Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Zee's Properly Timed Eras
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8 Mar, 2019 @ 4:11am
5 Oct, 2023 @ 11:31pm
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Zee's Properly Timed Eras

In 1 collection by _Zee
Zee's Civ 6 Experience
21 items
Description
Vanilla allows the World Era in a standard 500 turn game to reach the Future Era in as little as 320 turns. Look at the Epic timescale and the World Era is in the Final Era as early as turn 460 in a 750 turn game. This unbalanced pace is terrible for so many of the games systems, which are actually pretty great in a correctly paced environment. If you're anything like me you find it really unsatisfying to see the world constructing jet fighters in 1520 AD.

It's not a good idea to make the AI any weaker than it already is, and placing rules that only apply to the player isn't fun.
So what do? What. Do.

This mod is my attempt at a solution.

=+=+=+Overview+=+=+=
The reason 320 turns is possible, is because the minimum limit set on each era defaults to 40 turns, which is incredibly low when players and AI are more than capable of moving from one 'Era Layer' of the tech tree to the next 'Era Layer' in well under 40 turns at vanilla settings.

Several steps are taken to correct this.
  1. The Era (Min:Max) range has been increased from (40:60) turns, to (55:60) turns.
    Using a Standard 500-turn game as an example again, this increases the minimum Future era turn from (320) to (440) out of 500. Much better. Now you actually get to use the turns in your game...


  2. The bonus and penalty for researching Techs & Civics outside of the current World Era
    • is increased from (20%) to (80%) for techs/civics ahead
    • is increased from (-20%) to (-40%) for techs/civics behind
    In the first half of the game these numbers make it very difficult to break ahead or fall behind.
    The longer the game goes on however, the larger income-values get and the multipliers have less and less of an effect; which is why the vanilla value of 20% is nearly pointless.
    This will force the World Era to exist and progress in that (55:60) turn lifespan, in spite of any Civs doing really well/bad because those Civs will find it much harder to throw the world average tech-level out of line.
    (Another pleasant side-effect, more Civs stay competitive the whole game)

    (Since the June 2019 patch, this portion of the mod has not worked. Firaxis did something to disable the dynamic cost modifier even though the code is still in the table. If you switch the ruleset from GS to RF, these modifiers work again. To my knowledge, there is no way around this. Unfortunate, but nothing I can do about it.)


    UPDATE: Happy to say the May 2020 Patch has finally corrected the bug Firaxis introduced back in June 2019. The core function of this mod has been restored.

  3. The entire months-per-turn scale was rewritten from scratch for all 4 game speeds. This means the year shown at each turn will correspond to the technologies you and the rest of the world are researching much more accurately and realistically.

  4. Tech and Civic costs are given increasingly larger multipliers based on era.
    Tech starts at (1.0x) and ends at (3.0x).
    Civics start at (1.3x) and end at (3.6x).

The specific combination of these 4 key changes will virtually guarantee a World "Tech Level" that matches the World Era, and ensure all of it occurs on dates that are realistically feasible.


=+=+=+Other Details+=+=+=
Other minor tweaks are also made to support the theme of this mod.
  • Eureka and Inspiration boosts reduced from (40%) to (10%). This change is extended to the Chinese trait, bringing the buff down from (50%) to (20%).
  • The AI receives no free tech or civics for increased difficulty. You can crank that slider up and give yourself a real (semi-fair) challenge now!
  • Great Person cost increased by (10 to 50)%, increasing with each era.
  • Repeatable District-Projects made more expensive to account for longer eras.
  • Since Eras are now longer, both Dark and Golden Ages have been made slightly more difficult to acquire to compensate.
  • Since Eras are now longer, City Growth rates have been slowed to match (Food-Required-Exponent from 1.5 to 2.3)

=+=+=+Compatibility+=+=+=
This mod can be used standalone or alongside all of my other mods.
Requires a new save.
Works with or without all DLC.
Not compatible with any other mod that attempts to tweak the games pace.
Let me know if you run into issues.


You might also enjoy my other mods:
Zee's Strategic Resource Overhaul
Zee's Distance Is A Good Thing
Zee's Fewer Trade Offers
Zee's Normalized Climate Change
Zee's Decommission Power Plant
Zee's Third Party Grievances Reduced
Zee's Slower Grievance Decay
Zee's More Reliable Reactors


If you're feeling generous, you can donate here.
[patreon.com]
184 Comments
我是REZ粉丝 7 Oct, 2023 @ 5:00pm 
Thanks for your reply , PTE is exactly what I wanted , I'm extremely grateful for your work
_Zee  [author] 7 Oct, 2023 @ 11:44am 
Yes, all my mods are compatible with each other. PTE has a later load order, so its city growth exponent takes precedent if you are using both mods.
我是REZ粉丝 7 Oct, 2023 @ 4:27am 
I wonder if this mod is compatible with your other mod "Distance is a good thing"? I noticed both mods all changed "city growth exponent"
_Zee  [author] 5 Oct, 2023 @ 11:33pm 
Minor update posted - small reduction to City growth speeds
Augustd7 10 Jun, 2023 @ 10:29pm 
i read your earlier comment to someone else about apocalypse mode being designed to max out on purpose and its definitely maxed out, i'm still in industrial era. had my first comet land on ethiopia already. i was hoping your climate mod would let me play apocalypse mode still but give the world a bit more of a chance. too bad i guess, i need to rush diplo victory before the earth blows up
_Zee  [author] 10 Jun, 2023 @ 1:53pm 
@Smitty - thanks, I hope you enjoy my mods!

Keep in mind vanilla's Apocalypse mode is intentionally designed to be silly and non-realistic, all kinds of balance is intentionally thrown out the window in that mode so use at your own risk. Playing in that mode will definitely cancel out any climate balance from my mods.
Augustd7 10 Jun, 2023 @ 2:01am 
good to see that you're still active, author. i've been debating over which popular climate mod pack to choose, between yours and JNR. no idea why his mod has so many more users. i think what will clinch this for me is that you have synergizing climate/era mods, which i will use to replace my 8 paces of age mod, i'll trust your work. i came here looking for the best climate mod because im annoyed all my hard work is getting flooded, but then again, i decided to play apocalypse mode...

keep up the good work
_Zee  [author] 10 Jun, 2023 @ 12:50am 
Yep, you've stumbled across the "boost" bug I described below. This is unfortunately hard-coded vanilla behavior.

Reducing the Eureka bonus helps offset this problem. The vanilla bonus is (40). This mod's value of (10) is a middle-ground compromise, but you can lower the bonus even more if you prefer.

Open the file named "ZeesProperlyTimedEras.sql"
Find line 158 where it states "UPDATE Boosts SET Boost = 10;"
Change the value (10) to whatever you want, and save the file

Make sure none of your other mods are changing the bonus as well. It's possible something is setting it back to the default (40). 1-turn tech's should already be pretty rare with a value of (10).
Cyberbullich 9 Jun, 2023 @ 3:15pm 
Hi, did you know how i can change boost when new era start? I have bug (it`s not your settings), some techs and civs research for 1 turn when new era start, i hope when i cut boost for new eras, i will fix this problem
Green Odin 30 Apr, 2023 @ 9:22pm 
Thank you so much for the feedback Zee.