Sid Meier's Civilization VI

Sid Meier's Civilization VI

Dynamic Eras
73 Comments
Alex 22 Jul, 2023 @ 10:27am 
I'm tying this out and the changes seem to not get made to the right eras. For example I increased the multiplier for renaissance but it was the medieval techs that had increase costs. I tried it for industrial and it effected atomic techs instead.
Bear  [author] 4 Mar, 2023 @ 1:28pm 
I don't have civ 6 installed right now, so unfortunately I can't tell
她掏出了我想掏的 4 Mar, 2023 @ 1:12pm 
Thanks!May I know which coding is used for change the production cost?
Bear  [author] 3 Mar, 2023 @ 6:34am 
她掏出了我想掏的, yes, changed, also u can setting mod (see description)
她掏出了我想掏的 2 Mar, 2023 @ 11:47am 
Is this mod also change the late eras production? I am afraid I have no buildings to construct but only to produce military units while I wait for the tech and civics progress.
swift 4 Jan, 2021 @ 8:09pm 
Thank you! I appreciate your help :)
just knowing, now, to look for .XML files is very helpful, haha
Bear  [author] 4 Jan, 2021 @ 7:56pm 
About separate points for dark/gold ages for each eras — I have not found this, maybe it exists, but im dont know about. This value scalable by speed and may be hardcoded in DLL, not in XML (editable) files. All I have found — two multipliers. But this actually for 1-2 years ago, maybe latest patches change it, but I uninstall civ times ago, sorry, and cant check for latest patch.

This is also the reason why I cannot provide you with a complete list of XML files containing initial information with technologies, eras, etc. Just carry out a full-text search (programs with similar functionality are exists) in the game folder with XML files by keywords used in Rules.sql
swift 4 Jan, 2021 @ 7:16pm 
Q1. Source Data, yep! correct :steamthumbsup:
. . . but, not sure which game files to look for . . .
May you please point me to a couple of the files?

Q2. Thanks, I see that. I was wondering if it is possible to adjust it "Per GameEra"
(like you did with the Technology & Civic costs, etc.) just curious :)
Bear  [author] 4 Jan, 2021 @ 1:03pm 
q1: what you want? if u about source data, what adjusted by Rules.sql, they data located in separate game files
q2: if u about scores for Dark/Normal/Gold age, they are in Rules.sql

-- Change multipliers for ages
UPDATE GlobalParameters SET Value = Value * 2.0 WHERE Name = 'DARK_AGE_SCORE_BASE_THRESHOLD';
UPDATE GlobalParameters SET Value = Value * 2.0 WHERE Name = 'GOLDEN_AGE_SCORE_BASE_THRESHOLD';
swift 4 Jan, 2021 @ 10:05am 
Question 1: what is the associated game-file that rules.sql adjusts?
Question 2: would it be possible to adjust the mod to include EraScore multipliers for each individual Era? (vs, as written, it adjusts with the same multiplier for each era)
shaivonte 13 Jan, 2020 @ 10:00am 
It only changes certain eras.. and I have no other mod installed...
♥ Succubus 14 Dec, 2019 @ 7:55am 
Yes I checked Rules.sql in that file,and everything seems fine.Then I tried to change the cost in every era,also only Ancient,Medieval and Information era worked.
BTW,I have turned off all other mods.That's so wired.
Bear  [author] 14 Dec, 2019 @ 3:59am 
u can check ur file and modify it in [steam library]\steamapps\workshop\content\289070\1332830492
♥ Succubus 14 Dec, 2019 @ 12:34am 
Hi,I just found out that only Ancient ,Medieval and Information era's tech and civics cost have been changed when I start a new game.(For example:the tech cost in Medieval era is 1560 but only 700 in Renaissance)

I'm wondering if the cost will automatically change when I enter into a new era?
:{BabyloN_PaladiN}: 6 Oct, 2019 @ 10:01pm 
Hi all ! Can someone suggest a science/civics cost for me where every era takes about 100 turns.(with Golden Era point and GG points) Im not really good at math :S
Umbras Butler 7 Sep, 2019 @ 11:31am 
there are no cats :steamsalty:
Bear  [author] 30 Aug, 2019 @ 4:41am 
In last game update changes values for technologies and civics, if u adjust ur rules file to new values, send it to me
Bladewright 29 Aug, 2019 @ 8:20pm 
If you know how to make one that works, I can edit the Rules.sql myself depending on what kind of game I want to play at any one time.

The only thing is that I don't know how to make a mod like this that will work.
Bear  [author] 29 Aug, 2019 @ 1:19am 
suggest costs for update
Bladewright 28 Aug, 2019 @ 11:11pm 
Was this ever updated?
Bear  [author] 21 Jun, 2019 @ 4:36pm 
I must tested with update and adjust for new values
max.94 21 Jun, 2019 @ 5:47am 
Update pls ChuckGyver is right!
ChuckGyver 19 Jun, 2019 @ 10:58am 
could it be, that the june patch won't accept the updated costs from renaissance and on forwards?
경험치쿠폰 1 Jun, 2019 @ 5:51am 
i hope fix bug~
Bear  [author] 21 Mar, 2019 @ 3:38am 
Coming Soon fix and update
murasaki1_1 21 Mar, 2019 @ 2:58am 
I hope to fix the bug~
Supremax67 20 Mar, 2019 @ 6:52am 
I sent you through private message my discord contact.
Bear  [author] 20 Mar, 2019 @ 5:37am 
Hey. Let's do it
Supremax67 19 Mar, 2019 @ 5:22pm 
Hey Bear. Let's sync up shall we? I need a fix for my mod and I know how to fix yours.
Chrisbburn 22 Feb, 2019 @ 3:02pm 
Yep having the same issue and have isolated it to this mod from my collection. As soon as able to research renaissance techs some of the future techs can be researched
Bear  [author] 20 Feb, 2019 @ 5:54am 
If this is true, we can only hope for a fix from the developers
Karl Marx 20 Feb, 2019 @ 5:33am 
I had the same issue on another mod which does the same as this. I move to this now as it was broken but it seems this has it too. For some reason changing tech costs or something around that effects the trigger for the future tech
Bear  [author] 20 Feb, 2019 @ 1:58am 
clear cache? list of your mods?
Vorgoth 19 Feb, 2019 @ 9:55pm 
I am suffering from the same issues as varadysoma, Those techs become available for research during Renaissance/Industrial era...
Bear  [author] 19 Feb, 2019 @ 1:09am 
definitely not. I do not change any dependencies between technologies
varadysoma 18 Feb, 2019 @ 11:20pm 
I see a bug that I and also AI civs can research a future tech (like Seastead or Advnaced AI) while in the Renaissance age... can this bug relatedto this mod?
Bear  [author] 16 Feb, 2019 @ 5:11pm 
If so, then very sad. Thank you for your research
KrumStrashni 16 Feb, 2019 @ 9:34am 
@Bear I checked and the Great Person cost multiplier works only with a new game. No adjustments can be made in the course of the campaign (savegame) like for the other costs.
Bear  [author] 16 Feb, 2019 @ 4:45am 
I am still in the process of adjusting the duration of the ages (something obviously changed with the release of the expansion and now throws me too quickly across ages) + climate issues, of course (I need to decide where the modifiers I need)
KrumStrashni 16 Feb, 2019 @ 2:15am 
I will check it. The multipliers for city growth and tech and civic costs certainly affect the savegame.
Another thing is: with a prolonged game in Gathering Storm, what will happen with the climate? Are we not going to reach pollution levels too fast? Is there some cumulative value there too?
Bear  [author] 16 Feb, 2019 @ 12:42am 
Should not be, but I'm not sure
KrumStrashni 15 Feb, 2019 @ 3:26pm 
That's fine. But does changing the multiplier while the game is on affect the savegames?
Bear  [author] 15 Feb, 2019 @ 8:36am 
this mod now have this:

UPDATE Eras SET GreatPersonBaseCost = GreatPersonBaseCost* 1.5 WHERE EraType = 'ERA_ANCIENT';
[...]
UPDATE Eras SET GreatPersonBaseCost = GreatPersonBaseCost* 5.0 WHERE EraType = 'ERA_INFORMATION';
KrumStrashni 15 Feb, 2019 @ 12:57am 
@Bear the problem with great people costs is that they do not affect savegames like the rest of your mod. While I can dynamically change the cost of the techs and civs, I think GP costs remain fixed. At least, I could not find a way to do it via a multiplier.
Pureon 14 Feb, 2019 @ 11:03am 
Thanks for working on the update Bear! Brilliant mod.
Bear  [author] 14 Feb, 2019 @ 5:55am 
Now rescaling great people cost
luke12805 11 Feb, 2019 @ 1:01pm 
Is there a mod where eras advance by year according to the way they were irl?
Bear  [author] 2 Jan, 2019 @ 2:11pm 
You can play with default settings in modification, game is slower than vanilla
Leon 1 Jan, 2019 @ 4:58am 
Do I need to type anything in the rules after subscribing or is the a base-slow that comes with it?
Bear  [author] 12 Oct, 2018 @ 8:11am 
@KrumStrashni sorry, i dont know