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I agree that Thinker-WTP are designed for better human vs. AI experience. However, I'd say vanilla is also slow game from the mid game on. So either way it'll be a 400 turns bouncing back and forth.We should probably design a specialized fast game mod for multiplayer. Everything is cheap. Terraforming is short. Units move far. Total probable 50-100 turns whole game.Although it will be a challenge to balance it. With far moving units one can bite a big piece of neighbor before they can retaliate.Wait a minute. I know such fast paced game - chess!🤣
Eh, not really. From what I've seen, most multiplayer games end well before 2300. Once you unlock cruisers and air units, you can really seize the initiative and start rolling over people. The challenge lies in getting to that point without being rolled over yourself.
Nevill wrote a nice mod that was more geared towards multiplayer, which I found reasonably balanced. Part of the reason we started playing WtP was actually to see if we could combine the two somehow. Maybe he'd have something to say about such a project.
EDIT: There is also the question of distribution of techs. In most games, you're very unlikely to see anything past level 9. Granted, this is an issue in singleplayer too; dunno yet whether WtP addresses this. The other question here is how much a faster base and territory development will contribute to faster techs.
I'm playing Civ4 as my other 4x game and it has fairly efficient mechanics for avoiding snowballing. One is a (very) roughly quadratic increase in city maintenance, the other is an enormous defenders advantage in warfare.
As for vanilla Smac multiplayer, the only serious MP game with reasonable settings I played ended by resignation of all other factions in turn 121 due to overwhlming military and economic dominance of the leading facction (he was Morgan with Cloning Vats, Helicopters, Monopole Magnets, probably also Satellites (would have to look that one up)). The serious MP game with unreasonable settings ended by resignation in turn 67. I would be very surprised if MP games between competent players last past 150-170 turns. WTP probably increases turn count by delaying the broken stuff way deep in the tech tree.
The decrease in early development speed your mod introduces is fundamentally a bad idea.
My take on the nutrient requirements for growth is that your numbers are still way to high. I would revert growth to level 2 to 2 rows of nutrients and keep it at 2 rows until size 3 or 4 and then increase it to 3 rows for the next 3 (or 4) levels of growth , then 4 rows and so on.
without addressing the real causes of snowballing which is not early expansion speed but rather a bunch of broken mechanics (pop-booming, Satellites, +2 Eco kinda) and secret projects (Weather Paradigm, Planetary Transit System, Cloning Vats).
To change the balance of horizontal growth vs vertical growth it is sufficient to increase the efficiency of facilities, especially drone control facilities.