Sid Meier's Civilization VI

Sid Meier's Civilization VI

Slower Tech and more Req + Minor Tweaks
33 Comments
axatoramus Apr 7, 2022 @ 7:29pm 
Thank you so much!
R.E.D  [author] Oct 4, 2021 @ 7:34pm 
I am using to many to count. :) Just recently started to play more again, now that I could boost the AI in both growth and development I am enjoying the game again. I might be ready to drop Real Tech as it feels a little to restrictive and switch back to this approach again.
Deemer Jul 19, 2021 @ 7:11am 
Which mods are you using instead of this one?
R.E.D  [author] Jul 12, 2021 @ 10:25pm 
Yes and No, It should still work. I personally move on from a large mod and now use a number of mods to do some of the things this mod does, for example I use the Real Tech Tree Mod plus a number of other mods to cover most things.
PonuryGrzybiarz Nov 23, 2020 @ 2:28am 
Is this mod still supported?
navyjournalist Apr 27, 2020 @ 6:27pm 
Greetings. Should this work on vanilla (no expansions)? When I try to use it the Mod manager says it depends on Gathering Storms. Thank you.
Deemer Mar 17, 2019 @ 2:53am 
Sorry, I meant 35% for China.
Deemer Mar 17, 2019 @ 2:52am 
The Tech Discount should be reduced more. I always preferred 25% instead of 50%, except for China, which gets 30%.
Can you do this, or do the tech and cultural discount be modular? Would be awesome! :)
warhammerfrpgm Feb 25, 2019 @ 6:05pm 
is there a way to make even more expensive to simply buy great people with money or with faith. the AI seems to want to buy them as often as possible and then never have them do their retire effect. which seems to be strange to me. i never understood why anyone would want a great person and then not actually retire them at some point.
Zipprian Feb 24, 2019 @ 3:18am 
Great mod ! I don't know how Firaxis doesn't see the major unbalancing of their vanilla tech tree, even after two major expansions.

I had a bug though, i don't know if it's from your mod or the other one i used in this save (steel and thunder unit pack). Coal was not consumed by power plant, and some of my cities had the renewable power icon way too early, like in the medevial era. I tried several others games, with your mod only or the other one only, the bug didn't show up again. Even on a new game with both the mods, i didn't show up either.

Otherwise, the only thing i think for now who need balancing, are the techs boosts being still too powerful. Most of the time, i reach industrial era in the 1600 in Emperor difficulty, wich is historically a little too early. With eureka and inspiration reduced to a 20 or 25% boost, it will be better i guess. Or maybe it's inherent to emperor difficulty ?

Anyway, great work :)
Kelhmis Feb 22, 2019 @ 10:25pm 
R.E.D
What do you mean by old graphical mod? I only use your mod and strategic forts, no any mods, playing in DirectX 12, with huge map and 20 players. but trying 2-3 times, it crashed around industrial era, I am waiting an update of your mod and will try again, hard to know what kind of problems is, maybe next time I have the Firaxis bug error I can try to find the error code and tell you :steamhappy:
eldiabs Feb 22, 2019 @ 4:44pm 
Nevermind. I'm an impatient idiot it would seem. My play style usually involves king (above that and the AI gets ridiculous buffs it seems) difficulty and taking over the two nearest capitals as fast as possible. This usually generates some hate from everyone else, which makes sense. Last test game I am running, and after wiping out all of the neighbors on my continent, the AI on the other landmasses started to chill out after a whole lot of turns. They are friendlier now after some gift giving and remaining mostly pacifist with everybody. Seems they have their own issues with each other right now. Probably just bad rng with more aggressive empires last play.

Regardless, thanks for this. A lot of the tech changes make better sense than vanilla. And I like the fact future techs take a bit longer now.
R.E.D  [author] Feb 22, 2019 @ 12:40pm 
Bullyhunter: Depends on what the change. I do some tech cost updates which moves a few techs in the same era, to make the connection better. So might or might not work. I change

TECH_ROCKETRY
TECH_REPLACEABLE_PARTS
TECH_FLIGHT
TECH_STEEL
TECH_CHEMISTRY
TECH_REFINING
TECH_ELECTRICITY
TECH_COMBUSTION
TECH_RADIO
TECH_CASTLES
TECH_CELESTIAL_NAVIGATION
R.E.D  [author] Feb 22, 2019 @ 12:35pm 
longironcondor, I am low on time maybe next week, basically the statements I use are these.

UPDATE Eras_XP2 SET GrievanceDecayRate = 3 WHERE EraType ='ERA_ANCIENT';
UPDATE Eras_XP2 SET GrievanceDecayRate = 3 WHERE EraType ='ERA_CLASSICAL';
UPDATE Eras_XP2 SET GrievanceDecayRate = 2 WHERE EraType ='ERA_MEDIEVAL';
UPDATE Eras_XP2 SET GrievanceDecayRate = 2 WHERE EraType ='ERA_RENAISSANCE';
UPDATE Eras_XP2 SET GrievanceDecayRate = 2 WHERE EraType ='ERA_INDUSTRIAL';
UPDATE Eras_XP2 SET GrievanceDecayRate = 1 WHERE EraType ='ERA_MODERN';
UPDATE Eras_XP2 SET GrievanceDecayRate = 1 WHERE EraType ='ERA_ATOMIC';
UPDATE Eras_XP2 SET GrievanceDecayRate = 1 WHERE EraType ='ERA_INFORMATION';
UPDATE Eras_XP2 SET GrievanceDecayRate = 1 WHERE EraType ='ERA_FUTURE';
R.E.D  [author] Feb 22, 2019 @ 12:34pm 
Flash Mike, I always play on standard (Firaxis balanced standard the best if you can call it balanced) :)
R.E.D  [author] Feb 22, 2019 @ 12:32pm 
Eldiabs, interesting I am looking at some AI changes maybe once I get the AI more aggressive. The AI is way to friendly in GS, then we can tone down the grievance changes. Experimenting with increasing AI unit standing army base count and slightly higher negative start relationship penalty on higher difficulties. I got the AI to have lots of units but they are slow to attack humans, not sure if Firaxis intentionally made the AI nicer to the human player, same with barbarians they are not mounting large attacks anymore. I wish the had two setting, Aggressive AI (More units / more attacks) and More Barbarians. The game is just way to easy right now.
R.E.D  [author] Feb 22, 2019 @ 12:26pm 
Toasted Bread / Bird Jesus. I set the CO2For1DegreeTempRise to 2.0 maybe it not enough?
R.E.D  [author] Feb 22, 2019 @ 12:24pm 
Kelhmis, I had some issue with crash when using older graphical mods, could that be it?
eldiabs Feb 22, 2019 @ 10:16am 
Thanks for this mod. Has been fun. My only issue is the grievance system. Currently broken with this mod as the AI denounces you before grievances can decay, thus maintaining a constant negative modifier towards the player. Basically, with the way this is currently set up, if you ever go negative opinion with the AI, you'll never get out of it. Doesn't matter if you never did anything to that civ. Attacking a single civ, even taking over one of their cities in a self defense war, everyone will hate you forever.

Other than that, I'm enjoying these changes.
Kelhmis Feb 21, 2019 @ 10:28am 
I played 2 times to test it, arriving to industrial era, the game crashed 2 times... I don't know why. I only use it with strategic forts mod
Mushroomancer Feb 21, 2019 @ 10:00am 
With the CO2 change, I still lost many many tiles to coastal flooding even though I beelined Computers for the barriers. Still seems pretty harsh given that I used bare minimum power plants, swapping to nuclear as fast as possible, and used renewables. Only one other civ polluted in an 8 civ game and the climate went insane exponentially.
Bird Jesus Feb 20, 2019 @ 8:19pm 
Where did you find the CO2 values needed to activate climate change?
Flash Mike Feb 20, 2019 @ 7:40am 
Looks great! What game speed is recommended to accompany this mod, or will it work on all game speeds?
longironcondor Feb 19, 2019 @ 11:28pm 
Could you make a simple mod that just has the adjusted grievances decay rate please?
Meme Killer Feb 19, 2019 @ 7:44pm 
Ever since 8 Ages of Pace hasnt been updating ive been looking for a mod that does the same. Thank you.
RoyalMuffin Feb 19, 2019 @ 5:46pm 
Is this compatible with mods that move, add, or change things to the tech or civics tree?
R.E.D  [author] Feb 18, 2019 @ 8:37pm 
Yes, I did a quick update for the CO2 basically increased the amount per degree to Double, that said I have not had time to fully test the full impact of the change as that change require a full game and it takes a while to get to CO2 problems, but I think the setting change should do the trick. Once tested I might see if we can get the other effects like storms etc to have more impact.
Krysta Feb 18, 2019 @ 2:32pm 
Just saw the update. Perfect! Gonna take a swing with it, thanks.
Krysta Feb 18, 2019 @ 12:49pm 
Suggestion: adjust the climate change threshholds. Otherwise we're polluting the world just as fast, while taking longer to get to the technology to solve the problem.
R.E.D  [author] Feb 18, 2019 @ 9:11am 
Fixed issue with pre-req connections and lower cost of random future techs/civics. New version uploaded.
R.E.D  [author] Feb 18, 2019 @ 7:27am 
Thanks Longironcondor, seems the random techs/civics are not getting prices correctly and are connected based on that price in the tree, have to find out why that happens. Most likely have to increase the tech cost of the random techs.
longironcondor Feb 18, 2019 @ 3:36am 
In the civics tree, I don't think it's intended for cultural heritage to connect directly to the unrevealed civics of the future era.
Mark Loring Feb 17, 2019 @ 1:39pm 
Going to use your mod instead of the Historic Speed mod, since I'm guessing there would be conflict between them. Looking forward to using this as the changes make sense. :)