Sid Meier's Civilization VI

Sid Meier's Civilization VI

Take your Time Ultimate - Slower Research Trees
309 Comments
creamsoda100 May 24 @ 8:51am 
Is there any way to adjust the mutagen strength in zombies mode to scale with the adjusted tech and civic costs?
wltl May 11 @ 5:18am 
Perfect mod, thank you very much. Exactly what I needed, thanks.
Spavit Mar 19 @ 10:50pm 
I honestly don't understand how is it possible to war on standart speed or faster. Even on marathon I'd still like to have more time before my units need to be upgraded again. Thanks for the mod
SonofaGlitch Mar 8 @ 7:55pm 
Honestly, this may be THE most essential Civ 6 mod.
Because Firaxis never seemed to care to balance out tech or civic progression much as they added content and the pacing became just awful the more DLC they put out.

And the modularity on this is wonderful. Excellent work all around!
Sir Packet Lossalot Mar 3 @ 12:14am 
Thank you, this is the mod I was looking for in Civ 5 also. Regular building speed, but slower research, because it often happens that once you research and build a few units - they become obsolete when new technology is unlocked in 6 turns
丁真爱抽电子y Feb 28 @ 8:19am 
这是个啥csmod?
Portoflander Feb 24 @ 7:39am 
only first tech/civic is longer, after that goes back to normal
Simon Sullivan Feb 17 @ 3:17am 
I guess it does drag it out some by definition
FantasticKru Feb 16 @ 11:58am 
This heavily nerfs science victory, no?
Truewan Dec 14, 2024 @ 10:03am 
Apart from the broken era score, it still remains a great mod! Wish I could pay this man to fix the era score though
Simon Sullivan Dec 8, 2024 @ 5:56pm 
I'm no coder and no modder, but I've had a look through and I wonder if it could be made to work if the era scalings were expanded to include the additional era
Simon Sullivan Dec 8, 2024 @ 5:33pm 
@Rinel - I don't think so. I got a crash at startup. I think it's the obvious thing that post-classic is not included in this mod
Rinel Dec 8, 2024 @ 4:56pm 
Does it work with Grand Eras?
H.Humpel Oct 23, 2024 @ 9:33am 
Hi joshmanisdabomb,
your mod has been translated by onyxum into German and the translation is now part of the German translations for Civilization VI mods mod pack.
We would be more than happy if you could refer to the language translation in your mod description.
NobleRonin Oct 18, 2024 @ 6:06pm 
Are we able to modify production yet? I see Ursa Ryan testing this a while ago where the era score tripled, the tech and civic research amounts tripled, the game turn number tripled, yet his production remined the same - I assumed he made the game "Marathon" but increased the production amount
Bluesky95 Oct 17, 2024 @ 12:27pm 
this work with real tech tree?
Simon Sullivan Oct 17, 2024 @ 2:26am 
I'm using Low/Low era scaling and no base change. Everything else calculated. Finishing my first game on epic. It's felt ok. Calendar is not lining up, but then it never does.

I set Era Scaling to Calculated (not realising it doesn't work) and was getting consistent golden ages. I don't have a good feel for what would have been a good multiple (I wish I was paying attention to how much I was over by...)
Simon Sullivan Oct 17, 2024 @ 2:23am 
So - I started a bunch of game and from what I can see the Calculated option for Era Score doesn't work

A fixed multiple does work.

That means it will either have to be fixed ?? Or you'll have to pick a scaling factor and deal with the fact that it scales across the eras at the same %
Simon Sullivan Sep 21, 2024 @ 4:06pm 
I’m not sure. I’m still trying to work out what the base is and how the formula works
Simon Sullivan Sep 17, 2024 @ 5:48pm 
I see a comment here "So the era score is broken when the settings are set to "calculated" since the last patch. It gives golden ages every era. But you can fix it temporarily by setting it manually to say... 1.5-2.0?"

For other people who have / are using this - what is your sense? Is this the case?

I am playing an epic game now and have blitzed the era score out of the water, but I'm also stupidly ahead on culture, so it's hard to say. I'm finding the research lengths are more or less working well with changes, but era score on calculated, does it work as intended?
onyxum Sep 16, 2024 @ 11:38pm 
I have merged all previous translations into one file. I would like to send you “joshmanisdabomb” this file so that you can upload it here in the workshop.
John Sep 11, 2024 @ 12:15am 
Is it possible to reverse the tech scaling? Making tech during the ancient era take for example 400% more time, then 300% in classical. etc etc.
Simon Sullivan Sep 10, 2024 @ 8:18pm 
if I have mods that already impact CO2 (JNR's stuff) will this mod scale on top of those changes (be cumulative)? Conflict?

Thanks in advance
Daemon Trooper Aug 29, 2024 @ 5:07am 
Hey, I'm actually playing at x50 x50 with scaling for civics only as even if you play with a non-cultural based civ, it developps quicker generally. I personnally really lovehaving the first era long enough to colonize almost the entire globe, as it has been "back in the days" :P. But even at x50 x50, some techs are researched in "only" 20 turns before the Classical era and posessing 6 cities.

Could there be a x100 x100 option ? With also some inverted scaling ?

Also does anybody know a mod that would incite AI to do projects instead of creating units once they get to a certain amount or cover their entire territory ? Since we cannot play with YnAmp anymore. Playing x50 x50 gets dumb at some point because AI keeps training military units and if you don't compensate by waging wars, game will crash when there won't be any tiles available anymore...
Armed Avocado Aug 27, 2024 @ 1:14am 
@Sprinkler, the in-game tooltips tell you the scaling for alternate game speeds. Marathon is "200% slower".

My question is: does the mod scale off of standard speed, or does it scale after the game speed scaling?

This mod is perfect btw. Everything I was looking for.
The Sprinkler Aug 22, 2024 @ 1:41pm 
What is the base speed for marathon? Is it 4x? 5x? I wish there was a way to see where everything is at normally, so I know where to put the settings at for my own game.
Nandybear Aug 19, 2024 @ 10:44am 
@Nanao-kun sorry steam doesn't tell me i have replies unless i mnaually subscribe to convos

Put it in any mod file you have that has .sql at the end

If you have none, you can change it manually in globalparameters.xml
Shiva Jul 31, 2024 @ 10:15am 
Hello,
I hope somebody can help me with the following issue: My settings are 1,5x Base Cost for Tech and Social. As well as medium scaling. Rest stays as is. Difficulty Deity.

Everything is awesome. The eras are slightly slower in the beginning. Everything is fine until Rennaissance comes around because it takes AGES. In my current game with Brazil I was already in future techs while Rennaissance was still around. Other civs were also in Atomic Era, Modern, Industrial... My era score was 310.

What do I do wrong here?
Nanao-kun Jul 26, 2024 @ 12:19pm 
@cuntism Where do you set these values?
Nandybear Jul 12, 2024 @ 3:56pm 
@herowolv
UPDATE GlobalParameters SET Value = 30 WHERE Name='CIVIC_COST_PERCENT_CHANGE_AFTER_GAME_ERA'; --default 20
UPDATE GlobalParameters SET Value = 30 WHERE Name='TECH_COST_PERCENT_CHANGE_AFTER_GAME_ERA'; --default 20
UPDATE GlobalParameters SET Value = -30 WHERE Name='CIVIC_COST_PERCENT_CHANGE_BEFORE_GAME_ERA'; -- default -20
UPDATE GlobalParameters SET Value = -30 WHERE Name='TECH_COST_PERCENT_CHANGE_BEFORE_GAME_ERA'; --default -20

I keep it at 30 until medieval era then change it depending on if i'm getting too far ahead.

Basically what it does is add a nerf or bonus depending on if the tech/civic is from an era ahead or behind you. So if you're in ancient and researching something in classical, it will add a percent nerf (in the case above, 30).

It's really good for mid game, setting it to 50 really sets people catch up. Also epstweak for catch-up I highly recommend to pair with it.
herowolv Jul 11, 2024 @ 3:59am 
is there a way to make the penalty of being ahead in science harsher? I play with friends only and sometimes a person or 2 could have a lot of science or culture and just go too far, is there a way to make the penalty for being ahead in techs harsher to make everyone have a fair chance at winning?
TheMinaGames Jul 1, 2024 @ 12:40am 
Русская локализация в обсуждения!
ericthecleric Jun 8, 2024 @ 6:54am 
Hi. I don't know if the mod author is still around, but if he is would it be possible to create an option for the World Era Scaling of x0.8 please? (Currently, there is nothing between x0.5 and x1.)
Zanoth May 20, 2024 @ 10:16pm 
I can confirm that the mod is working as intended. I ran fairly thorough tests to work out which settings i should choose.
It is important to remember that with Tech and civic cost scaling, that the effect is measured in the amount of resources you need, and not the number of turns needed. Additionally, I believe the game has catch-up and slow-down mechanics for researching techs and civics that are behind/ahead of the current Era.

The tricky thing is not knowing how much Science or Culture you'll be expected to produce on which turns.
[BRTD]Luewen Apr 1, 2024 @ 9:11am 
So does the era scaling actually work. With roughly same research amount per turn ancient era techs take roughly 40 to 60 turns with boost and now with with classical era and 3 x more research needed per tech. However the new techs only take 16 turns so its 3 times faster per tech than previous era with same research.

Playing with extreme era scaling and 3.5x base points.
mirddes Mar 29, 2024 @ 3:56pm 
this is amazing, i play it at online speed with all base costs set to 8x and the era scaling set to maximum. i use calculated on all applicable options.

ALL I WANT is the year progression to make sense. its like turn 100+ we just ended the ancient era and its well past 1000AD. surely it should still be BC.
[PBS] Kafka Rambo Mar 21, 2024 @ 8:17pm 
Exactly what i was looking for, thx
[BRTD]Luewen Mar 14, 2024 @ 2:27pm 
Is there a change of adding invidual production scale also. As i like to have loooong game but so research speed is fine but i feel that waiting 30+ turns to produce units or buildings is too long for new cities.
leokittenman Feb 10, 2024 @ 12:21pm 
Great Mod! do you think you could add an option to modify the great scientist point cost seperately from other great people,They keep getting earned too quickly
louiegalvani Jan 31, 2024 @ 2:38pm 
zombies... I forgot about zombies...
Truewan Jan 26, 2024 @ 8:09pm 
So the era score is broken when the settings are set to "calculated" since the last patch. It gives golden ages every era. But you can fix it temporarily by setting it manually to say... 1.5-2.0?
Joe Jan 25, 2024 @ 1:42pm 
It appears this is actually vanilla behavior, just exacerbated by playing with high boosts and high tech-ahead penalty. Why Firaxis decided the tech-ahead penalty should adjust the cost of techs rather than the rate of research, who can say.
Joe Jan 25, 2024 @ 12:54pm 
Anyone have an issue where the boost level changes after the World Era progresses? For instance, it's the World Medieval Era and I have boosted Gunpowder for 30%. The World Era moves to Renaissance and now Gunpowder is boosted by 90%. I've tried using both normal boosts as well as "X% of original cost" and the behavior remains the same. I could try removing Era scaling but that was the whole point of installing this mod.
Silver Felyne Dec 30, 2023 @ 7:31am 
Thanks for the suggestion. I suppose removing either their settler or extra warriors is warranted, since (from my experience), you literally cannot stop a turn 3 AI Warrior rush on Emperor and above. You don't have enough time to even make a slinger before you have 3 warriors on your capital.
Darknote Dec 29, 2023 @ 10:30pm 
@Silver Felyne, use the mod No AI Start Advantage, to disable their starting units on higher difficulties. Works with Deity++ options and Roman's Holiday AI.
Silver Felyne Dec 27, 2023 @ 9:18am 
Is it me or does this make the harder difficulties even harder in the early game? I think the extra settler over more turns means they have a lot of time to pull ahead.
briantjack Dec 5, 2023 @ 3:48am 
I love this mod! If I could ask for one improvement, I'd suggest that World Era Scaling should have the same granularity of selection as the Era Score Scaling. Personally, a 1.0 multiplier is too low and a 1.5 multiplier is too high; a 1.25 or 1.4 multiplier would be just right.
Sentenza Nov 23, 2023 @ 1:17pm 
Does the calendar has any influence on the gameplay even if it doesn't match with the era?
Matthias Nov 14, 2023 @ 1:58pm 
Hi, I'm getting crashes. When I look in the modding file, it shows this:

UpdateDatabase - Loading SQL/Civic/Scaling/Era/High.sql
Warning: UpdateDatabase - Error Loading SQL.
_m_a_ Oct 18, 2023 @ 12:33pm 
Why these feature:
Because this feature probably synergy well with most settings and many warying game preferences that may break the balance line.

Extreme Example:
Base and Scaling Cost come to an X40 Tech/Civic Cost.
base game great person costs 100 GPP.
This gives a 4000 GPP points. (Which is calculated)
Lets Say Our Setting is a "%50 of calculated".
4000-100 = 3900 So => 3900 * 0,5 = 1950 So => 1950 + 100 = 2050
Our GPP Cost is now 2050 It prevented the extreme cost.

Hope you like it.