Sid Meier's Civilization VI

Sid Meier's Civilization VI

Slower Pace
84 Comments
ShawnieTwoZero 22 Aug, 2024 @ 8:32pm 
Does this mod still work?
John 3 Apr, 2020 @ 4:08am 
doesnt work with sven's europe :/
Kal 20 Mar, 2020 @ 1:27pm 
Ok, thanks for answering anyway. I disabled the mod and confirmed I'm not crashing anymore.
Dream State  [author] 20 Mar, 2020 @ 5:32am 
The mod is kinda old now, maybe some new update broke something. Never crashed in my entire experience. I won't check since i don't play this game anymore.
Kal 20 Mar, 2020 @ 5:19am 
My game crashes from time to time since using this mod, it never crashed before.
Boka 18 Oct, 2019 @ 2:50pm 
OK, I see. Thanks.
I have just tested and find that.
I am playing an extreme-huge map(180*100). Since there is no over-expanding penalty for tech cost, the speed of the research would be out of control.
Dream State  [author] 18 Oct, 2019 @ 2:34pm 
Yes, but the game will be very slow ^^
Boka 18 Oct, 2019 @ 2:27pm 
Does this work for marathon?
Norsk Torsk 27 Apr, 2019 @ 1:13am 
I got a renaissance great person right after the world's first medievel tech
Darkwing52 19 Mar, 2019 @ 4:30pm 
last comment is maybe add additional difficulty levels so you can smooth the transition on all levels
Darkwing52 19 Mar, 2019 @ 4:29pm 
the reason why i like your mod in general is that you have a slower progression thing combined with adjustments to difficulty so that we dont have to rely on 2 or 3 mods to fix the problems (because then we get conflicts and who knows what you are playing)
Darkwing52 19 Mar, 2019 @ 4:27pm 
Your changes never hit the server Immortal combat bonus is still +9
Dream State  [author] 13 Mar, 2019 @ 3:12am 
Since many people asked for smaller combat bonus, i will lower it in next patch from actually 3/6/9/12 to 2/4/6/8.
Update should be done today.
Darkwing52 12 Mar, 2019 @ 4:00pm 
I've never modded or edited game files for civ6 but i would like to know how to remove the combat bonus. Your mod is really fanastic and when I played on quick the pace felt perfect from start to finish. But when I upped the difficulty immortal became rediculous. Just want to remove the combat bonus.
Dream State  [author] 10 Mar, 2019 @ 5:59pm 
Thanks for the kind words, it's appreciated. I will check the possibility to increase Golden Age threshold, but normaly, if you have many cities, it becames quite hard to have constent GA.
marsupialrogue 10 Mar, 2019 @ 5:02pm 
The only suggestion I would make would be another minor increase in the Golden Age threshold for each era, maybe 10-15% at the most. Not really a big deal though. This mod makes the game so much more enjoyable for me. It was a bit irksome to consistently enter the Medieval Era in 600 BC. Thank you so much for your hard work.
Dream State  [author] 10 Mar, 2019 @ 1:26pm 
I can understand you finding AI combat bonus aggressive, because it is but with the AI struggling to make any decent combat move, they really need this. If you want better early combat, rushing Military Tradition can be helpful for flaking bonus. And you can still abuse range units + walls.
Darkwing52 10 Mar, 2019 @ 7:50am 
@dream state the AI combat bonus is a bit aggressive it makes early combat very difficulty.. because +9 say on immortal is 50%. If you are going to give combat bonuses maybe a % increase would be more fair, then the bonus scales with the era's as well but not too OP early on for the AI. just my opinion.
warhammerfrpgm 2 Mar, 2019 @ 1:24pm 
@dream state have you figured when you are upping the great person cost. when you do please triple the GP and faith cost. i have a feeling that the only thing the AI does is spend gp and faith on great people. and then they don't even retire them. someone needs to seriously alter that AI habit. dumbest thing ever. i hate it when AI is programmed to be super stupid. a real player would never ever not retire a great writer/artist/musician and get the great works. especially since i have enabled capture great people.
Dream State  [author] 27 Feb, 2019 @ 8:02am 
Diety is hard but winnable (already done). I have very consistant winrate in Immortal. Diety being the highest difficulty it must be hard.
Once you know how to abuse AI weakness, it's hard to loose.
=[NK]= Col. Jack O'Neil 27 Feb, 2019 @ 4:42am 
Yeah I changed it down, and started a diety game.. with deity being 4 levels up from normal, and you giving 25 to producing, they're getting 100% to production???? It's pretty crazy.. Have you actually tested the game in deity or is it just me???
Dream State  [author] 27 Feb, 2019 @ 4:01am 
AI get better combat bonus because she is actually really bad at battle. So she get +3 bonus per difficulty above prince so diety is +3×4 = +12.
If you found this too rough, you can edit Changed_Technologies_Cost and edit the ai battle bonus from 3 to whatever you want. Changed the -3 to minus the new value.
=[NK]= Col. Jack O'Neil 27 Feb, 2019 @ 3:31am 
Alright, I'm really ocnfused, for some reason when using this mod I'm having the other ai be +12 difficulty against me on diety.. I've disabled all other mods and just ran this. I've unsubbed, and resubbed. No idea what is going on!!! This isn't supposed to be like this, right??
Dream State  [author] 26 Feb, 2019 @ 3:20am 
Since i did not touch yet great person point generation. It can't be this mod. But I will soon raise the number of point for GP to match the new pace.
warhammerfrpgm 26 Feb, 2019 @ 12:42am 
@dream state not sure if its your mod, but it was only 1 of 2 i added and now all civs seem to be generating a great person point per category per city they have. it is something very close to that. not sure how this happened.
Stormy0604 25 Feb, 2019 @ 9:03am 
Thanks. Also, Great People seem to be earned really quickly, often spawning two eras ahead of time on standard speed. Is this normal?
Dream State  [author] 25 Feb, 2019 @ 2:41am 
If you wish to edit the mod to remove new change to difficulty, go to Changed_Technologies_Cost and remove lines from --No Extra Units to -- Double spy number (don't remove this one).
Actually, difficulty settings are : +10% Science ; Faith ; Culture +20% Gold ; +25% Production ; +3 Combat Bonus
So if you play Emperor, AI get twice those bonus.
Stormy0604 23 Feb, 2019 @ 9:58pm 
Also, is there a way to change the difficulty settings back to their defaults? I'm not sure I'm I can find it in the mod file. Thanks!
Stormy0604 23 Feb, 2019 @ 12:44pm 
First time playing with this mod, and I've really enjoyed trying it out so far. I've been playing with 8 Ages of Pace, and while functional, it has had some issues with GS coming out. I'm looking forward to completing a game. Do you have more specific patch notes anywhere? I'm looking for difficulty setting, but haven't been able to find them anywhere. Thanks!
Dream State  [author] 23 Feb, 2019 @ 4:41am 
Personnaly, i've never seen AI being even close to winning by religious victory. But if you have a feedback of an unfair AI wining with faith, i am very interested to hear it and balance it :)
Darkwing52 23 Feb, 2019 @ 4:39am 
The early game relgious pressure from your increased religious spread might be a bit much have AI winning early game.
Dream State  [author] 21 Feb, 2019 @ 9:14am 
Its not balanced around a particular speed. It make science and culture slower so you can produce more before building and units are outdated. But if you play with this mod and slowest speed expect a very very long game.
Sylentwoof 21 Feb, 2019 @ 9:08am 
Is this mod primarily being balanced for standard speed? Or should speed not matter?
Dream State  [author] 21 Feb, 2019 @ 1:56am 
I've changed the way CO2 is produced now instead of changing the amount needed. It should clearly make a difference.
Dream State  [author] 21 Feb, 2019 @ 1:29am 
Thanks for the feedback. Your data will be usefull.
oddball 20 Feb, 2019 @ 6:09pm 
K looks like all stages will take 6 turns because I'm at stage 3 now and 4 is only 6 turns away. That means climate change will be over after 42 turns total. On a small map at the very beginnings of industrialization.

I'm gonna bump up the values in your mod for climate by 20x and see how that goes. I feel like that would be way more likely to result in a race against time with climate change stoppable in the later parts of the campaign if effort is put into it.
oddball 20 Feb, 2019 @ 5:22pm 
Oh forgot to say, next sea level rise is in 6 turns. Again, at this rate climate change will be over before we hit atomic era.
oddball 20 Feb, 2019 @ 5:05pm 
I'm playing on a small continents map. Climate was set to cold.

The turn is 292/500, year is 1842.

I as Russia have generated 623 carbon. Mongols have generated 298. Chandragupta has generated 908. Total is 2743.

Climate Change Phase 1 hit at turn 281 in 1820. Climate Change Phase 2 hit at turn 292 in 1842. The deforestation penalty is +50% (and according to the UI is already included in the total). Disaster intensity is set to level 4, giving me +2 climate points.
Dream State  [author] 20 Feb, 2019 @ 3:21pm 
If you found early era faster than later eras, then let me know, if you just found the this is not slow enough overall, you can try slower speed. I may slow a bit early era, depending on testing data. With new expansion released not long ago, it's hard to have accurate balance in the pace.
Gobbledegoop 20 Feb, 2019 @ 3:14pm 
I found it perfect, but my pc started having issues and I never got to the climate change with the mod on. Hopefully it works fine tonight. I'll let you know if I notice anything when I get further. I did however feel like the first few eras went by a bit quickly., after you get this one in order if you could make an even slower pace that would be awesome. If not I completely understand, this one is great!
Dream State  [author] 20 Feb, 2019 @ 10:19am 
Thanks for the feed back. If you can give me year + turn CO2 production it could be usefull. At the moment, a lot of players complain about CO2 too fast in vanilla, so i will increase it even more with the mod. Actually its not enough. I will finish my last test game and do some change. New version of this mod with slower climate change will be updated in at most 4 days.
oddball 20 Feb, 2019 @ 7:22am 
Climate change happening way too fast, hitting level 2 just after setting up three coal plants on a small map. Me and AI have a combined 2k points which is nothing. Playing on Emperor difficulty.

Given your tech tree speed by the time we unlock any techs related to climate climate change will be long over.
=[NK]= Col. Jack O'Neil 19 Feb, 2019 @ 5:17pm 
Ok, thanks!
Dream State  [author] 19 Feb, 2019 @ 2:43pm 
Personnaly, i did not have any problem doing two golden ages in a row. Be carefull to not build too much city and focus on your choice to get Era Points.
=[NK]= Col. Jack O'Neil 19 Feb, 2019 @ 10:13am 
I'm not sure if the golden age points might be a touch too high?? Played 2 games and haven't managed to get one yet.
Dream State  [author] 19 Feb, 2019 @ 8:28am 
Normal when i play with a friend. With more i play on Fast.
valrond 19 Feb, 2019 @ 8:16am 
What speed are you playing this mod?
Dream State  [author] 18 Feb, 2019 @ 1:13pm 
With the new spy system i may not be that usefull, but in R&F spies are not enough, you can't protect yourself effectivly, etc...
bdtgazo 18 Feb, 2019 @ 12:48pm 
Would have been a great mod if you didn't increase the spy number. Why the random change?
an evil penguin 17 Feb, 2019 @ 9:59pm 
I've been looking for a mod like this for days, and it has absolutely everything I've been looking for.

Still testing but looks fantastic so far!