Sid Meier's Civilization V

Sid Meier's Civilization V

107 ratings
Slower Science Longer Eras
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
1.566 KB
Sep 29, 2014 @ 7:59pm
1 Change Note ( view )

Subscribe to download
Slower Science Longer Eras

Description
Modifies science output, research costs, beaker yields and much more, to make each era last longer and to prevent you just steamrolling through the research as the game progresses.

Other modifications include reducing unit training costs to allow for slightly larger armies between each era, and enables wealth production in cities immediately to prevent some AI derpiness early game when they have nothing left to build in cities (and to allow you to get some early gold instead of just producing and deleting units over and over in the very early stages).

Should be compatible with any other mods (including new technology mods such as "Beyond the Future") as it is a SQL based mod. It will also work with any gamespeed you choose as most things are altered by percentage amounts rather than hard amounts - but definitely works best with marathon!

* Research costs of all techs incremented by 15% more per tier (+15% for ancient era techs, +30% for classical, +45% for medieval etc.).
* Research base multiplier for each gamespeed increased by 25% (on marathon, this is a 400% increase instead of default 300%).
* Research costs no longer get reduced by huge amounts in later eras - instead they gradually increase, up to +200% at postmodern.
* Unit production base multiplier decreased by 33% (on marathon, this reduces production costs for units to roughly 200% instead of default 300%).
* All buildings and wonders that give beakers or increase research output have had (almost) all science-related outputs halved - for example university grants +1 beaker for jungle tiles, observatory grants +25% science not +50% etc.
* Great scientist research boosts give half the amount of instant beakers towards current research.
* Great scientist academy tile improvement beaker output halved.
* "Wealth" production in cities is enabled with the agriculture tech - the free tech everybody starts with.
* Brave New World only: Research cost increase per-city set to 5% for all map sizes (by default, this is reduced to 2.5% for Huge maps)
60 Comments
Guvenoren Jul 9, 2022 @ 8:44am 
Thanks for the warning guys, I got really interested for a while.
Guvenoren Jul 9, 2022 @ 8:42am 
Does this work for the AI?
bingbongler Apr 29, 2022 @ 11:01pm 
Might be able to salvage this mod by using a unit limit mod as well. Should keep the AI from going bankrupt from their units.
zarmelad Nov 29, 2021 @ 10:29am 
I like the mod but it really seems to mess up the AI, funny when they are negative 1k gold and still seem to be buying units and turning city states with gold lol.
TheAhn1995 Jan 9, 2020 @ 10:44pm 
might be just me, but it seems the LekMod on the NQMod reddit paired with this fixes it while keeping the functions.
prorican48127 Oct 2, 2019 @ 9:47am 
is there more recent mod that does the same thing?
Denthamos Aug 23, 2019 @ 4:42pm 
A word of warning to everyone. This mod has not been updated in quite a long time and the author of it has yet to update the mod for the integer overflow fix that was put into the game.

Basically, if you play with this mod enabled on marathon mode by the time you get into the industrial era the future tech will overflow its science costs to where it goes into the negatives and the tech will take 1 turn to research. As you progress further into the game this will begin to happen to all the end game techs in the information era.

Do NOT play with this mod on marathon mode otherwise you will be investing quite some time into a game which will not work anymore by the time you get into the end game. Use Epic speed at most with this mod enabled.
Equilin Mar 12, 2019 @ 4:23am 
btw anyone knows how to nerf Science from Population as well? My game is not as slow as I want.
Also @Archer, nope that's not gonna happen. Civ has always been a game of fighting marines with bows and swords. If you want that i recommend going for some other games (also because Civ5 mechanics does not support that) or Civ6 after it's completed (cuz that's modding potential)
Archer801 Feb 12, 2019 @ 1:21pm 
Also, if a Civ out tecs you... It's going to take 20-60 turns to cach up. Even one rank beyond the next Civ, gives you a massive unfair advantage. I would reccomend trying to find a way to make it so when one Civ learns something new, it at least gives a 50% research bonus to a Civ that dont know it yet to keep Civs from steam rolling eachother.
Archer801 Feb 12, 2019 @ 1:15pm 
I like this mod, but theres one problem I have with it... I end up murdering the AI because I'm aware of the importance of science, and they are not. I end up out teching them. Or the opposite happens where they outtech me by 500 years because I try to go slow on science. I wish it worked the way it does in real life. When something is discovered, it changes the world, not just one Civilization, imagine a world where Terrorists were fighting US Marines with bows and swords.