[SOLVED] Help needed: Economic variables

I have an irrational hatred of the End Turn button, and would like to End Turn as rarely as possible.  Intuitively, the easiest way to do this would be to make units default to four moves instead of two, double ResearchPerPopulation, ProductionPerPopulation, ProductionPerMaterials etc, and double everything that provides a non-percentage-based boost to any resource.

The unit default move and improvements I can work out, but I have no idea where to start with the economic variables.  Can anyone throw me a bone?

Thanks very much in advance.

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Reply #2 Top

There's a special file called city- something that has those values. You'll need to boost some coreimprovements.xml as well, and a bunch of techs and... Stuff all over the place really.

Reply #3 Top

Quoting Heavenfall, reply 2
There's a special file called city- something that has those values. You'll need to boost some coreimprovements.xml as well, and a bunch of techs and... Stuff all over the place really.
End of Heavenfall's quote
Yeah, CityResourceEffectDefs was where I got the variable names in the first place.  I was just an idiot and wasn't opening it in an XML editor, so was looking around futilely for a different file where they actually got declared.  Thanks, I feel silly now. :P

 

Quoting cardinaldirection, reply 1
"Changing the game pace now also modified production times": from the as of yet unreleased 1.01 Changelog.
End of cardinaldirection's quote
Oh, hey.  That pretty much solves my only issue, and in a worst-case scenario I can probably just change the magnitude of the pace levels.  Thanks very much.