Sid Meier's Civilization VI

Sid Meier's Civilization VI

Longer Eras
156 Comments
OFFLINECHARACTER258 14 Apr @ 6:33am 
Mod doesn't work for me. :(
GJC 25 Jan @ 9:43am 
Alright! Thanks for the answer, have you checked if deleting AlterCalendar in your end fixes the dates for you too?
Florian  [author] 25 Jan @ 7:42am 
Yeah, that line is the one that actually updates the cost. Removing it breaks the mod.

As for the actual the bug; it's a recurring issue that pops up every so often and makes absolutly no sense. I have no idea why it pops up cuz I don't do anything with unlockrequirements.

Anyways, I'll have a look to see if I can fix it again.
GJC 25 Jan @ 1:32am 
Deleting that line seems to solve the issue, sadly, the civics tree returns to it's normal price
GJC 25 Jan @ 1:29am 
After testing by trial and error the issue resides on the following line under the SlowDownEras file:


-- Civics cost
UPDATE Civics
SET Cost = ROUND(Cost + Cost*(SELECT EraIncreases.Increase
FROM EraIncreases
WHERE EraIncreases.EraType = Civics.EraType)/100);
GJC 25 Jan @ 12:50am 
Also, for some reason the future eras civics are... unlocked after a few ages? Start a game on industrial (Or progress all the all until you reach industrial) and then check the culture tree's end
GJC 25 Jan @ 12:45am 
Hey! I found a way to correct the calendar!

Simply delete the AlterCalendar file
Florian  [author] 18 Dec, 2024 @ 8:47am 
I think that should be theoretically possible, but it would require some pretty significant scripting to include a 2nd era, as right now you just have the one combined era.

Definitly goes beyond my abilities at modding civ though
daulet3 18 Dec, 2024 @ 3:38am 
Great.
Is it possible to establish the development of science and culture not related by eras?
That is, science can be in one era, and culture in another era. The transition to a new era can only be done through culture.
By setting convenient coefficients for science and culture, you can regulate the development of the game as you wish.
Florian  [author] 14 Dec, 2024 @ 8:40am 
Sure, send it to: florian_steam_mods@outlook.com
daulet3 14 Dec, 2024 @ 5:59am 
For some reason the mod isn't working right now. Gives an error.
Is it possible to send Lua.log for correction?
Florian  [author] 14 Nov, 2024 @ 10:31am 
That is the intended behaviour of the mod. To slow down research, but without touching the production speed.

The first few turns will consist of building a few troops and exploring for a good 2nd city location and killing some barbarians while you wait to unlock various technologies.

Since a lot of the early technologies don't unlock any buildings it may take a while to unlock other stuff to build depending on your focus.
Elo utkłem 13 Nov, 2024 @ 8:26am 
okay I think I dont know how to use it properly or smth but now, plaing on online speed i have like 30 turns for new research and 2 turns fo builders, I dont have anything (except troops) tu bild so I have to wait and do nothing. How can I fix that?
GJC 11 Jan, 2024 @ 6:33pm 
Great mod, still works and is pretty customizable through it's files!
Cyberbullich 5 Jun, 2023 @ 2:53pm 
Bro, help me please. How i can change boost for poor Civs after start new Eras?
Florian  [author] 7 Oct, 2022 @ 11:35am 
depending on how the other mods are implemented you can still see weird conflicts, even if they aren't supposed to interact.
Poop King 5 Oct, 2022 @ 8:29pm 
I had lots of mods running but none othersa that affected eras / civic times. I switched to extended eras instead and it works with that one.
Florian  [author] 5 Oct, 2022 @ 11:44am 
Do you have any other mods running? Cuz that sounds like a mod-conflict.


If you want to make a mod that only makes the eras longer you could just lift the three lines of code from my mod and use only that.
Poop King 4 Oct, 2022 @ 11:51am 
I tried this mod but it didnt increase the cost of civics, only techs. So on marathon civics were sill taking around 20 turns early game (300 culture cost), techs were at 300 turns (1500+ science cost). I wish there was a mod that just made eras about 50% longer without changing anything else.
wmslone 21 Sep, 2022 @ 7:44am 
Never mind, user error on my part. I had setup the game using an older saved template which I didn't realize saves and changes your mod load out as well. So even though I had longer eras enabled, it got disabled on starting the game and therefore just wasn't in use. It's working fine now, thanks for the mod!
wmslone 21 Sep, 2022 @ 6:46am 
Doesn't seem like this is working for me. Just started a new game with this enabled, at Standard pace, techs are researching between 8-14 turns and I started out in Tundra so my pop is tiny, not much science being produced at all. Hit classical era at around turn 55 still, which seems normal. Granted I haven't played in a while, so my perceptions may be off, but it certainly doesn't feel noticeably slower to me, or like the eras are dramatically longer. I'm using a couple of graphical mods like RED, and Sukritakts Oceans mod, but that's it. Is there any incompatibilities I shold know about? Or anything I can try to troubleshoot this?
TJdutch2006 16 May, 2022 @ 1:16pm 
@provost. This is super late but for anyone else asking the same question, theres a mod called real stop era, and it stops you from progreesing past a set era.
The last Breton 4 Jul, 2021 @ 4:51pm 
For higher costs for tech you could try “take your time ultimate. “ I have used it for all my games and it slows things down nicely. I don’t know how it era changes would work with this mod. I think I will have to try and see if it will stack. There is also some era gate mods that make the tech from future eras be impossible to get before the next era.

Florian  [author] 30 May, 2021 @ 6:35am 
There's a modding tool you can download from steam (civ development tools or something)
Using that is the simplest as it puts all the mod stuff in the right place and allows you to upload it on steam.

The actual modding is fairly simple. All you have to do is write a short SQL script changing the values in the database, which sounds a lot scarier than it actually is.

Easiest place to start is by using an existing mod as an example (in this case mine). Open the existing mod in the tool. You'l see a bunch of files. In one of my files I change costs of the technologies on an era-basis. It will be fairly self explanatory how to alter that to achieve what you want.

There's also a lot of guides and such online. Just google civ 6 modding and you'l find more detailed explenations of how to do things on the fanwiki and various fora. Similarly, information about SQL is easy enough to find.

Provost 29 May, 2021 @ 11:51pm 
Thanks for answering my earlier question. I have a quick follow-up that's probably not a quick answer: how would I go about doing what you suggest (changing the cost of technologies)? If it's too much of an ordeal to answer in a comment and you have suggestions about some YouTube videos to watch, I'd be more than happy with that response. I've never edited a game the way you're suggesting, so I don't know where I'd begin...
Florian  [author] 20 May, 2021 @ 5:29am 
Quadrupled the amount of CO2 needed to increase the temperature, so that should help with climate change going highwire, though I have to admit I don't like how they implemented it at all...
twisted-pixel 19 May, 2021 @ 5:29am 
unfortunately it's a bit unbalanced for marathon speeds, i'm researching late renaissance tech's and civics while still having 100-400 turns left in the classical era. The unit count for AI's is becoming a problem, as well as combat heroes becoming basically useless against the more advanced units and cities. also climate change is in phase 4 in the classical era.
Florian  [author] 10 May, 2021 @ 12:06am 
You could outright remove the technologies from the game, so I guess. Only issue is that you're going to have to do a lot of cleaning up to prevent any bugs from happening (e.g. euraka's might start causing bugs)

A simpler solution might be to just set the costs of those technologies impossibly high. If it takes a 100.000 turns to research it you should be able to finish your game before someone reaches them.
Provost 9 May, 2021 @ 6:48pm 
Is there any way to simply prevent the game from ever progressing beyond the Renaissance? I typically lose interest around this point. I don't want to play with guns and nukes and all that.
Eddie Krueger 27 Mar, 2021 @ 4:26pm 
Typo. Happens.
Florian  [author] 4 Mar, 2021 @ 9:26am 
It works, but since it'l take longer to reach new technologies you'l have to be carefull not to use too much coal/oil or you'l end up melting the icecaps rather quickly.

I might look into altering the rate of CO2 created to see if I can tone that down to fairer levels.
=[NK]= Col. Jack O'Neil 4 Mar, 2021 @ 5:14am 
So does this take into account climate change and any of the new stuff that's been added since Feb 2020?? Or does all that still seem to work out ok without needing edited?
Florian  [author] 18 Jan, 2021 @ 7:05am 
I guess you could put the turn limit for era's on infinite (or just a really large number). So that you never actually reach it. Not sure if you can just outright remove it without breaking the game though given how modding works in Civ
Dayvit78 13 Jan, 2021 @ 1:14am 
I like the idea of longer eras, but is there anyway to get rid of the era score completely? I have absolutely no interest in getting golden eras
Florian  [author] 2 Jan, 2021 @ 5:40am 
It works on every pace.

I test it on online speed, so I'd recommend that pace as that would be were I find it to be at a reasonable speed with the mod.

If you play it on a different pace it'l work, but it might simply be too slow then.
Bluwoods 1 Jan, 2021 @ 1:17pm 
Is there a recommended game speed to play on with this mod?
Duke Suraknar 30 Dec, 2020 @ 1:04am 
So what happens if we play this on "Standard" pace? Is that ok? Or is this mod made to slow down the "Online" pace instead?
Florian  [author] 13 Dec, 2020 @ 10:14am 
yup, as long as alll players have the same mods it should work fine.
Nisjendo 10 Dec, 2020 @ 3:59am 
does it work in multiplayer?
Florian  [author] 9 Nov, 2020 @ 2:15am 
As far as I can tell they are affected, what makes you think they aren't?
LEONIDA 9 Nov, 2020 @ 1:22am 
nice work, but i think AI isn't affected by this mod.
Florian  [author] 22 Oct, 2020 @ 1:06am 
Thanks, glad to hear you like it.
Dogtor W. 20 Oct, 2020 @ 6:35pm 
Great mod, I have to come back with a compliment.
It's much better than slowing the whole pace by default, where you have to wait a whole day for a new unit if you want to play in a same era.....
Florian  [author] 23 Aug, 2020 @ 6:16am 
yeah it still works. You should be able to see that the required science for technologies is higher with the mod than without.
SlyFurFox 19 Aug, 2020 @ 5:16pm 
does this mod still work? i tried it and it doesnt seem to change anything
Florian  [author] 2 Jun, 2020 @ 1:32pm 
I haven't seen that happen. It is posible the AI is just going all in on culture giving it a ridiculous lead. It is also possible it's a bug.

If you can, try finding out if the AI actually researched everything properly. Look on the score screen if it has the appropriate amount of civics (e.g. if it's 3 era's ahead, but only has 1 civic more than you something is definitly wrong). If you can also try to determine which is the furthest civic it has researched and see if you can spot anything werid about it (e.g. if you click on the civics the AI is roughly at according to the little bar at the bottom of the civic research screen do they show weird requirements, like requiring less culture than an earlier era).

If you can find that out I can go and debug the thing.
sloban 1 Jun, 2020 @ 11:53am 
Is it common for the AI to go waaay ahead in culture and civics? In my experience the AI seemed to be slowed down in tech, but was going normal speed with culture. Pretty much everyone was at medieval era technology, but several AI players had entered the industrial era via civics. This caused their cities to be full of skyscrapers defended by gunpowder garrisons before anyone had even researched crossbows. Is this a common issue? I'm not using any expansions btw.
CoffeeBeans 18 Mar, 2020 @ 6:13am 
Yea true that in vanilla domination victory is the easiest way to win.

That sucks... not really suprised considering the way 2k has gone in the the last 5 years or so.
Florian  [author] 17 Mar, 2020 @ 4:31am 
Warmongering in general is far too efficient in this Civ. The AI is too stupid to defend itself properly & it's far easier to burn down their cities than it is to outproduce them in terms of science/culture/etc.

There isn't that much that can be done about it by modders since we can only touch the database and can't genuinly alter the AI.
CoffeeBeans 15 Mar, 2020 @ 4:36pm 
One problem I have noticed wit this mod is that warmongers has a very easy time in the game. Zulu(AI) in my game has conquered like half of the world in the renaissance/industrial age, maybe we need some tweak to aggressiveness to the AI with this mod? Since this mod will cause the game to prolong lonnger and make scientific, culture and diplomatic, and partly religious victory harder than domination