Sid Meier's Civilization VI

Sid Meier's Civilization VI

8 Ages Of Pace
343 Comments
Captain_Americana(ttv) Apr 9 @ 3:08pm 
link no longer works
VMacWolfV Oct 17, 2019 @ 10:38am 
@terlin you do not need GS to use the updated version that raven_2012 linked to
Terlin Oct 17, 2019 @ 9:56am 
is there a Rise and fall version of this somewhere. I do not have gathering storms nor do i want too.
Royal Raven Jul 27, 2019 @ 10:52am 
RobynsEgg Jun 12, 2019 @ 10:49pm 
Yep, mod doesn't work at all with the latest dev mod or changes
NotHeAgain Mar 21, 2019 @ 8:57am 
pls do an update for this mod :)
fhqwhgads Feb 26, 2019 @ 11:27pm 
@Moyocoya It does adjust great person costs, but the costs scale by era. In early eras the increase is small.
Moyocoya Feb 26, 2019 @ 8:35pm 
@=[NK]= Col. Jack O'Neil
Yes, but as you can read in my comments in the related mod, it does not work properly. I had not tested it deeply, but in the first turn it appears that it makes no changes to great people speed which leaves this feature unbalanced. I guess the only change made compared to R&F was to get a proper science/culture cost for future area, which is not enough to make an 8AOP "reloaded".
Moyocoya Feb 26, 2019 @ 7:43pm 
Good luck !
Hope someone will take over your mod !
=[NK]= Col. Jack O'Neil Feb 26, 2019 @ 7:39pm 
Well good luck with the new game Olly!
FullAutoAttack Feb 26, 2019 @ 1:40pm 
Olleus, it's all good man - RL always comes first.
Olleus  [author] Feb 26, 2019 @ 12:34pm 
Sorry for not replying before. Firstly anyone who wants to use this (or another one) of my mods may do so without asking me first. I would appreciate a message telling me that you are doing so, for my own curiosity.

I wanted to explain why I've been away. I've been playing other games and just been busy with life. Mostly I feel like Civ6 just doesn't cut it for me, there are too many small things about the game that irritate me, and the big things aren't enough to my taste to draw me in. But I'm glad that this small mod has helped other people enjoy the game more.

Lastly one of the reasons I've been very busy is because I've been working on my own brand new game. It started with some modding ideas I wanted to test out in a standalone sandpit, and is now a semi-complete set of game rules with a rudimentary UI. It's only a hobbyist project and sometimes there are months between me having the time to work on it, but it's always in the back of my mind.
Moyocoya Feb 25, 2019 @ 8:53pm 
OK. I am in the middle of a game without 8AOP, I will wait then to use it. Please give us news of your game in progress and how 8AOP "reloaded" works !
And thanks again.
fhqwhgads Feb 25, 2019 @ 8:25pm 
@Moyocoya I haven't tested it until the end no, I'm in a game right now to do it. Great People and Natural Disasters seem fine, will be seeing about the World Congress and climate change. I will update it as things progress.
Moyocoya Feb 25, 2019 @ 8:00pm 
Great ! So you tested it until the end of a game ? And it worked perfectly ?

No problems with -
- climate balances ?
- number of turns in between world congress sessions ?
- frequency of natural disasters ?
- pace of great people ?

Thank you for answering !
You have resurected a great mod.
fhqwhgads Feb 25, 2019 @ 5:21pm 
I have received permission to update this mod, so check here: https://steamcommunity.com/sharedfiles/filedetails/?id=1667071231
=[NK]= Col. Jack O'Neil Feb 25, 2019 @ 4:12pm 
Just putting in my two cents, but seen it a bunch of time with xcom 2 where if an author isn't replying ,a mod may be reuploaded and very clearly written on the description that the author hasn't replied and will be taken down at first notice.

How anyone could get upset with that transparent and respectful communication is beyond me.
Marswind Feb 25, 2019 @ 1:03pm 
Hey, can this mod affect AI to have reached modern age times at 1400? Because my AI does and I try to figure out how and why
Moyocoya Feb 25, 2019 @ 10:01am 
I agree with FullAutoAttack. And if Olleus don't answer and then comes back and disagree, then he could ask for the updated mod to be removed.
I really wonder why he would then do so...
FullAutoAttack Feb 25, 2019 @ 9:32am 
In other cases I’ve seen of this the process was to message them and if they don’t reply then take that that as an ok to release the updated version.
Laurana Kanan Feb 25, 2019 @ 9:16am 
It's pretty bad form to re-upload someone else's mod either in part or whole w/o their permission. Someone already did this for this mod where they used most of the same code as Olleus taken from 8AoP w/o proper attribution.
Moyocoya Feb 25, 2019 @ 8:22am 
Maybe he plays other games... At last, you are right, asking would be the best.
Stormy0604 Feb 25, 2019 @ 6:15am 
@Napstablock Olleus appears to be on Steam pretty regularly. Maybe just ask if you could post it? I'd like to give it a try as well, but would't want to do it without permission either.
Moyocoya Feb 24, 2019 @ 10:58pm 
Let's say that if Olleus do not intend to upgrade his mod, why do he would forbid you to do so and prevent thousands of people to use it ?
fhqwhgads Feb 24, 2019 @ 10:38pm 
@Moyocoya I'm not quite sure if I'm comfortable with something like that, unless Olleus gave permission.
Moyocoya Feb 24, 2019 @ 5:09pm 
@Napstablook : why don't you upload it on steam as a mod ? I'd be happy to use it !
fhqwhgads Feb 24, 2019 @ 4:00pm 
This mod does need adjustment for the current game; I've modified a local copy myself. Otherwise it applies to some techs/civics but not all of them, and future era stuff ends up a lot cheaper than information era.
Laurana Kanan Feb 23, 2019 @ 7:45am 
Adjusting CO2 emissions would be better paired with a map mod like YnAMP as the amount of CO2 per rise in temperature is linked to map size. Adjusting the actual emissions would be better paired to a resources mod as that is where it's determined - CO2perkWh.
Moyocoya Feb 22, 2019 @ 11:54pm 
Thanks Stormy.
Stormy0604 Feb 22, 2019 @ 10:41pm 
@Moyocoya I've had no issues with climate change using this mod. CO2 accumulates too fast in the base game as is and I don't think this mod affects that. Butt yes, this mod needs an update for the future era more than anything, and perhaps an increase in costs from the modern age forward.
Matthias Feb 22, 2019 @ 3:19pm 
Great mod, hoping for an update for GS!
Moyocoya Feb 22, 2019 @ 6:50am 
Moyocoya <- already out.
:-)
=[NK]= Col. Jack O'Neil Feb 22, 2019 @ 6:47am 
Get out of here with your reasoning moyo you heretic ;)
Moyocoya Feb 21, 2019 @ 9:28pm 
@Cosmic Fox : I have subscribed 55 mods and never had a problem with 8AOP.

@everybody : if 8AOP works until future era, how could it handle climate tuning and thresholds ? I mean since it makes the game pretty longer, CO2 must accumulate too fast...
Laurana Kanan Feb 21, 2019 @ 7:11pm 
It will still work without the Future Era, it's just those tech/civic costs won't be adjusted.
=[NK]= Col. Jack O'Neil Feb 21, 2019 @ 7:08pm 
The reason it's worked is because nothing has changed with the lines in the code. Except now they've added a new era, it obviously needs an update
Laurana Kanan Feb 21, 2019 @ 4:18pm 
Hmm, I must be imaging things then, since this mod has worked correctly for me since I first d/l it in Nov. of '16. I'm still unsure what exactly isn't working for people. The only way it wouldn't work with another mod is if they both alter values in the same database table.
Cosmic Fox Feb 21, 2019 @ 11:11am 
The issue is this mod has not worked with other mods for a long time. How can you talk about it like it works good and is a quality of life mod? Man I love many mods 5 pages of them and this mod devs work has not worked since before R&F.. Sorry to say I keep looking but it sits at 2017 last updated! :steamsad:
Moyocoya Feb 21, 2019 @ 9:50am 
There is this mod as well : Slower Tech and more Req + Minor Tweaks, but...

The problem you know is that, for the moment, I have not played enough GS in order to have an opinion about the balances in the game. The only thing I can see is that medieval era begins in 50 AD (as it did in R&F without 8 Ages Of Paces) and it gets on my nerves.
For the moment, this only mod concerning speed I'd like to find would be one changing only the date... Adjustments about pollution or other parameters will come later.
By the way I prefer adjustments for a single parameter (like More Global Warming) than mods that mix many things from the number of spies to the amount of science...
Stormy0604 Feb 21, 2019 @ 9:10am 
@=[NK]= Col. Jack O'Neil Slower Pace looks really hopeful, but based on the comments on it make me hesitant to make the change just yet.

@Moyocoya I mean that I would edit the era score thresholds for normal ages and golden ages since with this mod, the threshold is way too low. You can change it under the global paramneters files here:

C:\Program Files (x86)\Steam\steamapps\common\Sid Meier's Civilization VI\DLC\Expansion2\Data

Note that I had to change the dark age and golden age thresholds under both for it to work properly. If you go back in the comments, there's some in depth discussion about changing it. Hope this helps!
Moyocoya Feb 21, 2019 @ 8:45am 
I wrote its name down for a try, but I am not convinced : too much parameters changed.
Did you tried it ? What do you think ?
Moyocoya Feb 21, 2019 @ 8:05am 
OK, thank you very much !
By the way, sorry but what do you mean "change around golden ages" ?
Stormy0604 Feb 21, 2019 @ 7:07am 
I was playing on Emporer. And right, it works up until the future age era and the techs/civics stop scaling upwards, leaving future age techs only marginally more expensive information era techs. If you can tolerate that, then I say change around golden ages and go for it! Otherwise, it appears to be functioning. If I could add in the future age techs myself, I would.
Moyocoya Feb 21, 2019 @ 1:45am 
Oh ! OK :-(
=[NK]= Col. Jack O'Neil Feb 21, 2019 @ 1:24am 
It obviously won't work for the latest era
Moyocoya Feb 20, 2019 @ 8:18pm 
So you say it seems to work...
At what level did you played ?
Stormy0604 Feb 20, 2019 @ 4:56pm 
I just won a science victory on turn 379 in the year 2014 using this mod alongside GS. I didn't encounter any issues with the game. The pacing felt much better, though maybe a bit too quickly towards the end. Take this with a grain of salt though; my science output skyrocketed during the Atomic Age.

As for normal and golden ages, I increased the thresholds by 25%, to 15 and 30 respectively. This felt much more balanced, preventing all players from constantly reaching golden ages. I might cut it back to 14 and 28, however, as no on achieved golden ages past the modern age. Regarding the future age techs and civics, it appears that that 260% increase from the information age just carried over and applied to all costs.

Olleus mentioned wanting to return to this mod some nine months ago, though I have no idea when or if he still wants to return to working on this wonderful mod. In the mean time, hope this helps!