Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Extended Eras
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Jun 7, 2020 @ 5:46pm
Jun 26, 2022 @ 5:01pm
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Extended Eras

In 1 collection by p0kiehl
Civilizations Expanded: Mod Collection
6 items
Description
Overview
Extended Eras improves the pace and flow of the game by modifying research costs and other adjustments. Eras will go by slower to give you enough time to make full use of the era, but without making the game unbearably long. Other changes prevent civilizations from rushing ahead of everyone else or falling too far behind.

The end result is that games simply feel better and more immersive. Game eras will no longer simply fly by!

Works for all game speeds!

Why Make This Mod?
Years ago, I released the mod Historic Speed for players who love extremely long games lasting hundreds and hundreds of turns. However, I gradually lost my taste for such long games, and preferred an experience that enhances the game's balance rather than totally redoing it. You can think of this mod as Historic Speed Lite!

In making this mod, I took what I learned from all the feedback on Historic Speed, and borrowed great ideas from other pacing mods like Zee's Properly Timed Eras and 8 Ages of Pace!

Summary of Effects
  • Higher Technology and Civic research costs, increasing with each era

  • Slightly reduced Science and Culture per citizen

  • Reworked calendar so the data matches much better with your in-game progress

  • Reduced the value of Eurekas and Inspirations from 40% to 25%

  • Increased Great People costs

  • Altered the set length of each Game Era to account for the new research costs

  • Increased the length of each game era

  • Increased the Diplomatic Victory score threshold from 20 to 30

  • Increased the "Research Ahead" penalty from +20% of the Tech/Civic research cost to +40%

  • Made roads slightly more effective

  • Increased the game era cost scaling of district projects

  • Increased amount of pollution needed for climate change (so it happens more slowly)

  • Slightly reduced population growth exponent

Mod Compatibility
NOTE: THIS MOD IS INTENDED TO BE USED WITH CIVILIZATIONS EXPANDED! However, it will work just fine without it as well!

This mod is fully compatible with most mods, including those that alter the research trees like Real Tech Tree.

This mod is INCOMPATIBLE with any other game pace mods, like 8 Ages of Pace or Historic Speed. This mod is meant to be used INSTEAD of those mods, not with them.

Recommended Mods
I recommend the following mods to use with Extended Eras:

Required DLC
This mod requires Gathering Storm!

Credits
p0kiehl SQL
Zee Calendar, other ideas, inspiration, and basis for many of the specific number changes

Special Thanks
Special thanks to JanBoruta and View619 for testing and feedback.

Additional thanks to Olleus of 8 Ages of Pace, which is a great mod that gave me many great ideas.
Popular Discussions View All (1)
10
Apr 3, 2022 @ 10:40pm
Translations
p0kiehl
342 Comments
Nightmare576 Mar 28 @ 5:47am 
Is it easier to get the "pizza party" achievement with this mod?
Gen Oct 24, 2024 @ 6:16pm 
Hi I want to try to make a new playthrough with this mod, what gamespeed should I use for my sitting? Standard?
Bluesky95 Oct 17, 2024 @ 12:47pm 
this or take your time? marathon not long enough
Pritomoni Sep 22, 2024 @ 5:13am 
On marathon, the eras are always way too early. Nobody has medieval technologies but the medieval era is already ending
Elan Sep 3, 2024 @ 5:38pm 
I meant to say "25% to 35%".
Elan Sep 3, 2024 @ 4:45pm 
Hello! I noticed a small issue with the tooltip for China's "Dynastic Cycle." The description still says that the ability changes Eurekas and Inspirations from a 40% boost to a 50% boost. It should say 25% to 40%, as that's the actual difference.
Burb Aug 23, 2024 @ 12:48pm 
Yes, this mod is ending the Ancient era on turn 63 and the Medieval era on turn 123. Effectively, the Medieval and I assume later eras are the same length but the Ancient era is shortened by 13 turns, which doesn't make sense either way. I thought this was meant to extend era length as stated in the changes.
Burb Aug 23, 2024 @ 11:37am 
Same @ahmedaboulenein
Testing without other mods now
Ambling Bones Aug 20, 2024 @ 5:16am 
I'm experiencing the same thing as @ahmedaboulenein
ahmedaboulenein Jul 31, 2024 @ 11:21pm 
How long are the eras supposedly lengthened by? I am getting to the classical era around turn 60 (not as in personally, but in terms of game era; I am actually behind on research) which I thought was the standard amount of turns vanilla Civ 6 has for the ancient era already. The result for me is that instead of slowing down the game it is going by as fast as ever only its leaving me behind due to the increased research cost. The research cost to production ratio is great, that's exactly what I was looking for, because now I can actually take the time to build the things I am discovering, but I shouldn't be four techs behind at the end of the era, so I am wondering if there's some mod conflict causing this or is 60 turn actually the mod's intended time for the ancient era?