Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Grand Eras (Project 6T Core)
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17.890 MB
1 mrt 2022 om 12:49
7 jan om 6:13
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Grand Eras (Project 6T Core)

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Omschrijving
The modding scene for Civ VI is very modular, with many buildings, wonders, units, etc. being released here and there in bits. Now it is time for: The Thing That Ties Them Together! I present: Project 6T - starting with my 60th mod "Grand Eras". This is the centerpiece of the whole project (and will be required for further components).

Project 6T is a comprehensive overhaul of the tech and civics trees, which were designed from the ground up with modded content in mind. Grand Eras adds a whole new era and expands the existing ones with new civics and technologies.

Grand Eras comes with an adjusted UI for the trees based on Infixo's "Better Tech Tree (UI)" and more UI adjustments thanks to Zegangani (who also rewrote the code to select a tech to research from scratch to make it more efficient, something without which this mod would not have been possible!). I am very grateful for their work; check out their Workshop pages for more fantastic creations.

Full Technology Tree Image[i.imgur.com]
Full Civics Tree Image[i.imgur.com]

Credits and Acknowledgements
Apart from Infixo and Zegangani, who I already mentioned above, I'd like to give my thanks to all the modders who have taught me the skills needed to get to this point; to all the people who have supported me and gave me the energy to keep going with this; to all players who have made me a better modder by providing feedback, bug reports, and playtesting. I am truly grateful for this great community and hope that we can create many more amazing things together!

For donations - since I not only had big help for this mod itself but was also guided by the many community creations out there, I am not adding my PayPal link here. If you want to show your gratitude with a little gift, consider donating to a charitable cause instead.

Features
  • New Era: Post-Classical. Taking place between Classical and Medieval, this era increases the part of a match spent in pre-modern times, i.e. the most fun part of the game for most.
  • 25 new technologies and 11 new civics: each era now has 10-11 technologies, split into three columns instead of previously two, and 7 civics (except for ancient, which has 9).
  • All new techs and civics are assigned an existing quote, voiced by Sean Bean. Proper Eurekas and Inspirations have been assigned as well.
  • Handcrafted trees for Future Era, no more randomness getting in the way of your science victory. Randomization still available via Shuffle mode.
  • High density of prerequisite paths in the trees to avoid beelining.
  • Unlocks (buildings, units, etc.) added by many mods have been handplaced from scratch on the tree for an evenly paced progression and better thematic fit. Special attention was giving to avoid "overloading" any individual tech or civic as to keep icons within the space the UI offers.
  • New icons: no more "star" icons with tech/civic descriptions telling you about many different things. Instead, everything from resources becoming harvestable to tourism changes to spy slots to Giant Death Robot upgrades has its own icon now, reducing compatibility issues when it comes to tech/civic descriptions.
  • Icons for yield upgrades of improvements are color-coded by yield.
  • Icons in tech and civics tree are now sorted cleanly even with modded content.
  • Cleaned-up tech/civic tree UI with the option to add custom background images (see "Project 6T" collection) and with better-looking lines. (Work in Progress, release soon).
  • Stone-paved roads and with them the industrial-era building styles now last for two eras instead of just one, delaying asphalt and skyscrapers to the Atomic Era.
  • Advanced Era start options are added not just for the Post-Classical but also Future era.

New Technologies
  • Fishing
  • Calendar
  • Surveying
  • Saddle
  • Optics
  • Metallurgy
  • Paper (replaces Apprenticeship)
  • Compass
  • Alchemy
  • Pike Tactics
  • Spinning Wheel
  • Requisitions (replaces Military Engineering)
  • Caracole
  • Line Tactics
  • Biology
  • Coking
  • Medicine
  • Dynamite
  • Warplanes
  • Pharmaceuticals
  • Refrigeration
  • Physics
  • Radar (replaces Advanced Flight)
  • Ecology
  • Genomics
  • Habitats (replaces Seastead)

New Civics
  • Organized Warfare
  • Territory
  • Consecration
  • Citizenship
  • State Religion
  • Monasticism
  • Merchant Leagues
  • Estates
  • Patronage
  • Tolerance
  • Sovereignty (replaces Scorched Earth)
  • Parliamentarism
  • Constitution (replaces Ideology)
  • Romanticism
  • Consumerism
  • Pop Culture
  • Geopolitics (replaces Cold War)

Removed Near-Future Governance, Cultural Hegemony, and Global Warming Mitigation.

Compatibility and Recommendations

Requires Gathering Storm. Other DLC supported but not required. Compatible with all game modes.

Not compatible with mods changing the tech/civics trees - both gameplay and UI, including Better Tech Tree and CQUI.

See "Play with Project 6T Overhaul" collection above for supported mods. Further mods do not necessarily require special compatibility, so they may work together just fine. Or they may not. Feel free to report findings.

I highly recommend playing this together with Extended Eras by P0kiehl (found in the collection) for better pacing.

Known Issues
  • No unique Moment art yet.
  • Techs/Civics cannot be selected by clicking on any of the new icons. Click on the tech/civic itself or a "regular" unlock instead.

JNR's Mod Series




Populaire discussies Alles weergeven (5)
8
25 mrt om 10:39
Mods don't load
swdedm
2
27 jan om 12:11
Bug Report
tinfoil_tophat
3
23 jul 2023 om 2:16
First game / My feedback
DaniAngione
791 opmerkingen
zephyr2288 18 apr om 5:58 
If i add sukritacts wonders mod, It doesnt appear, is it just not compatible?
sander454 26 mrt om 4:00 
Thanks!!!! Will load game again and check it.
JNR  [auteur] 26 mrt om 1:15 
You now need to unlock all religious units with the civics tree.
sander454 26 mrt om 0:50 
Hi JNR. Thank you for great mod, but I came across very strange bug. Playing as Basil, I was first to discover religion but with 6T Eras enabled, I am not able to buy missionaries. The faith tab is completely empty. I build Stonehenge, then religious district, then shrine but nothing shows up. AI is able to build them as soon as they discover their own religion, so in very short time I am completely overrun and my religion is eradicated.
I tried diff options of activating GP: on wonder, on shrine, on religious district - nothing.
As soon as I deactivate your mod (leaving all others as they are), and start new game, missionaries are back... The only other mod that touches religion is Tomatekh Real Religion Mod, but I tried without it and still no luck. It seems the issue is with 6T. Any chances of looking into it, please?
Gopher 19 mrt om 10:46 
Anything like CQU-Lite available for city screen management? Or is there a patch or something that can be done to make it possible to que up research on the tech tree while using CQUI-Lite?
JNR  [auteur] 13 mrt om 16:25 
Oh you mean in reality. That's true, yes. In this mod, it is not supposed to be that, however. Part of the reason is that I did not want to rename an age because I might not catch every instance with automatic renaming code. So I interpreted the term more loosely to include the 20s and 30s as well as a time when nuclear research and knowledge of quantum physics was already progressing rapidly.

I think other than the name, the order of things is overall coherent, still, and follows the idea of representing a specific time.
Mavoc 13 mrt om 11:16 
>Who supposes this?

Civ6 wiki, general wikipedia, history textbooks, every source I could find on the internet. Basically the Atomic Era is from 1945 to 1980 - 1990 (bit of debate when the information era took over)
JNR  [auteur] 13 mrt om 2:48 
> Seeing as the year that divides Modern from Atomic era is suppose to be around 1945

Who supposes this?
Mavoc 12 mrt om 20:03 
Seeing as the year that divides Modern from Atomic era is suppose to be around 1945, I feel like a lot of the unit unlocks are happening too late. Why are the fighter and bomber being unlocked in the middle of the cold war? Why is the Manhattan project unlocked at the end of the atomic era, shouldn't it be the thing that starts the era? I feel like each column should have a historic time-span in mind and the unlocks should try to be within 1 column of when they historically appeared.
4 mrt om 19:58 
i really wish this can work with real era stop,i really like this series