Sid Meier's Civilization VI

Sid Meier's Civilization VI

Zee's Properly Timed Eras
184 Comments
我是REZ粉丝 7 Oct, 2023 @ 5:00pm 
Thanks for your reply , PTE is exactly what I wanted , I'm extremely grateful for your work
_Zee  [author] 7 Oct, 2023 @ 11:44am 
Yes, all my mods are compatible with each other. PTE has a later load order, so its city growth exponent takes precedent if you are using both mods.
我是REZ粉丝 7 Oct, 2023 @ 4:27am 
I wonder if this mod is compatible with your other mod "Distance is a good thing"? I noticed both mods all changed "city growth exponent"
_Zee  [author] 5 Oct, 2023 @ 11:33pm 
Minor update posted - small reduction to City growth speeds
Augustd7 10 Jun, 2023 @ 10:29pm 
i read your earlier comment to someone else about apocalypse mode being designed to max out on purpose and its definitely maxed out, i'm still in industrial era. had my first comet land on ethiopia already. i was hoping your climate mod would let me play apocalypse mode still but give the world a bit more of a chance. too bad i guess, i need to rush diplo victory before the earth blows up
_Zee  [author] 10 Jun, 2023 @ 1:53pm 
@Smitty - thanks, I hope you enjoy my mods!

Keep in mind vanilla's Apocalypse mode is intentionally designed to be silly and non-realistic, all kinds of balance is intentionally thrown out the window in that mode so use at your own risk. Playing in that mode will definitely cancel out any climate balance from my mods.
Augustd7 10 Jun, 2023 @ 2:01am 
good to see that you're still active, author. i've been debating over which popular climate mod pack to choose, between yours and JNR. no idea why his mod has so many more users. i think what will clinch this for me is that you have synergizing climate/era mods, which i will use to replace my 8 paces of age mod, i'll trust your work. i came here looking for the best climate mod because im annoyed all my hard work is getting flooded, but then again, i decided to play apocalypse mode...

keep up the good work
_Zee  [author] 10 Jun, 2023 @ 12:50am 
Yep, you've stumbled across the "boost" bug I described below. This is unfortunately hard-coded vanilla behavior.

Reducing the Eureka bonus helps offset this problem. The vanilla bonus is (40). This mod's value of (10) is a middle-ground compromise, but you can lower the bonus even more if you prefer.

Open the file named "ZeesProperlyTimedEras.sql"
Find line 158 where it states "UPDATE Boosts SET Boost = 10;"
Change the value (10) to whatever you want, and save the file

Make sure none of your other mods are changing the bonus as well. It's possible something is setting it back to the default (40). 1-turn tech's should already be pretty rare with a value of (10).
Cyberbullich 9 Jun, 2023 @ 3:15pm 
Hi, did you know how i can change boost when new era start? I have bug (it`s not your settings), some techs and civs research for 1 turn when new era start, i hope when i cut boost for new eras, i will fix this problem
Green Odin 30 Apr, 2023 @ 9:22pm 
Thank you so much for the feedback Zee.
_Zee  [author] 30 Apr, 2023 @ 1:26pm 
Hey there @Green Odin, lets see if I can answer these questions for you. :)

1 - Production costs of units and buildings are unchanged by this mod. Keep in mind production costs scale with the timescale setting.

2 - On average, the same number of Great People will spawn per era.
Era's are longer, Great People acquisition takes longer. Net result is more or less the same.

3 - Yes, the Eureka Bonus modification is a major component of balancing tech-tree progression. It plays a bigger role than it might seem. A partially completed tech (like a tech that has hit the Eureka bonus) gets a massive disproportionate "boost" to completion when the game moves from one Era to the next. A tech that was 40% complete is suddenly 95% complete. (This math behavior is hard-coded as far as I can tell). Setting the boost higher destroys any balance in the tech tree.

The mod was written with Notepad++ so feel free to edit away.
Green Odin 29 Apr, 2023 @ 11:47pm 
Hey hey
Does this mod increase the production costs of units and buildings? As I'd prefer to still have as much to do turn to turn but for ages to roll past slower.

Additionally, I noticed you increased the price of great people, how does that balance with the slower pace? Can we expect to see more or less great people purchased over a 500 turn game compared to standard? Will we see opportunities for more of the great people from each era to pop up?

and finally, if i modify the reduction on eurekas from 10% to 25% will that have a massive effect on throwing out the rest of the mod? and would it be fine if I did that with notepad++?

Sorry to throw so many questions at you :P and I really appreciate all your work you've put into this brilliant idea.
她掏出了我想掏的 25 Mar, 2023 @ 4:04pm 
Very good mod, thanks very much. everything is make sense for me, but have you make any mod also could increase the production cost continuous to increase each era. Cause seems their is not match between tech cost and production cost, So we have to run many project in the late game
Cheese Enthusiast 16 Jan, 2023 @ 5:45am 
Overall probably the best balance/timing mod I've used. It keeps you in the early eras for way longer with longer research times. It almost completely destroys beelining which makes it harder to pull away in science/culture as well as makes it harder to fall behind. Because of this it balances the game.

That being said it can make the game feel too slow. The massive nerf to eurekas and inspirations (only 10% in this mod instead of usual 50%) is maybe too much.

It's better than base game and probably better than rival mods Extended Eras and Take Your Time. Compared to base game it's good, provided you like spending more time in earlier eras and want the game to be less snowbally and more balanced.
iPlayGamesITA 28 Nov, 2022 @ 4:20am 
This, to me, is the best mod ever. Fixes one of the core issues of the game in a sublime way!
Chrissant 15 Oct, 2022 @ 5:54am 
Ah, I see. That helped me a lot. Thanks, zee.
_Zee  [author] 15 Oct, 2022 @ 5:52am 
Extended Eras is a fork of this mod. You'll see I'm credited as an author on that mod as well.

This mod doesn't alter production values so I'm not sure what you mean by that.
You are of course always welcome to crack open the mod files and make whatever changes to your own game that you want.
Chrissant 15 Oct, 2022 @ 5:48am 
Zee, have you ever considered creating a version of this mod which tries to lengthen the game without making production as slow? Sort of like what "Extended Eras" tries to simulate?
It's just that, what your mod does is so essential imo, it's a shame there is no option for me or anybody else to lengthen just the research and civic aspects of the game.
Chrissant 15 Oct, 2022 @ 5:26am 
Understood.
_Zee  [author] 15 Oct, 2022 @ 5:21am 
Not compatible with any other mod that attempts to tweak the games pace.
Chrissant 14 Oct, 2022 @ 10:27pm 
Very interesting mod, it seems to be the only mod on the workshop that fixes this issue. Say, I play with "Take your Time ultimate" to lengthen eras by increasing tech and civic costs but leave production costs intact. Obviously what this does is the game's sense of time isn't really compatible with my actual game. When I am in the classical era the in-game time would already be in the 19th century.

Would this mod function with Take your time ultimate? I'm guessing it isn't.
_Zee  [author] 6 Oct, 2022 @ 5:53pm 
It's separate. The link is just above this comments section.
SaboteurINT 3 Oct, 2022 @ 6:03am 
Hi, Do I need to install ZNCC also separately? Or this is included in this ZPTE?
ChrisMartin 23 Jun, 2022 @ 12:53am 
Have it at 5%, but my Era-Ahead Percent are at 300%...
So it is very important to pick up certain Great People, that would give tech/civics, to stay ahead of AI.
_Zee  [author] 23 Jun, 2022 @ 12:46am 
Oh wow, haha. No surprise you're comfortable with making your own edits though. :)

I'd be curious to know what Eureka percentage you've been using with income that high, and if you had trouble with Eureka effects being too powerful.
ChrisMartin 22 Jun, 2022 @ 11:50pm 
Thank you for the heads up.
I've seen this "1-turn-franzy", but only on tech/civics in Eras I've left. So I don't mind.
I have changed your values drastically because other mods I'm running can give me insane amount of tech/culture (4k-6k in late game) pr turn.
_Zee  [author] 22 Jun, 2022 @ 2:25pm 
(1 of 4)

==Mod Update==

I've discovered an issue with the way Civ6 handles storing extra Science/Culture in a given tech/civic when costs are updated during an Era change. It's causing an undesired excess of Science/Culture that results in a bunch of 1-turn research time techs/civics shortly after the Era updates.

Normally, when you have extra Science/Culture left over from finishing a tech/civic, that extra amount is remembered and applied to the next tech/civic you pick. The problem is that for some reason, if you apply that leftover Science/Culture to a tech/civic that reports 1 turn to complete, that tech/civic will then give you ANOTHER leftover-cache of Science/Culture that is equal to the TOTAL COST of that tech/civic. This is a vanilla bug and I haven't found a way to correct it.
_Zee  [author] 22 Jun, 2022 @ 2:25pm 
(2 of 4)

This bug usually goes unnoticed in vanilla because this scenario is a bit rare in vanilla circumstances. But because of how this mod changes the cost of tech's ahead, it becomes much more common and the effect can end up being chained from one tech to the next, one after another. If the extra Science/Culture that is stored is put into a tech/civic that will take MORE than 1 turn to complete, the bug dissolves and things return to normal until the next Era update.

This behavior has never been the intention of this mod as it breaks the intended pace of research. The best I can do is tone down this effect, by scaling back the eureka bonuses and era-ahead-penalties. You can also avoid this bug by being mindful of it, and avoid researching tech/civics that will complete in 1 turn immediately following an Era update. Once you dump the extra Science/Culture into a tech/civic that takes longer than 1 turn, the bug dissolves and things return to normal until the next Era update.
_Zee  [author] 22 Jun, 2022 @ 2:25pm 
(3 of 4)

- - - Eureka Bonus reduced from (22%) to (10%).
When you earn a Eureka for a tech that is ahead of your current era, that 10% bonus grows to something more like 20% when you actually reach the era that tech belongs to. The previous value of (22%) was growing to something more like 50% when this happened, it was way too much.

- - - Era-Behind Percent Change Reduced from (-60%) to (-40%)
- - - Era-Ahead Percent Change Reduced from (120%) to (80%)
Reducing the percentage change to less than double will help to make this scenario less common, while still making it difficult to research tech ahead.

- - - Tech baseline cost modifiers slightly increased from (1.0x - 2.8x) to (1.0x - 3.0x)
These baseline costs grow over each era on a curve. The curve has been made to grow more aggressively starting in the mid-game, to offset the reduction in tech costs from the above changes.
_Zee  [author] 22 Jun, 2022 @ 2:24pm 
(4 of 4)

All of this should result in a reduced chance of triggering this bug (where before it was virtually guaranteed you'd run into it eventually, even if only for a tech or 2). I'll be interested to hear everyone else's experience with this and if they've noticed it before, and how much this update helps.
_Zee  [author] 26 Mar, 2022 @ 1:42pm 
Already covered for ya.
Take a look at Zee's Normalized Climate Change.
axossk 26 Mar, 2022 @ 5:23am 
Working great but global warming is not scaled, I recommend using one the Slower Global Warming mods.
H.Humpel 18 Dec, 2021 @ 4:39pm 
Hi _Zee,
your mod has been translated by Junky into German and the translation is now part of the Civilization VI Mods - German translations mod pack.
We would be more than happy if you could refer to the language translation in your mod description.
_Zee  [author] 11 Dec, 2021 @ 11:39am 
The localization changes are only needed when the text gives a specific percentage. The ones I included change the text from "40%" to "22%". If a specific percentage is not shown then the localization doesn't need to be changed.

-Cheers
Junky 11 Dec, 2021 @ 7:22am 
Hi _Zee,
While I was translating your mod, I noticed that you didn't include the additional part with the wonder boosts in your English localizations. Is there a particular reason for that?

Following sentence is missing:
When completing a wonder receive a random [ICON_TechBoosted] Eureka and [ICON_CivicBoosted] Inspiration from the era of the wonder, if available.

Friendly Greetings
_Zee  [author] 5 Nov, 2021 @ 1:14pm 
Thanks for the feedback! Glad you are enjoying it!:steamthumbsup:
aCidVicious 5 Nov, 2021 @ 5:05am 
I'm really enjoying this so far, I feel like out of everything in the workshop this may have the most profound and meaningful effect on game mechanics.

Actually splitting time between eras instead of rushing to the future era by midgame.

The way this impacts civic/tech trees has a real equalizing effect that I might turn out to hate in the late game, but only for adding meaningful difficulty. It's prohibitively expensive to unlock research from the next era, but as soon as that era starts it seems normal and you can quickly mop up all the research from the previous era. It seems incredibly unlikely that I'll be able to employ anything like the most obvious nuclear cheese strategy (rushing nuclear fusion and then just spamming nukes on whichever civ is generating the most science per turn)

Great work, thank you @Zee! :steamthumbsup: :Honored:
_Zee  [author] 13 Aug, 2021 @ 3:47pm 
The mod is not intended to be used with tech shuffle mode as that implicitly throws the pacing off. Can't help ya there, sorry.
Maxsilv 13 Aug, 2021 @ 12:17pm 
I’m using your mod for several months and I do enjoy so much more Civ with it! :)
I may have found a little "bug" though. When I play with tech shuffle mode, all techs unknowns—including those from the current era—have a 120% research cost penalty. It makes the overall pace a bit too slow! ^^’
spaglix 14 Jul, 2021 @ 3:54am 
thanks that answers my question perfectly, im new to this game so I don't know how the AI is, great mod btw, biggest problem with this game in my opinion is the AI beelining tech and eras being over really fast, this mod fixes that perfectly, thanks again.
_Zee  [author] 13 Jul, 2021 @ 12:30pm 
This mod has no effect on the algorithm the AI uses to choose research.

But to try and answer your question it's generally my experience the AI will make decent "common sense" choices here, with or without the mod. If it can research 5 tech in 5 turns, its not gonna spend 100 turns researching just 1 tech instead.
spaglix 13 Jul, 2021 @ 9:41am 
does this make the ai research all tech in each era before moving on, or atleast most of it, instead of beelining or just getting stuck trying to beeline for a hundred turns because of these changes?
=[NK]= Col. Jack O'Neil 5 May, 2021 @ 7:29am 
@starori, did you end up editting any of the building costs??
_Zee  [author] 18 Apr, 2021 @ 12:50pm 
This mod does change Great Person Costs, so any other mod that does so as well is going to "conflict".

Now having said that, it's probably okay if that's the only conflict. One mod will simply overwrite the values from the other and they'll probably run together fine. Make use of the mod config files to change the load order values if you want to change which mod takes precedence.
Coffee 18 Apr, 2021 @ 9:18am 
Hello Zee, I was wondering if this mod is compatible with mods that change great person costs?
StarOri 27 Mar, 2021 @ 3:22am 
Thank you for your response.
Will try 15%, maybe that'll be slightly better!
So to increase buildings costs a simple update in the Buildings table will do? We're willing to test a few values if you do not have enough time currently.
Calibrated 26 Mar, 2021 @ 11:48pm 
Did you patch that in? @_Zee... just subbing now but that sounds like a good improvement.
=[NK]= Col. Jack O'Neil 21 Mar, 2021 @ 5:22pm 
Thanks for the he input!
_Zee  [author] 21 Mar, 2021 @ 4:20pm 
As for the buildings, you'd need to increase the production cost of all buildings proportionally.

As an off-the-top-of-my-head estimate, an increase of ~15% would probably work. I may end up patching that in, thanks.
_Zee  [author] 21 Mar, 2021 @ 4:19pm 
It's a fair point, but a bit difficult to address. There isn't a "change this one value" fix.
The "boost" that happens when the world era progresses is a side effect of the simple math happening in the hard-coded function. The same thing is happening in vanilla, the effect just isn't as noticeable there.

Best you could do is reduce the penalty for researching a tech ahead of current-era, as this would reduce the ratio of the "bonus" when the total science required changes during the era-update. But doing so would basically bring you back to vanilla and allow you to finish the next-era techs ahead of schedule like before. The other solution is to reduce the eureka bonus to very small values. This is why the eureka bonus was nearly cut in half, its a middle ground compromise. You could try something like 10% instead of the mod's current 22% (and vanilla's 40%).