panzer IVF/2
- Posts: 651
- Joined: Mon Dec 17, 2012 2:53 am