Sid Meier's Civilization: Beyond Earth

Sid Meier's Civilization: Beyond Earth

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Historic Eras
   
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Nov 11, 2014 @ 10:27pm
Dec 3, 2014 @ 10:49pm
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Historic Eras

Description
The short and sweet:
Extends research times to slightly longer then marathon rates but keeps most other things the same so you do not feel rushed.

The nitty gritty:
This mod creates a new game speed called Historic that you can find in the advanced setup screen. It takes the standard game speed and adjusts research times to be slightly longer then a marathon game. This is for people who like having full scale wars and not having to feel rushed into always building the quickly researched buildings and techs. It gives you a more personal attachment to cities.

I had to incorporate a few Health changes to accomidate the fast (standard) population increases coupled with the slow (marathon) research pace which would cause a runaway negative Heath hit. On that note the changes include:
-Changed Unhealth/population from 0.75/population to 0.55/population.
-Changed four buildings to have one extra health. Those buildings are:
-- Cytonursery
-- Recycler
-- Old Earth Relic
-- Observatory
I picked those buildings because they where some of the earilest techs and you can roleplay enough to think those buildings would make your population a bit more happy.

The AI will now also choose Affinity granting techs more in Domination games to offset how little they cared for them before hand.

This mod is a continuation of my Civilization V mod "Longer Eras - Historic" located here:
http://steamcommunity.com/sharedfiles/filedetails/?id=220412890

I would like to thank Richard Conway for giving me the original idea to make this mod and also I would like to thank djg_inc for the ideas on how to fix this mod.

If you enjoy this mod please rate it up so I know I did something right! Thanks for checking it out.

ON THE AGENDA:
1)**FIXED** Fix an issue where the AI does not like to priortize affinity techs causing slow affinity growth in the beginning of the game and very fast growth at the end.
2)Increase the amount and type of hostilities required for the AI to consider you a warmongerer.



TROUBLESHOOTING

First Try:
1) Unsubscribe from the mod. Exit Steam and Civ BE completely
2) Empty your mod folder (create backups) located (usually) at: C:\Documents and Settings\[YOUR USERNAME]\My documents\My Games\Sid Meier's Civilization Beyond Earth\MODS
3) Delete the 'CivBEModsDatabase.db' file located (usually) at: C:\Documents and Settings\[YOUR USERNAME]\My documents\My Games\Sid Meier's Civilization Beyond Earth\cache
4) Restart steam, subscribe, restart Civ BE.

If that doesn't work try this next:
1) Go into your Steam setings and set it so Steam does not start up on computer start.
2) Restart your computer
3) Do the above Troubleshooting again.
4) Restart your computer again.
5) Run Civ BE and check.
53 Comments
Fokke456 Sep 24, 2023 @ 1:07pm 
This seems to work with Anchor Ceti 1.15.
klawek Sep 7, 2016 @ 11:57pm 
Thank you :)
Chuck Finley  [author] Jul 29, 2016 @ 4:22pm 
Lol, you have to subscribe to mods on Steam. It will then autodownload next time you play the game.
klawek Jul 28, 2016 @ 1:22pm 
Sorry, where is the download button?
Chuck Finley  [author] Feb 10, 2015 @ 2:20pm 
@Tweaky - I agree with you, I am just far too lazy to get around to changing out the code for it as you probably guessed with how long it has taken me to respond to you.

zArkham4269 - The issue I have with that is I personally do not like super fast build times. I tried adjusting the code force the AI to pick more affinity techs but it hasn't improved much. Thou if you decide to play in the highest difficultly settings I am happy to inform you that they will have as much if not more affinity points then you have at any given point.
zArkham4269 Feb 7, 2015 @ 11:50am 
This is going to sound a bit weird, but maybe you could have a variant of Historical which would have standard research times and quick build times. The *only* issue I have with the Historic speed in Civ:BE is so much is tied to Affinity. Given how the AI currently seems to go after military techs and *not* affinity techs,

Most games I play, by the time I get to around 4 in an Affinity, I can just push for a Domination victory. I think the Marathon research speed just gives too much time for the human player to go after quests, gain Affinity and then just whale on all the other factions who are lucky to have 1 or 2 affinity upgrades.
PsiBorg Jan 21, 2015 @ 12:00pm 
@author - have tried this mod and it works fine with other research mods loaded.

The extra health on OBSERVATORY is not a useful addition. The Observatory requires a working Firaxite improvement to build in a city. The improvement comes from researching ROBOTICS, which allows Firaxite MINES to be built.Furthermore, some cities do not have the Firaxite resource, so the Observatory does not even appear in the build menu. These 2 drawbacks impair the Observatory as a useful early game health increase.

Instead, switching the extra health included on the Observatory to the VIVARIUM, researched through ECOLOGY, would be a useful early game health increase. The Vivarium also has the advantage of being built in all cities. The Vivarium is also a good choice of building as it improves food production, which can be seen as keeping the population healthy.
Chuck Finley  [author] Jan 20, 2015 @ 6:31pm 
@no identity - I like your idea but right now I have no time. I might implement that later on if I do get more time.
chrisisarea Jan 20, 2015 @ 1:36pm 
hey to the creator! overall your mod is an really good idea , only in my opinion the time malus additonal is a way to much ... is it possible to add different time levels? I really would prefer to play with the marathon or epic tech speed but with the standard building times ect.
˞˞˞˞˞˞˞˞˞˞˞˞˞˞˞ Jan 10, 2015 @ 10:09pm 
Thanks for this. Loved Historic in Civ V.