Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Dynamic Eras
   
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Type: Mod
Mod: Gameplay
File Size
Posted
Updated
3.438 KB
16 Mar, 2018 @ 12:36pm
14 Feb, 2019 @ 6:07am
3 Change Notes ( view )

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Dynamic Eras

In 1 collection by Bear
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Description
Compatible with Vanilla, R&F, GS and any other mod WITHOUT new eras.

I can hardly enjoy each of the era when I jump over it to the next one or the progress (of building or war) goes so slow that it makes me fall asleep.

I've tried some modifications that encrease the cost of technologies but they all resulted in such a way: in the beginning of the game researches go very slowly because of the increased cost, but in the late game the science is so advanced that the slowdown of researches becomes not so serious.

See settings from other users

You can edit the file Rules.sql in any text editor. This file is located in [path to steam library]\steamapps\workshop\content\289070\1332830492
Examaple, edit rows for speed tech researsh in ancient and classical eras:
UPDATE Technologies SET Cost = Cost*1.5 WHERE EraType ='ERA_ANCIENT';
UPDATE Technologies SET Cost = Cost*3.0 WHERE EraType ='ERA_CLASSICAL';

Default multipliers tested for fast, normal and epic speed.
Popular Discussions View All (1)
7
4 Jan, 2021 @ 5:37pm
Suggest your speed
Bear
73 Comments
Alex 22 Jul, 2023 @ 10:27am 
I'm tying this out and the changes seem to not get made to the right eras. For example I increased the multiplier for renaissance but it was the medieval techs that had increase costs. I tried it for industrial and it effected atomic techs instead.
Bear  [author] 4 Mar, 2023 @ 1:28pm 
I don't have civ 6 installed right now, so unfortunately I can't tell
她掏出了我想掏的 4 Mar, 2023 @ 1:12pm 
Thanks!May I know which coding is used for change the production cost?
Bear  [author] 3 Mar, 2023 @ 6:34am 
她掏出了我想掏的, yes, changed, also u can setting mod (see description)
她掏出了我想掏的 2 Mar, 2023 @ 11:47am 
Is this mod also change the late eras production? I am afraid I have no buildings to construct but only to produce military units while I wait for the tech and civics progress.
swift 4 Jan, 2021 @ 8:09pm 
Thank you! I appreciate your help :)
just knowing, now, to look for .XML files is very helpful, haha
Bear  [author] 4 Jan, 2021 @ 7:56pm 
About separate points for dark/gold ages for each eras — I have not found this, maybe it exists, but im dont know about. This value scalable by speed and may be hardcoded in DLL, not in XML (editable) files. All I have found — two multipliers. But this actually for 1-2 years ago, maybe latest patches change it, but I uninstall civ times ago, sorry, and cant check for latest patch.

This is also the reason why I cannot provide you with a complete list of XML files containing initial information with technologies, eras, etc. Just carry out a full-text search (programs with similar functionality are exists) in the game folder with XML files by keywords used in Rules.sql
swift 4 Jan, 2021 @ 7:16pm 
Q1. Source Data, yep! correct :steamthumbsup:
. . . but, not sure which game files to look for . . .
May you please point me to a couple of the files?

Q2. Thanks, I see that. I was wondering if it is possible to adjust it "Per GameEra"
(like you did with the Technology & Civic costs, etc.) just curious :)
Bear  [author] 4 Jan, 2021 @ 1:03pm 
q1: what you want? if u about source data, what adjusted by Rules.sql, they data located in separate game files
q2: if u about scores for Dark/Normal/Gold age, they are in Rules.sql

-- Change multipliers for ages
UPDATE GlobalParameters SET Value = Value * 2.0 WHERE Name = 'DARK_AGE_SCORE_BASE_THRESHOLD';
UPDATE GlobalParameters SET Value = Value * 2.0 WHERE Name = 'GOLDEN_AGE_SCORE_BASE_THRESHOLD';
swift 4 Jan, 2021 @ 10:05am 
Question 1: what is the associated game-file that rules.sql adjusts?
Question 2: would it be possible to adjust the mod to include EraScore multipliers for each individual Era? (vs, as written, it adjusts with the same multiplier for each era)