Sid Meier's Civilization VI

Sid Meier's Civilization VI

384 ratings
8 Ages Of Pace
Type: Mod
Mod: Gameplay
File Size
0.010 MB
Aug 13, 2017 @ 8:30am
Nov 8, 2017 @ 3:37pm
2 Change Notes ( view )

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8 Ages Of Pace

In 1 collection by Olleus
8 Ages of Strategy
4 items
Do you find the pacing of the game feels off? Eras rush pass you at break neck speed? No time to build wonders, improvements or districts until they're no longer needed? Units move so slowly on roads the war is over before they get anywhere? Borders full of holes even in the modern era - which begins in 1500?

Then 8 Ages of Pace is the mod for you! This mod fixes many of the imbalances in the pace of the game such that it feels complete from the Ancient to the Information era. Changes include more significant road upgrades with passing eras, slightly faster border growth, and techs/civics that get significantly more expensive with later eras. All side effects of these changes have been properly taken into account (such as GP cost and the science boost they give). The in game calendar has been changed so that the date displayed with the turn counter matches more closely the historical level of progress reached at that point.

This works on all game speeds (online, quick, normal epic, marathon). No matter which one you play with, techs and civics will be slower while roads and borders are faster.

A detailed list of ip to date changes made by the mod can be found at

First released in Oct 2016, this mod has been balanced and tested thoroughly! Compatible with all other mods tested, although balance may of course be lost. If you do find any bugs or have suggestions, please leave a comment at the homepage above. If it works as intended and you like, give us a thumbs up so more people can see it, and have a look at the 8 Ages of Strategy collection for recommended mods to play with it.
Popular Discussions View All (2)
Feb 25, 2018 @ 2:22pm
Bug Reports
Mar 16, 2018 @ 4:16pm
Spanish Translation
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Desucrate Jan 16 @ 8:00am 
it does. The only thing the mod hasn't accounted for is era score.
VoodooDog Jan 16 @ 6:37am 
doesnt work with the new expansion
=[NK]= Col. Jack O'Neil Jan 9 @ 5:12am 
You can just delete the file that deals with roads, pretty sure it's seperate
nzcamel Jan 9 @ 4:41am 
Is there a version of this that doesn't change the road movement? That's what I want!
Florian Jan 3 @ 3:20pm 
It works weirdly with rise & fall. I can tell that the research values are still adjusted compared to the base game, but for some reason science progresses increadibly fast when playing with rise & fall. Anyone have any idea what's causing it?
Moyocoya Dec 29, 2018 @ 11:53pm 
It works perfectly. But on my point of view, after 1920-1940, research is too slow.
Desucrate Dec 29, 2018 @ 9:40pm 
I dunno man, I've been using this mod with rise and fall recently, and it seems to work perfectly fine.
Cosmic Fox Dec 29, 2018 @ 4:00pm 
It is NOT updated for anything beyond last year guys.. it will NEVER work right at all. I love this mod and the pace of war but he stopped dead on civ6 and modding sorry to say :steambored:
Moyocoya Dec 24, 2018 @ 7:03am 
I agree. Date and research are not very coherent in late eras. All is perfect until 1920-1940. After research is too slow.
Too bad : a gread mod !
southern comfort Dec 24, 2018 @ 5:36am 
Researching in last era is a bit too long. It's kinda hard to achieve science victory, when playing tall, and having only 3-4 labs.