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They're still very short.
The problem is due to a number of things; firstly the ancient and classic era boosts are really easy to get (and you'll get a lot of them without even trying), and secondly the amount of science you generate means you fly through quite quickly once you have a campus built (a flaw in the district system).
Research agreements are fine - you get them fairly late in the game, they require maintaining friendly relations with the AI, and you don't get an enormous boost from them.
Mind you I was behind the other civs a tad until I started stealing boosts from them with my spies. Then it all went very smooth and I easily conqured them all.
Generally I try to build at least 1 campus in my capital and then ignore anymore. This is simply because the tech always seemed to speed by before they patched it. Now I still try to stay low tech as possible. Well to be more correct I try to stay in one age until all the Techs/Civics for that age are complete. I do this to keep my district costs as low as possible until the majority of my cities have them all up and running.
I rarely advance the early erae due to tech but rather on account of my culture production. So there'd be no need to tone down science but instead culture to make the ancient and classical era last longer.
I don't see a reason to tweak the current system though. As it is I have a lot of control over when I want to advance an era and I am fine with that. Do I need those better roads and advanced tech/policies right now or is it more important to have additional time for city state missions and lower warmonger penalties? Those are strategical decisions that add to the game and I wouldn't want to miss them.
Besides there are a lot of mods out there already that alter progression speeds on various levels and/or eurekas and inspirations so you can tweak the game according to your needs.
it increases the length of researching techs and civics allowing more gameplay throughout the early game meaning more wars more units more craziness also as well units don't become obselete so quickly.
Its complex, for sure. At the same time the church was chasing the alchemists, astrologists, and anyone who wanted to study medicine via corpses, and may others, with a burning stake. And Mendel was growing peas, etc. Still, if the persecution of science had been erased, where would we be today? The crusades knocked a couple of studious civilizations back into the stone age, for another example. "Its nerd bashin' time".
if you rush through it, it can zip past super fast. But if you get all techs/civics from 1 era before advancing to the next, it will take a while. Advancing fast early is easy. You only need like 1 tech before a classical era tech is open for you even though you haven't gotten the other 10 acient ones, it will still count as classical era
I have the mod that reduces eurekas/inspirations, as well as the x5 mod, and it is STILL too fast, when you have 5+ cities, and while you have said 5+ cities and rocking through the eras, the AI is still sitting with 2-3 cities, and possibly no campus. Every game, by the time I hit industrial, im using the firetuner to give the AI some research benefits too catch up to me... they just need to fix the city population penalty on required tech, so that players with more cities have to satisfy more total research per item. Same with culture.
Without those mods, on marathon, for my first 2-3 games, with 18 civs, I BLAZED through the first 3 eras in like 250 turns, while still building most of the wonders that accompany them. Civ 5 marathon games would run 2000+ turns.........
It sucks flying jets over enemy AI who are still building pikemen.................. it sucks using jets anyway, right now.