Sid Meier's Civilization VI

Sid Meier's Civilization VI

Real Era Stop
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Update: Apr 17, 2017 @ 1:41pm

Version 2.3
Proper handling of some Great People bonuses that depend on Era (Eurekas for specifc techs, random boosts, unit granting). See Description for details.

Update: Apr 17, 2017 @ 5:02am

Version 2.2 Fixes for Classical Era
- Fixed Goody Huts (Colossal Heads were appearing due to a bad programming technique in MapUtilities.lua).
- Fixed Industrial Zone project (was available to use).

Update: Mar 28, 2017 @ 11:03am

Version 2.1
Compatibility with Spring 2017 Patch (use of Future Civic).

Update: Mar 26, 2017 @ 12:28pm

Version 2
Added Custom Calendars. Allows you to choose in Advanced Options a custom Game Speed that will make the dates displayed in the top right corner aligned with chosen Last Era. E.g. if you choose Renaissance, after 500 turns the date will be 1745 AD. Or if you choose Medieval, after 500 turns the date will be 1400 AD.
This functionality is OPTIONAL.

Update: Mar 24, 2017 @ 6:50pm

Verson 1.7
Ocean-cross fix for Classical & Medival Eras. Without it some maps are unplayable.
- For Medieval - Cartography is moved to Medieval (without Caravels)
- For Clasical - all land units can embark when Celestial Navigation is researched and researching Shipbuilding allows for ocean crossing.

Update: Mar 22, 2017 @ 4:56pm

Version 1.6
Added support for Classical Era.

Update: Mar 22, 2017 @ 9:38am

Version 1.5
Fixed Archaeologist CTD due to missing Shipwrecks.

Update: Mar 18, 2017 @ 1:37pm

Version 1.4
- Fixed England related CTD
- Fixed Great People related CTD

Update: Mar 13, 2017 @ 3:10pm

Version 1.3
- Can be used with Wondrous Wonders and Moar Units
- Removed hard dependency from Real Tech Tree

Update: Mar 13, 2017 @ 7:13am

Version 1.2
- Support for Atomic Era as the last one.
- Removed connection between Future Society and Lev3 Govs when last Era is Modern; it's similar to Vanilla game approach where you don't have to research through them all to get to finishing civics.