Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Grand Eras (Project 6T Core)
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File Size
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17.890 MB
Mar 1, 2022 @ 12:49pm
Jan 7 @ 6:13am
31 Change Notes ( view )
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Grand Eras (Project 6T Core)

In 3 collections by JNR
JNR's Playlist (Gameplay-only)
116 items
Play with Project 6T
28 items
JNR's Project 6T
13 items
Description
The modding scene for Civ VI is very modular, with many buildings, wonders, units, etc. being released here and there in bits. Now it is time for: The Thing That Ties Them Together! I present: Project 6T - starting with my 60th mod "Grand Eras". This is the centerpiece of the whole project (and will be required for further components).

Project 6T is a comprehensive overhaul of the tech and civics trees, which were designed from the ground up with modded content in mind. Grand Eras adds a whole new era and expands the existing ones with new civics and technologies.

Grand Eras comes with an adjusted UI for the trees based on Infixo's "Better Tech Tree (UI)" and more UI adjustments thanks to Zegangani (who also rewrote the code to select a tech to research from scratch to make it more efficient, something without which this mod would not have been possible!). I am very grateful for their work; check out their Workshop pages for more fantastic creations.

Full Technology Tree Image[i.imgur.com]
Full Civics Tree Image[i.imgur.com]

Credits and Acknowledgements
Apart from Infixo and Zegangani, who I already mentioned above, I'd like to give my thanks to all the modders who have taught me the skills needed to get to this point; to all the people who have supported me and gave me the energy to keep going with this; to all players who have made me a better modder by providing feedback, bug reports, and playtesting. I am truly grateful for this great community and hope that we can create many more amazing things together!

For donations - since I not only had big help for this mod itself but was also guided by the many community creations out there, I am not adding my PayPal link here. If you want to show your gratitude with a little gift, consider donating to a charitable cause instead.

Features
  • New Era: Post-Classical. Taking place between Classical and Medieval, this era increases the part of a match spent in pre-modern times, i.e. the most fun part of the game for most.
  • 25 new technologies and 11 new civics: each era now has 10-11 technologies, split into three columns instead of previously two, and 7 civics (except for ancient, which has 9).
  • All new techs and civics are assigned an existing quote, voiced by Sean Bean. Proper Eurekas and Inspirations have been assigned as well.
  • Handcrafted trees for Future Era, no more randomness getting in the way of your science victory. Randomization still available via Shuffle mode.
  • High density of prerequisite paths in the trees to avoid beelining.
  • Unlocks (buildings, units, etc.) added by many mods have been handplaced from scratch on the tree for an evenly paced progression and better thematic fit. Special attention was giving to avoid "overloading" any individual tech or civic as to keep icons within the space the UI offers.
  • New icons: no more "star" icons with tech/civic descriptions telling you about many different things. Instead, everything from resources becoming harvestable to tourism changes to spy slots to Giant Death Robot upgrades has its own icon now, reducing compatibility issues when it comes to tech/civic descriptions.
  • Icons for yield upgrades of improvements are color-coded by yield.
  • Icons in tech and civics tree are now sorted cleanly even with modded content.
  • Cleaned-up tech/civic tree UI with the option to add custom background images (see "Project 6T" collection) and with better-looking lines. (Work in Progress, release soon).
  • Stone-paved roads and with them the industrial-era building styles now last for two eras instead of just one, delaying asphalt and skyscrapers to the Atomic Era.
  • Advanced Era start options are added not just for the Post-Classical but also Future era.

New Technologies
  • Fishing
  • Calendar
  • Surveying
  • Saddle
  • Optics
  • Metallurgy
  • Paper (replaces Apprenticeship)
  • Compass
  • Alchemy
  • Pike Tactics
  • Spinning Wheel
  • Requisitions (replaces Military Engineering)
  • Caracole
  • Line Tactics
  • Biology
  • Coking
  • Medicine
  • Dynamite
  • Warplanes
  • Pharmaceuticals
  • Refrigeration
  • Physics
  • Radar (replaces Advanced Flight)
  • Ecology
  • Genomics
  • Habitats (replaces Seastead)

New Civics
  • Organized Warfare
  • Territory
  • Consecration
  • Citizenship
  • State Religion
  • Monasticism
  • Merchant Leagues
  • Estates
  • Patronage
  • Tolerance
  • Sovereignty (replaces Scorched Earth)
  • Parliamentarism
  • Constitution (replaces Ideology)
  • Romanticism
  • Consumerism
  • Pop Culture
  • Geopolitics (replaces Cold War)

Removed Near-Future Governance, Cultural Hegemony, and Global Warming Mitigation.

Compatibility and Recommendations

Requires Gathering Storm. Other DLC supported but not required. Compatible with all game modes.

Not compatible with mods changing the tech/civics trees - both gameplay and UI, including Better Tech Tree and CQUI.

See "Play with Project 6T Overhaul" collection above for supported mods. Further mods do not necessarily require special compatibility, so they may work together just fine. Or they may not. Feel free to report findings.

I highly recommend playing this together with Extended Eras by P0kiehl (found in the collection) for better pacing.

Known Issues
  • No unique Moment art yet.
  • Techs/Civics cannot be selected by clicking on any of the new icons. Click on the tech/civic itself or a "regular" unlock instead.

JNR's Mod Series




Popular Discussions View All (5)
8
Mar 25 @ 10:39am
Mods don't load
swdedm
3
May 16 @ 5:09am
Bug Report
tinfoil_tophat
3
Jul 23, 2023 @ 2:16am
First game / My feedback
DaniAngione
823 Comments
Scryie Jul 2 @ 4:31pm 
funny idea that might be bad,
When the Calvary addon is absent, have coursers be available at horse collar to represent early medieval Calvary, and move the farm bonuses moved to stirrups.
Shabutaro Jun 18 @ 11:58am 
@I dont speak to ghouls: The Mod Author for DCP wrote the following:

"Grand Eras is not compatible due to HSE modules which do not apply here.

The right way to do it is to remove lines containing "CivicsTree", "TechTree", "CivicsTree_Expansion1", etc. from ..\Steam\steamapps\workshop\content\289070\2471091953\HideStatsEvolvedCompatibility.modinfo. There are 31 lines to remove.

An easier but dirty fix is to remove .lua files matching the "*tree*" string in the mod folder."

I did as instructed and deleted all lines in the .modinfo and i have a working tech tree. Gonna play some time now to see if other issues arise, but there shouldnt be.
I dont speak to ghouls Jun 18 @ 2:13am 
@Shabutaro I am having same issue. Did you figured someting out ?
Shabutaro Jun 17 @ 12:55am 
I also tried it with my usual UI mods it is compatible with, still the same and i can't figure out why it loads last (or even as you said why at all). Isn't Load Order Priority "backwards" as in the higher the number, the earlier it gets loaded? HSE has 15001 and DCP 15000, meanwhile Grand Eras has stuff inbetween like 10-13000 range so it should overwrite everything, no?
JNR  [author] Jun 16 @ 10:53am 
Yea based on the error log, it's the Hide Stats Evolved component of the DCP. No idea why it loads for you, I don't recall the patch itself activating it. Maybe that's only the case if you use the DCP but no other mod it's made for?
norph Jun 16 @ 6:51am 
Faced the same issue with 'Hide Stats Evolved' mod. It cut's 6T tech tree icons.
JNR  [author] Jun 14 @ 8:18am 
Seems like that is happening, yes.
Shabutaro Jun 11 @ 10:46am 
Modding.log: Does this mean 6T loads the tech tree and than DCP (HSE) replaces it because it loads after?

[1611986.383] UpdateDatabase - Loading Data/6T_Technologies.sql
[1611986.408] Applying Component - 6T_ImportFiles_Tech (ImportFiles)
[1611986.411] UpdateIcons - Loading Icons/6T_Icons_TechCivics.sql
[1611986.413] Applying Component - 6T_ReplaceUI_TechTree (ReplaceUIScript)
[1611986.418] Applying Component - 6T_ReplaceUI_TechCivicCompletedPopup (ReplaceUIScript)
[1611986.435] UpdateDatabase - Loading Data/6T_TechnologyPrereqs.sql
[1611986.501] Applying Component - HSE_TechTree (ReplaceUIScript)
[1611986.505] Applying Component - HSE_TechTree_Expansion1 (ReplaceUIScript)
[1611986.511] Applying Component - HSE_TechTree_Expansion2 (ReplaceUIScript)
Shabutaro Jun 11 @ 10:46am 
I did, still the same issue, weird. (Modding.log)
[1610220.861] Deleted 2 mods.
[1610220.861] Discovered 2 mods.
[1610220.861] New/Reloaded Mods:
[1610221.855] 253b50fc-7b24-409d-a75c-5f34fe6a9c23 ([COLOR_LIGHTBLUE]Diplomacy Compatibility Patch[ENDCOLOR])
[1610221.951] 3ec8a6fb-2a3f-425f-bff5-b00146b7d5b0 ([COLOR:ResFaithLabelCS]6T[ENDCOLOR] - Grand Eras)


Should i try asking the Author of DCP? Could it be because DCP can change the Tech Tree and is loaded later?
JNR  [author] Jun 11 @ 8:58am 
Ah yea I was wondering why it's that empty. No idea why DCP causes these issues, only thing I can think of that you could try is to unsub both mods and then subscribe again to get clean reinstalls.