Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Reasonable years
   
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14 Mar, 2020 @ 3:19pm
14 Mar, 2020 @ 3:42pm
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Reasonable years

Description
Do you play more then average difficulty calmly?

Maybe you even beat Diety on a regular basis?

In either case you may have noticed some discrepancy: you can easily into space in... 1860 AD.

Unrealistic, isnt it? Not anymore! With reasonable years game turns will correlate more reasonable with years shown. As you will see later, for the same % of game length in turns there will be more years passed. For example, what was year 1944 in vanilla - will be 2010 in modded game. This is "cosmetic" change and doesn't alter gameplay in any shape or form.

A brief comparasion of year/turn relation (for a standard gamespeed) is in the graph:


For more info you can check GitHub page: https://github.com/Indzasa/Reasonable-years
19 Comments
Indzasa  [author] 19 Dec, 2024 @ 12:37pm 
@タKaKoii」
From what you said I can assume that 2.5 slowed civics and tech mod increase number of game turns for a given game speed. I didn’t plan for such mods, so this is why in your case numbers didn’t match up. From my understanding there is no easy way to fix this case, sorry.
タKaKoii」 16 Sep, 2023 @ 4:06am 
Is this tweekable? I play with 2.5x slowed civics and tech and years dont match up.
Indzasa  [author] 11 Aug, 2020 @ 2:21pm 
@kittenchilly
Thank you!
kittenchilly 11 Aug, 2020 @ 9:24am 
Great mod. Makes games way more immersive for me tbh.
Rabs Warren 21 May, 2020 @ 9:30pm 
Yeah I used the calendar adjustment mod and it was still a little off, so I will try this one out, thank you for making this
Indzasa  [author] 21 Mar, 2020 @ 4:51pm 
@Kong

I checked Calendar Adjustment mod, didn’t see it before. But I also didn’t make very thorough analysis of existing mods before publishing my own...
Anyway, it seems that the mod you mentioned have same goad, but different realization.
By making quick code inspection of this mod I found that on standard game speed:
- during first 100 turns years go faster then in vanilla (turn 50 is year 1333 BC modded and year 2040 BC vanilla);
- year 1 AD is happening same time for this mod and vanilla;
- after that game years start to move very slow for modded game and last turn at standard speed (turn 500) will be year 1162 AD in the modded game;
This is not like my vision of this problem, because this way you definitely can into space long before 1860 (what was 1860 in vanilla is 1054 with this mod).

This could happen because author didn’t make any testings.
titan_vfaf 21 Mar, 2020 @ 3:33am 
@Indzasa
Many great modding projects and visions here have ultimately faced dead end due to restricted possibilities at coding. I wish you and other modders best of luck at avoiding any setbacks :)
theoutcasthermit 20 Mar, 2020 @ 5:44pm 
are there any differences between this mod and calendar adjustment mod? they seem to do the same thing
Movee 20 Mar, 2020 @ 1:10pm 
Good
Indzasa  [author] 20 Mar, 2020 @ 11:28am 
titan_vfaf,
I wanted to contibute something to your point, but was not able to find anything missing.

I made some AI-only test games on diety to figure out on average their progression (they often discover technologies together, unless there is one runaway AI with early advantage). Based on that i adjusted turn/year relation to meet more realistic numbers.
Also i have an idea to make different adjustments based on player difficulty, so anyone can experience nice correlation of game turns and years according for their own playstyle. New players sometimes cant discover spaceflight before final turn (year 2050), this can be frustrating and even a reason to restart for someone as you mentioned.
But up to this time i just couldn't find a way to make it, so looks like it is planned feature.