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I tried many things in the class file, but it just doesnt work :(
E.G. <SimulationModifierDescriptor TargetProperty="Era3RequiredUnlockedTechnologyCount" Operation="Addition" Value="$(Era2UnlockedTechnologyCount)"/>
So those were other mods to cause conflict...
If you want help, you could give information on what you've done to troubleshoot and suchlike.
That's my recommendation, I guess.
I'm playing on normal difficulty with the community patch. AI plays well with the patch. I love 2 factions, this Broken Lords and Vaulters. Game speed is fast. The world map for 4 players, but I put 6 players, thus everything is tight to each other. I don't know how to adjust the difficulty of the game so that there is at least some kind of balance.
There is a "Victory Condition Tweaks" mod that changes the conditions of victory, for example, economic victory becomes a little difficult. True, he also complicates the scientific victory.
I wanted to reopen the topic of the cost of technology. As far as I understand, some of the victories will have to be turned off so that the scientific victory is available. Victory in quests and the wonder of the world will definitely have to be turned off.
What types of victories do you think will work well with this mod?
Or does only work for the player?
I'm not really interested in making even more versions of this mod though: 12, 15, and 18 offer enough options for me without being too numerous to be practical.
And maybe 11 tech version?
The point of this series of mods is to slow the game down further by forcing a more thorough exploration of each era's available techs, which by the time you've installed all the DLC are quite extensive. This means that the time and effort required to achieve a scientific victory is significantly higher, and so is a debuff to the victory type. It does not debuff individual techs in any way, however, and rebalancing the era 6 techs to make the scientific victory require the same time and effort would be directly counter to the intended goal of the series of mods, which is to make the game last longer.
[comment is too long for Steam to allow, continued in following comment]
i would argue the purpose of them od is to extend shelf life of earlier techs, as the game progresses too fast, not exactly debuff the Scientific Victory or the Era 6 techs.
But you're the author, so obviously you know best. Thanks
Correction: all techs' costs are calculated based on how many techs have previously been researched. That means that those 15 extra techs required to reach Era 6 compared to vanilla (60 vs 45) are increasing the length of time/amount of research required by well over a third.
Anyway, that's beside the point. The mod is intended to slow down progress through the eras and tech tree. That's inherently a debuff to the scientific victory. You don't make the racetrack longer and then shift the finish line to only halfway down the extra-long track.
But yes, I agree; by the time you have all the addons installed, nine techs per era is painful, both because there's so much stuff you're soft-locked out of due to the limited techs, but also because there's so much content in the game, but only so many turns before the next era rolls around.
With all the Spy - Guardian - Naval - Volcanic technologies added...
8 techs per ERA is too short.
Then you have factions like Ardent Mages who also have to research their Pillars >.<
It didn't, but it should now.
In other news:
Updated for the Symbiosis DLC! Please let me know if there are any problems.
Glad to hear it's sorted now.
@luke0328
Yes, it's a game variable which applies to all empires.