Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Historic Speed: Higher Unit Costs - Ver. Civilitatem Maxima
   
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Type: Mod
Mod: Gameplay
File Size
Posted
Updated
1.222 KB
22 Mar, 2019 @ 1:14pm
27 Mar, 2019 @ 1:37pm
6 Change Notes ( view )

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Historic Speed: Higher Unit Costs - 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: Higher Unit Costs mod for the Civilitatem Maxima mod collection, with permission from p0kiehl. See the original mod page for a full description.

From the original version of Historic Speed: Higher Unit Costs, this version changes the following:
There are a lot of very impactful changes here so all feedback is greatly appreciated!
14 Comments
GiuseppeIII  [author] 19 Apr, 2019 @ 5:12pm 
Correct it doesn't need the historic speed mod, however it is optimized to be used with my custom version of historic speed so I can't promise support or any issues that arise when not using both mods together.
Syntax 19 Apr, 2019 @ 7:37am 
Just clarifying that this mod works even without the Historic Speed mod?

Thanks!
GiuseppeIII  [author] 28 Mar, 2019 @ 9:12am 
Glad to know I didn’t hurt anything too badly! Would be interested in hearing about what other mods you are using!
Gutter 28 Mar, 2019 @ 8:47am 
Thanks, I considered that, but that game was mostly to test my mod build, mainly swapping out mods with your versions of them. I was still in ancient era so starting a new game isn't an issue.

I think my current mod build has 150 mods, If only I remembered to setup mod groups for different types of games lol
GiuseppeIII  [author] 27 Mar, 2019 @ 3:43pm 
If you want to keep going with your game you can always change back the IDs. Should allow you to keep playing!
Gutter 27 Mar, 2019 @ 2:54pm 
Looks good on my end! Had to abandon the game I started last night, but both mods re-enabled with no problems. Thanks for the speedy fix. :ffvighost:
GiuseppeIII  [author] 27 Mar, 2019 @ 1:40pm 
@Xamelia @[-BB-]Waynaminithin Created a faux mod and used that mods ID to change Historic Speeds ID and then changed the dependency to use the new ID. This should hopefully fix the issue!
GiuseppeIII  [author] 27 Mar, 2019 @ 12:34pm 
@[-BB-]Waynaminithin Thanks for the find. Ill try to find a unique working ID for this mod, that I can use to circumnavigate this problem.
Gutter 26 Mar, 2019 @ 8:43am 
I also took a quick look at this as I was unable to activate the unit costs here.

I am showing both the original historic speed mod, and the maxima historic speed as having the exact same mod ID of "6f919f67-60fe-467d-8b3d-d1a08108d4d8"

Simply unsubscribing from the original historic speed mod let the unit costs mod activate for the maxima historic speed.

Just passing along what I found.
GiuseppeIII  [author] 23 Mar, 2019 @ 12:56am 
Interesting find, but glad you were able to get it to work! I’ll try to change the ID next time I make an update.