Sid Meier's Civilization VI

Sid Meier's Civilization VI

Extended Eras
343 kommentarer
rilquermascarenhas 5. juli kl. 12:22 
Hi, love this mod. Just wanted to know what are people impressions on the golden/dark age era mechanics with this mod. I have noticed eras are slightly longer, especially in early game, and most civs have enough time to gather era score and mostly be in golden or normal age. Anyone else has this impression? Would it be the case for some tweaking of the era mechanics to better match this mod? Maybe just making it hard to get into a second golden age if you just got into one, to balance the effect of extended eras.
Nightmare576 28. mar. kl. 5:47 
Is it easier to get the "pizza party" achievement with this mod?
Gen 24. okt. 2024 kl. 18:16 
Hi I want to try to make a new playthrough with this mod, what gamespeed should I use for my sitting? Standard?
Bluesky95 17. okt. 2024 kl. 12:47 
this or take your time? marathon not long enough
Pritomoni 22. sep. 2024 kl. 5:13 
On marathon, the eras are always way too early. Nobody has medieval technologies but the medieval era is already ending
Elan 3. sep. 2024 kl. 17:38 
I meant to say "25% to 35%".
Elan 3. sep. 2024 kl. 16:45 
Hello! I noticed a small issue with the tooltip for China's "Dynastic Cycle." The description still says that the ability changes Eurekas and Inspirations from a 40% boost to a 50% boost. It should say 25% to 40%, as that's the actual difference.
Burb 23. aug. 2024 kl. 12:48 
Yes, this mod is ending the Ancient era on turn 63 and the Medieval era on turn 123. Effectively, the Medieval and I assume later eras are the same length but the Ancient era is shortened by 13 turns, which doesn't make sense either way. I thought this was meant to extend era length as stated in the changes.
Burb 23. aug. 2024 kl. 11:37 
Same @ahmedaboulenein
Testing without other mods now
Ambling Bones 20. aug. 2024 kl. 5:16 
I'm experiencing the same thing as @ahmedaboulenein
ahmedaboulenein 31. juli 2024 kl. 23:21 
How long are the eras supposedly lengthened by? I am getting to the classical era around turn 60 (not as in personally, but in terms of game era; I am actually behind on research) which I thought was the standard amount of turns vanilla Civ 6 has for the ancient era already. The result for me is that instead of slowing down the game it is going by as fast as ever only its leaving me behind due to the increased research cost. The research cost to production ratio is great, that's exactly what I was looking for, because now I can actually take the time to build the things I am discovering, but I shouldn't be four techs behind at the end of the era, so I am wondering if there's some mod conflict causing this or is 60 turn actually the mod's intended time for the ancient era?
Kallestrup 19. juli 2024 kl. 14:26 
Does anyone know if this works on multiplayer? :)
Purple Eyestabber 18. juli 2024 kl. 7:23 
I think I found a bug with this mod. The very first great artist of the renaissance is costing almost 6k GPP. It's clearly an outlier as other GP types seem to have a cost balanced for this mod's pacing. I also found that this together with the 6T core results in a rythm that is much slower than our timeline. Could you provide exact numbers for how the mod affects different parameters? So that I can use "Take your Time Ultimate" to reproduce them?
RabidHobbit 17. juli 2024 kl. 12:21 
If era score thresholds haven't been adjusted, that's a huge oversight. I was interested in this mod until I noticed there is no mention of this in the description.
Purple Eyestabber 12. juli 2024 kl. 8:31 
Hi, it seems like this mod doesn't increase era score thresholds? I'm using this combined with "Grand Eras" from project 6T and I'm finding it excedingly easy to get a Golden Age due to eras lasting so long.
Ellye 10. juni 2024 kl. 20:14 
@Cuntism

Grand Ages already adjusts itself to this mod automatically when you load both.
Endicott 12. apr. 2024 kl. 9:53 
I like the pace of the game, but the ages are simply completely broken on larger maps. In my current game, the entire world was early Renascence era level technology and we were already well into the Information age having votes on Climate Change. The TSL Earth maps are the most problematic. Haven't even developed cartography by 1900 and exploring the world in caracks in the 2000s. But, like I said, the amount of time to get to have units before moving into higher upgrades is perfect. Nothing worse than making an army of swordsmen and then not even a war until they are armed with rifles.
glssr60 12. apr. 2024 kl. 7:39 
Been playing on deity for awhile now and winning consistently. Here's my problem with this mod. On both deity level and immortal level all 8 AI's that I'm playing against have science near or over 1000 beakers per turn while I have campuses, libraries and universities in most of my cities and I'm barely cracking 300 beakers per turn. In the game I just bailed on I hadn't researched oil yet and a couple of AI's were in the information age. That is just ridiculous. So, what I'm trying to say is I'm not sure what this mod is doing to the AI but it's completely imbalanced regarding science. There is no way ALL those AI players can have triple my science by the Industrial era. Unsure if I'm going to continue playing this mod. I may go down another level from Immortal and see what happens. OTHERWISE....I like the mod's pacing.
britishbornA 31. mar. 2024 kl. 21:55 
The civic overflow issue I was facing was specifically due to weird interaction with Ayutthaya suzerain bonus and JNR's industrial zone district expansion mod. Didn't have anything to do with this mod, as it turns out.
fe2o3.rustyiron 28. mar. 2024 kl. 23:47 
Didn't have JNR's Grand Eras, but I also encountered the same problem with 1-turn civics. This hasn't happened before in my games, only started in my recent 2 games since this February. Something to do with recent updates?
Sentient_Worm 12. mar. 2024 kl. 18:34 
I might be a bit weird but it seems the era's still seem to fly by even on marathon.
. 17. feb. 2024 kl. 6:26 
I haven't tried the mod yet but by the looks of it Babylon gets even more OP.
yang 20. jan. 2024 kl. 20:04 
can this mod be used with BBG?
Nandybear 31. dec. 2023 kl. 14:07 
JNR recommends this for Grand Eras however it has an extra era (post classical), it's easy enough to add it in I'm just wondering if you have any input on a change up of the numbers to compensate or should I just throw it in there as a copy of the others ?
King Glenmore 27. dec. 2023 kl. 2:54 
Do we need to change the end date (AD 2050) to unlimited to get this mod to work properly? Or is it balanced for the default 2050 end date?
p0kiehl  [ophavsmand] 23. dec. 2023 kl. 3:54 
This mod doesn't slow/affect/change Production. That would have defeated the entire purpose of this mod.
Vastant 23. dec. 2023 kl. 0:41 
Great Mod. The only issue I have is that production is also slowed, which really is frustrating. It would be great if you could create the same mod but without slowing production. This would allow you to actually enjoy the era.
FatalTragedy 11. sep. 2023 kl. 20:05 
What is the turn limit for each speed with this mod? (Or alternately if turn limits are off, how many turns to 2050 AD for each speed with this mod?)
Littlepea 2. sep. 2023 kl. 7:04 
It seems it doesnt work for me.
I dont have the "extended" in the speed menu selection.
MAybe I didn't activte it well or I dont know.
I remember that mod for Civ V (the Civ V version of this mod) was working very well, not now.
Some help?
Dennis 27. aug. 2023 kl. 0:07 
With this mod enabled is it still possible to research all techs and civs before the end of the game?
Max Cooljazz 21. aug. 2023 kl. 9:54 
Is it possible to select a non-extended game speed without disabling the mod? This would be very convenient if it's not already a feature.
fka-gargamel 21. juli 2023 kl. 12:53 
eras are getting veeeerrry looong :)))
niccodigge 7. juli 2023 kl. 1:48 
wait, doesnt marathon already increase costs?
Bjornolf Kingslayer 22. juni 2023 kl. 12:14 
All I want to know is will this stop the Classical Era from starting in 1600 BC?
ChrisMartin 9. juni 2023 kl. 23:42 
If you have 20% boost, that would be a lot if you get that on tech/civic in era you are not in. I have it set to 5%
Cyberbullich 9. juni 2023 kl. 14:00 
Hi, did you know how change boost for next era? i have one BUG, when start new era, some techs and civs start full completely, I mean this is explored in 1 turn
P.S: It`s not your miss, probably it is cause my eras little be longer than your, and I have bigger penalty for next era techs, but I need it and want solve this problem another way like a cut bonus for start next era. Please
nickerbocka 19. maj 2023 kl. 20:34 
Thanks. It's a good mod! The only issue I have with it is timing the early settler rush with the government plaza building, ancestral hall. Seems you have to wait for that to come available for a long time to spam out settlers for free workers. Any tips from the author as to what you do?
p0kiehl  [ophavsmand] 16. maj 2023 kl. 7:55 
Yes
nickerbocka 16. maj 2023 kl. 2:10 
Does China still receive better inspirations and eurekas with the mod enabled?
Hoshi 3. maj 2023 kl. 16:41 
After 230 turns at Marathon I'm still like 960 BC and entering already the Medieval era, Also i'm still getting 40% Eureka bonuses, I got no other mod that changes the science income, Eurekas or anything like that, so maybe the Science/Culture should be increased even more for Marathon Speed.. I will try Epic next and see if it fits better
BluJ 3. maj 2023 kl. 11:54 
I've used this mod for a while, but now I'm having problems with it. It's upping the cost of techs and civics without actually extending the era. So My tech, and everyone else's, will be two eras behind. Any idea what's up?
Rickdaily12 30. apr. 2023 kl. 9:26 
I've been having some fun with this, however, is it possible you could look at re-working the costs of great people as you progress closer to Modern Era and beyond, at least in relation to Marathon Speed? I was playing as Canada on TSEH, yet despite owning half of the map and generating like 250 GPPT, with all tech researched to the end of the Future Era, I was being told that my next great person (Atomic) was going to cost 725K Gold (and half that for Faith), which would be 250 turns away. An actual functioning civ would probably have only have been a quarter my strength at that point, so I do think that if the point of this mod should have those great people unlock closer to their actual era, those costs should be brought way down, because that Great Person would never see the light of day in a normal Marathon.
Deski 24. apr. 2023 kl. 8:58 
I've had two crashes in my game this last week - it freezes up in a way I can't even alt-tab out or Ctrl+Alt+Delete - and the only thing I've changed is I started using this mod so unfortunately I think it's the cause. Does anyone else recognise this kind of crash in their games? The only other mods I use are the quick-tacks and quick deals mods that everyone uses, plus real era score tracker but that doesn't do anything for the game's pacing?
asapas 7. mar. 2023 kl. 16:25 
Golden Age - Brave new world is the mod I am using
asapas 7. mar. 2023 kl. 3:16 
However it DID work. I just had to start a new game, and then it showed the extra options from this mod. Hope it won't crash!
Denver 26. feb. 2023 kl. 11:06 
😂
p0kiehl  [ophavsmand] 23. feb. 2023 kl. 5:26 
Well since you're playing with "Brave New World" which is Civ 5 DLC, I wager you're using the wrong game with this mod.
asapas 23. feb. 2023 kl. 5:03 
Doesn't work. I have Brave new world installed as well. I don't know whether they conflict
Komari 3. feb. 2023 kl. 14:41 
Is there a way to make it so that eras last longer? So far in all of my games lately we end up reaching the modern/atomic era while everyone is still in the renaissance/industrial era. I don't know if it has something to do with the other mods that I have installed
Raijzu 6. jan. 2023 kl. 2:25 
Would be nice if some of these changes came with some sort of slider to customize our games.
I just finished a game with this mod and while I enjoyed the pace and a more historically accurate timing for the researches, I thought it was quite unrewarding to play with a heavy focus on science (1700 per turns) and not feel too much the advantage of the more advanced units since other civs with 2 to 3 times less science per turn were not too far behind.
It was also the first time that I felt like I needed to hurry to get my science victory as even though I was focusing exclusively on science, it still took me about 470 turns to win.