Sid Meier's Civilization V

Sid Meier's Civilization V

Speed Repacing
91 Comments
MOFRONT 17 Jan, 2021 @ 1:18pm 
Is there any possibility to use this mod in a scenario? Whenever i want to start one im not able to go to the advanced settings to put in the repaced timepacings. :(
crashburn274 14 Dec, 2020 @ 6:19am 
I can hardly stand to play CIV anymore without this mod; it feels like this is the speed the game should move.
BoundForHell 21 May, 2020 @ 4:30pm 
it dint work it crashed the game
SamBC  [author] 7 Dec, 2017 @ 4:13am 
You'd be welcome to look at the mod files to see how it works and then make your own mod that repaces the game differently.
Yoda Nobunaga 6 Dec, 2017 @ 4:52pm 
Could you make it so there are speed otions where you always get quick production? I mean everything in Marathon, for example, is the same, except production and, maybe, population is always at quick. So if it takes 5 turns on quick to make an archer then it should do the same at marathon. Can this be an option?
BrJason 20 Dec, 2016 @ 9:52am 
Can't thank you enough for this mod!
voker57 14 Dec, 2016 @ 6:42am 
Looks like I was applying mod the wrong way, after fixing my .civ5pkg modifications it doesn't crush anymore.
voker57 21 Nov, 2016 @ 12:07pm 
No, only this one.
SamBC  [author] 21 Nov, 2016 @ 11:31am 
I don't think there's been an update to the game since I last tested it... are you using any other mods at the same time?
voker57 21 Nov, 2016 @ 8:47am 
Actually it crashes in single player too, here's a save that reproduces the crash (just end turn after loading) http://dump.bitcheese.net/files/cufabut/crash.Civ5Save

Would be awesome if you fixed it, want these exact adjustments but can't play it :(
voker57 13 Nov, 2016 @ 3:53am 
When I try to use this in multiplayer (using this method https://cs2bus.com/sharedfiles/filedetails/?id=233428613) game crashes after few turns, if I reload the save it still crashes on load. Can post the save if needed, can you fix this please?
SamBC  [author] 25 Mar, 2015 @ 1:06pm 
Should do, but I haven't tested it for a while. I did after BNW's release, though, and made specific changes to make it work.
g3nka1 25 Mar, 2015 @ 1:04pm 
does it work with brand new world?
SamBC  [author] 18 Nov, 2014 @ 3:12am 
That would be a much bigger job, replacing the setup screen or adding options to it. You're welcome to use this mod's files as a crib to make your own mod, though.
Cresto127 17 Nov, 2014 @ 8:55pm 
Any possibility of giving direct pacing control to the player rather than using the mod's repacing schemes? The repacing as of v8 still allows research to go too quick imo
Bob 24 Aug, 2014 @ 4:35am 
just noticed on change notes you have made it for bnw ;)))
Bob 24 Aug, 2014 @ 4:34am 
does it work with bnw? thx anyhow, im using it on gk.
SamBC  [author] 7 Jul, 2014 @ 4:35am 
AFAIK, it works - did when I last tested it. If I think it needs changes, I'll update it, but at the moment I'm quite happy with it.
Zoopnigh 7 Jul, 2014 @ 12:12am 
So does this mod still work, and is it still being worked on?
SpankMeLikeTheProletariat 21 Feb, 2014 @ 9:45am 
Tried that way too. It just crashed and kills the game. The only way I got it to work was by loading an unmodded save with the mod enabled, than loading the modded save. It is a workaround if anyone else has this issue.
SamBC  [author] 21 Feb, 2014 @ 8:48am 
It should 'just work', automatically loading the mod when you load the save, but manually enabling the mod and loading from within the mod menu might be safer.
SpankMeLikeTheProletariat 20 Feb, 2014 @ 11:56pm 
So there is an issue where it doesnt load my save and autosaves that use this specific mod. Any idea on why that would happen? Thanks in advance.
SamBC  [author] 5 Feb, 2014 @ 1:40am 
Something must have changed in the gamedb structure again... *sigh*
dedboy 4 Feb, 2014 @ 9:35pm 
Hi there, great idea for a mod!. It's true the new pacings only show up in the advanced setup and unfortunately I don't think they're working for me from the testing I've done.
Mikolaj 31 Jan, 2014 @ 9:35am 
Thanks! And btw a great mod, can't imagine the game without it! :)
SamBC  [author] 31 Jan, 2014 @ 7:50am 
Hmm, I wasn't aware of that. I'll look into it when I have time.
Mikolaj 31 Jan, 2014 @ 7:38am 
Hi since some game update the mod appears only in advanced setup and not in normal one like it used to do, any chance of fixing that?
Pierrick 25 Oct, 2013 @ 7:49am 
Ha, damned, thought it was replacing the other options, so I selected normal marathon then, which explains everything. Thanks a lot :)
SamBC  [author] 25 Oct, 2013 @ 7:07am 
You have to pick the repaced speed options when starting the game - rather than selecting marathon, select "repaced marathon", which has a blue version of the same icon.

As to whether it's then working, the best way to test is to start one game, see how much production it takes to build something, then start another with the repaced settings.
Pierrick 25 Oct, 2013 @ 4:15am 
Hey, this is exactly what I was looking for ! Any way to be sure that the plugin is working ? I'm not exactly 100% sure that my production and growth were faster than usual (in marathon).
SamBC  [author] 7 Oct, 2013 @ 3:02pm 
Zaayl, I'll look at some sort of tweak to help that, but I'm determined not to adjust anything but speed settings. I wouldn't come across that, because I just don't play much warmongering.
Zaayl 7 Oct, 2013 @ 2:36pm 
I love the Idea behind this mod, but a real issue I've found is that happiness and gold just arent balanced for this (At least for a war-based civ), without deliberately playing slow, your gold/happiness producing buildings/resources just wont be able to sustain you without the tech to upgrade them and build bigger versions, I just hit a wall where after a mildly successful war, and working past the usual economic bumps that brings, my happiness and gold was utterly abysmal, despite most of my cities being fairly advanced. If anyone knows of a mod that would help improve these, that would be great.
SamBC  [author] 31 Jul, 2013 @ 9:55am 
I'm afraid you won't get any achievements (except for the one for starting a game with a mod) if any mods are enabled.
-=Maure=- 31 Jul, 2013 @ 9:46am 
Do you still get achievements if using this mod?, I really want to try it out because it sounds perfect (tired of everyone reaching the medieval age in 500BC), but I still want to get some of the new achievemtns
SamBC  [author] 30 Jul, 2013 @ 2:48pm 
You can always download it and look at the files :B1: there are comments in there explaining it.
ConfusedRadish 30 Jul, 2013 @ 1:50pm 
I don't suppose someone can give me an idea of how different the repacing is compared to the normal values in game
Dongus Minimus 25 Jul, 2013 @ 3:07pm 
played with it OMG awsome soo much better! love it!
Helluin 24 Jul, 2013 @ 4:38am 
It wasn't meant as criticism, I was just explaining to Chuck Norris why Grand Campaign feels slower in comparison.
SamBC  [author] 24 Jul, 2013 @ 1:55am 
Well, I tuned this mod to be how I like it. I share it on the basis that some people are likely to enjoy the same settings I do. Plus other people can use it as an example in building their own repacing.
Helluin 23 Jul, 2013 @ 7:51pm 
Grand Campaign (which I normally use, but BNW broke it with the W.C.) slows research by roughly the same amount, but it increases production significantly more. This makes Grand Campaign seem longer by comparison.
SamBC  [author] 17 Jul, 2013 @ 7:47am 
Compared to each standard speed, it speeds up production, and slightly slows down research (which gets balanced out over time by the speeded up production). I think I made it speed up most things, but not all.
Dongus Minimus 17 Jul, 2013 @ 7:19am 
does it increase the research time and not the production? there is a mod called the grand campaine (cannot spell) but is was to long.
[GWJ]orestes77 15 Jul, 2013 @ 8:23am 
Right you are. City connections via harbours are not active until roads are discovered...because that makes sense. Just had not noticed before becauseI got to roads a lot quicker before. Thanks for the response!
SamBC  [author] 14 Jul, 2013 @ 2:21pm 
It shouldn't affect that. Though I believe Carthage's harbours don't give a connection until you have a certain tech (I forget which).
[GWJ]orestes77 14 Jul, 2013 @ 2:17pm 
Love the idea of this mod! I tried it with Brave New World with Carthage today and found it disables thier bonus. Carthage gets harbors for all thier cities, which are present in my game, but the do not provide the over water connection to my capital. Any ideas? This is the only active mod I'm using. My capital and all cities are on the coast/
SamBC  [author] 13 Jul, 2013 @ 6:36am 
No worries
kreaturen 13 Jul, 2013 @ 6:35am 
There you go. It got through! Finally! Thank you for your time anyways :)
kreaturen 13 Jul, 2013 @ 6:29am 
Ok, I hope so. In the mean time I'll try to be patient, but since I like your mod so much I can't help but want it NOW! Sorry ;P
SamBC  [author] 13 Jul, 2013 @ 6:17am 
I haven't uploaded it anywhere else mostly because I haven't been bothered. I'm going to upload another version, well, the same version, but selecting a cover image. That might trigger it.
kreaturen 13 Jul, 2013 @ 6:03am 
Ah, didn't think of that, but it didn't work either I'm afraid. You never considered uploading it to civfanatics or something as an alternative? It is strange because Steam updated another mod just fine just before this one...