Sid Meier's Civilization VI

Sid Meier's Civilization VI

Adjust progress to dificulty
50 Comments
Phlegmagicus  [author] 8 Jul, 2023 @ 7:14am 
I think so, but I haven't tested it
dcain3456 4 Jul, 2023 @ 1:23pm 
Is this compatible with the Take Your Time mod? That one seems to solve the age rush problem.
Phlegmagicus  [author] 13 Jul, 2022 @ 11:49am 
Yes it should work
caesar_unofficial 27 Jun, 2022 @ 7:36am 
Hey does this mod work in multyplayer (hotseat mode)?
Phlegmagicus  [author] 23 Apr, 2021 @ 11:59am 
Should work
Neocriss 22 Apr, 2021 @ 2:00pm 
Is this mod compatible with the April 2021 update?
Phlegmagicus  [author] 29 Nov, 2020 @ 8:46am 
The time the player stay in one Era is very short. If you play on higher difficulties the time the player and AI stay in one Era is very short. This mod solves this issue
Yolky 29 Nov, 2020 @ 7:58am 
What do you mean when you say "the player
starts rushing through all the ages. "?

That in order to optimize your results, you always make standard choices, and then you don't take your time to weigh options that stray from the optimal path?
Phlegmagicus  [author] 14 Aug, 2020 @ 3:21am 
Works with the new patch and most likely with the frontier pass
AriKaur24 7 Aug, 2020 @ 6:07pm 
update your mod I can't tell if it works with the new fronter pass
R.E.D 18 Nov, 2019 @ 12:23pm 
The AI extra Units is kind of a trickier question, as I like the AI to have an advantage. I did test a mod that increased AI growth by period (Bonus %) and removed starting units but it became crazy mid game to late. So did my small food bonus mod to try it out first. I generally dont like AI bonuses thats why I like to approach of penalty per difficulty level.
R.E.D 18 Nov, 2019 @ 12:18pm 
So did not have time to look at CIV for a while, but thought the winter is a good time to play some civ, fixed my Production / Gold updates also added 3 more (More XP for AI) , (Less Faith) and (More Food for AI)
Nizou 26 Sep, 2019 @ 10:47am 
It has been added, great idea : https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=1869131681
And what about given units to the AI in higher difficulties ? I don't think this is balanced, even with your deflation mod
Nizou 24 Sep, 2019 @ 9:26am 
So a collection of reworking all yield percentages would be pretty fun (including Faith also) :D
R.E.D 24 Sep, 2019 @ 9:14am 
Did more testing, I also tried the growth change difficulty mod and it did make the AI develop better, so as a last adjustment I am going to add a food / production yield boost to AI, they are still sometime poor handling growth of cities. I think 1 extra food and production per difficulty level should help, but dont want to make it to tempting to steal AI cities so cant be a large boost.
R.E.D 23 Sep, 2019 @ 8:08am 
The default AI is not to bad now, I think slowing down progress in their tech tree with the real tech tree mod, helps them to have time to build units and fight more, the more aggressive AI in the latest patch helps aswell. Games are way more fun when you have to be ready for attack and have to really manage gold.
R.E.D 23 Sep, 2019 @ 8:03am 
Testing a game right now, with both turned around gold and slight production penalty. The production side does not do much I play on immortal with a 20% penalty seems fine and ok. The gold handicap make the game way better balanced, and you have to manage gold but not so it gets annoying, still have enough coming in. I am convinced a player handicap and some specific routines for higher AI is the way to go. I wonder if you can give a relationship handicap aswell, anybody got any ideas?
Avalen 23 Sep, 2019 @ 3:41am 
Yeah the penalty system is a much more natural way to balance the game in my mind. I am curious about the production and gold ones but i feel that one that just modifies culture/science works best. But i shall see
Phlegmagicus  [author] 22 Sep, 2019 @ 4:15am 
I had excactly the same thought when develping this mod
R.E.D 21 Sep, 2019 @ 11:03am 
Also did one for Production while I was at it. Just tested a few games and this works great and it so simple. I know why Firaxis did not do a penalty as people general hate penalties, but its a much easier and better way to balance the difficulties in my humble opinion.
Phlegmagicus  [author] 21 Sep, 2019 @ 4:43am 
Also nice Idea :steamhappy:
R.E.D 20 Sep, 2019 @ 6:21pm 
I just made my own, Gold Deflation. :)
R.E.D 19 Sep, 2019 @ 9:05am 
Anybody know of a mod that does the same to Gold?, Maybe keep some AI bonus, but add a admin % penalty cost for the player.
R.E.D 18 Sep, 2019 @ 8:28pm 
This keeps the balance, why did I not think of this.
Phlegmagicus  [author] 3 Aug, 2019 @ 8:09am 
Yes. the idea is that, on higher dificulty levels, you and the AI is not rushing through the ages anymore. But the historic speed mod as a much bigger effect, because its increasing the costs much more than this mod. Basicly with this mod the pacing is the same as for a unexpirienced player on standart difficulty
AlyG69 3 Aug, 2019 @ 7:59am 
i see, but theoretically it might have the same effect, instead of higher costs of tech and civ I put out les science and culture causing the techs and civics to research slower.
Phlegmagicus  [author] 3 Aug, 2019 @ 6:08am 
@AlyG69 This mod is not changing the tech costs but the amount of technology and culture yields yout get, depending on the difficulty. The higher the difficulty level the higher the penalty.
AlyG69 3 Aug, 2019 @ 5:01am 
@League would you say this is the same as historic speed extended era's but with a different logic? i.e. by penalizing the player instead of buffing the AI do i get bigger costs for tech? because i love your extended tech tree but its conflicting with historic speed so im at an impass atm
Phlegmagicus  [author] 30 Jul, 2019 @ 10:07am 
Yes
Nizou 26 Jul, 2019 @ 1:14pm 
Is it compatible with June patch ?
magicaces 12 Jul, 2019 @ 9:34am 
This is the best mod for CivVI ever! So simple yet makes the whole pace of the game so much better. Instead of the AIs getting way ahead from the start you the player are now catching up to get to the "normal" levels. So everyone stays on normal pace and game reaches the end game and 500 turns! It's simple yet great solution so thanks for the idea and Mod!

ps. i started a game yesterday and it's definitely working
pss. pair this with the Real Tech mod and it's a thing of beauty :)
Phlegmagicus  [author] 9 Apr, 2019 @ 6:28am 
Yes, I played with it without any problems
Xuande 8 Apr, 2019 @ 11:48am 
does this mod still works after this recent april release?
Phlegmagicus  [author] 22 Mar, 2019 @ 3:09am 
@Darkwing52 I have a look at it, I belive it should be doable to make it compatible
Darkwing52 19 Mar, 2019 @ 4:22pm 
not even remotely compatible with his mod. game straight up doesnt start but its an interesting adjustment
Darkwing52 19 Mar, 2019 @ 4:19pm 
Hi the way you've adjusted things is interesting you should make it clear if this is compatible with the smoother difficulty mod. Because he removes those bonus starting units to the AI which i think is a huge problem. For example if we use the difficulty levels that he added does yours adjust for that.
Phlegmagicus  [author] 13 Mar, 2019 @ 10:20am 
@Casworon haven´t tested it yet but based on the code it should work without any problem
Avalen 13 Mar, 2019 @ 10:02am 
How does this work in multiplayer?
Phlegmagicus  [author] 11 Mar, 2019 @ 9:00am 
@Fancore, yeah it´s possible. Actually I had it like this at the beginning, but it would be be pretty hard for the human player. If you like to have a higher difficulty you can use the smoother difficulty mod, it also adds higher difficulty levels. I belive it should also work out together with this mod.
Fancore 11 Mar, 2019 @ 5:29am 
i wonder if you could make the same mod but then without buffs/penalties. where the AI is simply more difficult.
Phlegmagicus  [author] 11 Mar, 2019 @ 3:33am 
Glad that you like it :steamhappy:
Avalen 9 Mar, 2019 @ 1:25pm 
This works brilliantly btw
Phlegmagicus  [author] 9 Mar, 2019 @ 7:30am 
@Nerevatar As you can see in the new screenshots the AI boni without mod for culture and science is 40% (8% for every level above prince = 32%, 32% + 8% Standart Boni = 40%). When the mod is activated, as you can see in the other screenshots, the boni is decreased from 40% to the standart boni of 8%. And the player gets a 32% decrease of science and culture yields
Phlegmagicus  [author] 9 Mar, 2019 @ 6:29am 
@Nerevatar I just noticed I uploaded the wrong screenshots, I will fix them and there you can will see that the old bonus is erased
Phlegmagicus  [author] 9 Mar, 2019 @ 6:29am 
@TheMule, exactly :steamfacepalm:
TheMule 8 Mar, 2019 @ 5:20pm 
What is game "pasting"? Do you mean pacing?
Nerevatar 8 Mar, 2019 @ 10:59am 
Hey, I just looked through the files. As far as I can see there is only the nerf to the human player, and not the nerf to the AI as mentioned: "So the old AI boni are 8% for Culture/Science Yield for each difficulty above Prince. These bonus is erased". Did I miss them or is the description out of date?
Phlegmagicus  [author] 8 Mar, 2019 @ 3:09am 
So the old AI boni are 8% for Culture/Science Yield for each difficulty above Prince.
These bonus is erased but the player gets a penalty of 8% for Culture/Science for every difficulty above Prince.

- 8% penalty Culture/Science Yield for King
- 16% penalty Culture/Science Yield for Emperor
- 24% penalty Culture/Science Yield for Immortal
- 32% penalty Culture/Science Yield for Deity
Avalen 7 Mar, 2019 @ 9:40pm 
Great idea. Can you put up the different numbers for the different difficulties?
LichKing 7 Mar, 2019 @ 4:22pm 
Can you please state the numeric changes made in this mod.