Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
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.
-- Civics cost
UPDATE Civics
SET Cost = ROUND(Cost + Cost*(SELECT EraIncreases.Increase
FROM EraIncreases
WHERE EraIncreases.EraType = Civics.EraType)/100);
Simply delete the AlterCalendar file
Definitly goes beyond my abilities at modding civ though
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.
Is it possible to send Lua.log for correction?
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.
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.
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.
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.
I might look into altering the rate of CO2 created to see if I can tone that down to fairer levels.
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.
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.....
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.
That sucks... not really suprised considering the way 2k has gone in the the last 5 years or so.
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.