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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!
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.
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...)
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 %
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?
Thanks in advance
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...
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.
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
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?
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.
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.
Playing with extreme era scaling and 3.5x base points.
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.
UpdateDatabase - Loading SQL/Civic/Scaling/Era/High.sql
Warning: UpdateDatabase - Error Loading SQL.
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.