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I have an overflow fix. It's literally one line of code.
And yes, it is compatible with save games that you already had this mod in.
For clarity: NOT that you can add the mod into a vanilla save or with a modded save that didn't already include this mod.
Go to:
...Documents\My Games\Sid Meier's Civilization 5\MODS\Slower Science Longer Eras (v 1)
Open the xml folder, we're editing the xml file
If you want to add a comment to mark your change, you can make one with two dashes
Make sure to put on the bottom.
-- Optional comment: manual edit made <TODAY'S DATE>
UPDATE Technologies SET Cost=18000 WHERE Cost < 1 OR Cost > 18000;
and save.
Yes, for some reason, the internal value overflows at 18,000. Why exactly it overflows at 18,000 I have no idea. It's not some power of two. It took me forever to figure that out.
Basically, if you play with this mod enabled on marathon mode by the time you get into the industrial era the future tech will overflow its science costs to where it goes into the negatives and the tech will take 1 turn to research. As you progress further into the game this will begin to happen to all the end game techs in the information era.
Do NOT play with this mod on marathon mode otherwise you will be investing quite some time into a game which will not work anymore by the time you get into the end game. Use Epic speed at most with this mod enabled.
Also @Archer, nope that's not gonna happen. Civ has always been a game of fighting marines with bows and swords. If you want that i recommend going for some other games (also because Civ5 mechanics does not support that) or Civ6 after it's completed (cuz that's modding potential)