Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Longer Eras
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Jan 9, 2019 @ 7:07am
May 20, 2021 @ 5:27am
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Longer Eras

Description
Slow down the pacing of the game so that you actually have the oppertunity to build stuff you research before it becomes outdated.

Heavily based upon 8 Ages of Pace. However, I found that 8 ages didn't work very well with rise and fall. It still went way to fast.

In this mod science & culture costs have been massivly increased to ensure that the various things you research actually get a chance of being build.

Furthermore the era's have been adapted to move far slower so that you don't rush from era to era but actually have the time to benefit from your age bonusses and set up for a next golden age. The minimum and maximum duration have been set to about 2.5 times the original values.

To offset this roads have been made significantly faster, especially early on as you'l be stuck with worse roads for longer.

Currently I'm fairly happy with how the start of the game feels, but more tests are needed, especially considering the late game and to see if it the mod isn't overbearing if you don't spam science/religion/culture to make up for it. Feedback is always welcome, especially in this aspect as the difference between focussing and not focussing on a certain aspect can easily mean you make quintuple the amount of science/culture/faith/etc. per turn and balancing that is kind of a nightmare.

Most of my testing is at online speed. It is fully functional at every other speed setting, but this is my prefered speed in combination with the mod.

Compatible with gathering storm

Known issue: The calander goes wonky, don't be surprised to be in the bronze age while the calander claims you're in 2000 AD. The thing works based on eldricht magic so I haven't quite figured out what to put in to actually have it make sense.
156 Comments
OFFLINECHARACTER258 Apr 14 @ 6:33am 
Mod doesn't work for me. :(
GJC Jan 25 @ 9:43am 
Alright! Thanks for the answer, have you checked if deleting AlterCalendar in your end fixes the dates for you too?
Florian  [author] Jan 25 @ 7:42am 
Yeah, that line is the one that actually updates the cost. Removing it breaks the mod.

As for the actual the bug; it's a recurring issue that pops up every so often and makes absolutly no sense. I have no idea why it pops up cuz I don't do anything with unlockrequirements.

Anyways, I'll have a look to see if I can fix it again.
GJC Jan 25 @ 1:32am 
Deleting that line seems to solve the issue, sadly, the civics tree returns to it's normal price
GJC Jan 25 @ 1:29am 
After testing by trial and error the issue resides on the following line under the SlowDownEras file:


-- Civics cost
UPDATE Civics
SET Cost = ROUND(Cost + Cost*(SELECT EraIncreases.Increase
FROM EraIncreases
WHERE EraIncreases.EraType = Civics.EraType)/100);
GJC Jan 25 @ 12:50am 
Also, for some reason the future eras civics are... unlocked after a few ages? Start a game on industrial (Or progress all the all until you reach industrial) and then check the culture tree's end
GJC Jan 25 @ 12:45am 
Hey! I found a way to correct the calendar!

Simply delete the AlterCalendar file
Florian  [author] Dec 18, 2024 @ 8:47am 
I think that should be theoretically possible, but it would require some pretty significant scripting to include a 2nd era, as right now you just have the one combined era.

Definitly goes beyond my abilities at modding civ though
daulet3 Dec 18, 2024 @ 3:38am 
Great.
Is it possible to establish the development of science and culture not related by eras?
That is, science can be in one era, and culture in another era. The transition to a new era can only be done through culture.
By setting convenient coefficients for science and culture, you can regulate the development of the game as you wish.
Florian  [author] Dec 14, 2024 @ 8:40am 
Sure, send it to: florian_steam_mods@outlook.com