Sid Meier's Civilization VI

Sid Meier's Civilization VI

26 ratings
Historic Speed (Extended Eras) - Ver. Civilitatem Maxima
   
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Type: Mod
Mod: Gameplay
File Size
Posted
Updated
14.818 KB
22 Mar, 2019 @ 12:33pm
27 Mar, 2019 @ 1:38pm
3 Change Notes ( view )

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Historic Speed (Extended Eras) - Ver. Civilitatem Maxima

In 1 collection by GiuseppeIII
Civilization 6: Giuseppe III's Civilitatem Maxima - Ultimate Mod Collection
66 items
Description
Custom version of the Historic Speed (Extended Eras) mod for the Civilitatem Maxima mod collection, with permission from p0kiehl. See the original mod page for a full description.

This version has pretty extensive changes from the original Historic Speed (Extended Eras), so all feedback is greatly appreciated! These changes are:
  • Changes boosts and eurekas back from 20% to 40%
  • Decreases the rate of city growth (Name='CITY_GROWTH_EXPONENT') a little further to 2.0
  • Changes the technology and civics speeds to 315% from 300%
  • Decreases early technology and civic speeds to 50% from 65% for civics and 75% for technology
  • Increased the era increases by 105%
  • Changed the movement cost of the ancient road back to 1 from 0.75
  • Altered the timescale so the time is closer to the actual era you are in. This is more balanced to getting the eras early where if you the new era comes at the earliest possible time (not that uncommon), the era comes a little before it would have come historically and if you get it at the latest possible time it will be a moderate degree late where it would have been historically.
  • Increased the dark age threshold back to standard and increased the golden age threshold even further (+4) than standard to help with the increased points from Terra Mirabilis and to force you to really focus towards getting golden ages if you want them.
  • Decreased the research penalties and boosts down to 40, the same amount you would get with an boost or eureka.
  • Increased the era durations by ~105%
  • Decreased the CO2 output by units down to 40% from 50%
  • Increased the load order, so the mod will load after mods that simply change the raw numbers for values and don't use multiplier variables. This allows the changes from Zee's Normalized Climate Change to work properly with this mod.
Popular Discussions View All (1)
0
23 Dec, 2020 @ 10:53am
BUG advanced setup
Ryschardd
25 Comments
wjoseph239 17 Nov, 2020 @ 4:58pm 
is this mod currently up to date? @guiseppi
‡ Ðalveen ‡ 19 Oct, 2019 @ 5:12pm 
first of all, i like ur mod collection with ur own version of mods. very nice hard work.

now, i dont like the effect of this version of historic speed. i always get 10.000+ turns on estandar speed. i dont know if it is intended or a bug.

what i need to modify to get a number more apropiate for the progresion of the time and cost of the production, sciencie etc?.

Sorry for my english, its rusty.
mjdogliani 18 Sep, 2019 @ 7:46pm 
I think it is not, I tested on two games and it is not working. Is this mod working for anyone with the latst update?
Telruna 20 Jun, 2019 @ 10:03pm 
Hi there! Is this mod compatible with the latest patch?
Euphegenia Doubtfire 13 May, 2019 @ 11:28am 
Thank you!
GiuseppeIII  [author] 12 May, 2019 @ 3:26pm 
@kevdood
1. It would be a little hard to get golden ages with the increased thresholds. You can decrease this in the mods xml. Do not have my computer available right now so I can’t tell specifically but if you open the files it should be ‘fairly’ obvious what needs to be changed (just two values one for golden age and one for dark age thresholds)

2.All game speeds will work. I tend to not use epic as though I like long games (I’m a huge fan of the civ 4 mod c2c!), even for me epic is a little lengthy. That being said everything will still work correctly on all speeds.
Euphegenia Doubtfire 10 May, 2019 @ 10:01am 
Hello,

I am thinking of trying this mod and I have a couple questions

(NOTE: I wont be using ANY other mods except your "higher unit cost" mod)

1) I do not use the "Terra Mirabilis" mod so I'm worried this mod will make hitting Golden Ages too hard, is it possible to adjust golden age threshold back to normal instead of +4? Or could I make it +2 on my own? If yes, how do I go about doing this?

2) Is it OK to play this mod on EPIC game speed? I know it basically makes tech/civics slower by 315% (so basically it takes 3X as long to research). On EPIC speed, which slows things by another 50%, I would basically be looking at things taking 4.5X as long, if I understand things correctly. But that should be OK, right? Because EPIC adds 50% more turns while slowing techs/civics by 50%... so sure, I'll end up 4.5X overall but with 50% more turns it effectively brings the pace-per-turn back to 3X as long. So everything should scale and I'll be good to go if I want to use EPIC, right?
ualbiner 28 Apr, 2019 @ 2:13pm 
Great mod, I'm just about to enter middle ages in the current game I'm playing and it's been great! However, for some reason, disasters stopped working. It's currently set to disaster intensity level 4 and there has been only one disaster (a flood) in the entire game, by turn 9. Did this ever happen to any of you guys?
GiuseppeIII  [author] 19 Apr, 2019 @ 5:11pm 
Glad it is all working now!
FR33L0RD 18 Apr, 2019 @ 8:50pm 
@ Giuseppelli
Mid game.
No bug.
Everything is working fine:steamhappy: