Sid Meier's Civilization VI

Sid Meier's Civilization VI

8 Ages Of Pace
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Update: 8 Nov, 2017 @ 3:37pm

This update only really contains a cosmetic update - the in game calendar shown next to the turn date will progress differently - which should lead to more realistic match ups between scientific advancement and dates. The total number of turns in the game is for same as before for every game speed, and always runs from 4000BC to 2050AD, but the date will progress much faster in the early eras and slightly slower in the later eras. The values have been picked assuming that the player spends ~1/10th of the total turn time in each era, and the eras start at roughly their historical dates.

Combined with the huge tech increases in the late game, you will find it a struggle to stay ahead of real life advances without a sprawling empire, many campuses/theatre squares, or a strong science/culture focus. I've played a couple of games with it and (without playing optimally and slightly below a difficulty which is challenging for me) I was a little ahead of the real history, but not by that much. As always, feedback on balance is very much appreciated.

Update also includes a minor bug fix with loading error. This should make this mod compatible with more tech tree mods. If you do have a mod that effects the tech/civics trees or adds great people, give it a LoadOrder of less than 11000.

If you downloaded the beta version of this mod I shared earlier, please delete. The game doesn't like there being multiple copies of the same mod installed simultaneously.

If you don't like the calendar changes, go to 8AgesOfPace.modinfo and delete the lines including "CalendarChanges.sql".

Update: 13 Aug, 2017 @ 8:30am

First version on steam! Minor changes to costs of techs/civics in the last 3 eras and adjustments to great people cost through out

For full change log see https://forums.civfanatics.com/resources/8-ages-of-pace.25408/