Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Early Eras Mod
   
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Sep 14, 2023 @ 7:27pm
Sep 17, 2023 @ 10:19am
2 Change Notes ( view )

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Early Eras Mod

Description
*** You must use Real Era Stop mod to set the ending era to Medieval in advanced game setup for this mod to function as created ***

This mod in conjunction with Real Era Stop will allow you play a game from the Ancient Era to Medieval. The following changes have been made to the game.

1. Cartography perk that grants ocean navigation has been moved to Sailing.

2. Mass Production has been moved to the Medieval Era.

3. Banking has been moved to the Medieval Era.

4. Cartography has been moved to the Medieval Era.

5. Niter has been moved to Gunpowder and is not able to be revealed in the game.

6. Technologies and Civics science cost have been modified as follows:

a. Ancient Era cost is doubled.
b. Classical Era cost is tripled.
c. Medieval Era cost is quadrupled.

2.0 - September

7. Forming Corp has been moved to Military Training Civic

8. Forming Army has been moved to Mercenaries Civic

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Still Work in Progress as I test time permitting. Please leave feedback as I am new to Civ 6.
7 Comments
Frost Dec 11, 2023 @ 9:18am 
These 2 do not seem to work, even after getting the tech.

7. Forming Corp has been moved to Military Training Civic

8. Forming Army has been moved to Mercenaries Civic
NutritiousCookie Nov 3, 2023 @ 11:17pm 
You'll want to raise your load order to work with other tech tree mods. I'm running with Extended Tech Tree, so it needs a load order higher than 214. YMMV depending on what tech tree mods you want it to work with.

For me it looks like
<UpdateDatabase id="NewAction">
<Properties>
<LoadOrder>220</LoadOrder>
</Properties>
<File>Move_Techs.sql</File>
</UpdateDatabase>

Obviously different leaders are wildly unbalanced, but that's its own major project akin to what Anno Domini was trying to do.

I really appreciate this mod, unlike Civ V there aren't many medieval/fantasy mods out there. This is a great bit of support to anyone making a medieval game.
Phalanx Sep 25, 2023 @ 9:41am 
Sieges
Could be made more challenging. Like highest Wall-Level gives +1 range for citycenters attack and for ranged Garrisons attack, as well as the camp. That would make just pulling up with trebuchets with 3 ranged and win every siege obsolete. Attacking forces could focus on bringing an scout/ranger up to level 5 and give him an +1 ranged for siege / ranged for nearby siege units to counter those very heavily defended cities.
Phalanx Sep 25, 2023 @ 9:41am 
Canals
Where a thing for thousands of years, the canal district should be buildable to make cool things achievable. Could increase chance of flooding as counterbalance for the +gold it gives to trade routes.
Military Engineers could use charges to build the canal / dam / aqueduct quicker.

Alliances and War
Alliances should be available from at least mid-game on, wars like the Troyan wars were fought because of alliances. Therefore, declaration of war for religion, protection, re-conquering and such should be available.
Phalanx Sep 25, 2023 @ 9:41am 
Mountains (not hills)
Could somehow be integrated in the gameplay, as they were often used for intense mining and for defense. Example: For every 3 Mountains in the City, Mines get +1 Production. For every Mountain in the City, Citydefense raises by 2.

Neighborhoods (“Quarters”)
Should be somehow available, as giant Cities where a thing even in ancient times. They didn’t all live in the palace or on the farms :D You could borrow the look of those hospital district from Zombie-Mode. Needs own cards and different buildings. Market for food? Apothecary for better healing? As of cards: +5 City-Def per Neighborhood, +1 Production per Neighborhood, +2 Faith per Neighborhood and adjacency-stuff to throw some quick ideas in there.
Phalanx Sep 25, 2023 @ 9:40am 
Spy´s
Become available as a lategameunit with T2 Governments. Monarchy has a better Chance to finish inciting rebellions, Theocracy at killing governors and cities-state presence and Merchant Republic at Siphoning Funds for example. You should somehow be able to aquire 3-5 Spy´s and some cards for their use.

Builders / Military Engineers / Scouts / Rangers
Should be able to re-plant Woods, as it was a common industry in the medieval ages.
Should be able to build forts / fortresses as improvements.
Should be able to build watch-towers (theres a great mod for that)
Should be able to build roads
Should be able to build Mountain-Tunnels in lategame.
Phalanx Sep 25, 2023 @ 9:40am 
Hey there! That sounds SO great. I love longplay-medieval scenarios, but they get dull and boring towards the end. I really like your approach and would like to input all the ideas for a endgame-medieval scenario, that I have been writing down during my endless medieval games. As I can´t get any of that done myself, maybe it helps you making this idea even better. Feel free to use any ideas. Some should be pretty easy as its “just” moving tech around, others may be more challenging. Don’t feel pressured or everwhelmed <3

Governments
T2 Govs should become available in lategame. As we have Knights, we can´t rule our empire as classical republic anymore. We are Kings, Prophets and Traders and need a fitting government-style.