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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.
keep up the good work
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).
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.
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.
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.
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.
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.
Would this mod function with Take your time ultimate? I'm guessing it isn't.
So it is very important to pick up certain Great People, that would give tech/civics, to stay ahead of AI.
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.
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.
==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.
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.
- - - 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.
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.
Take a look at Zee's Normalized Climate Change.
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.
-Cheers
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
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!
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! ^^’
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.
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.
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.
As an off-the-top-of-my-head estimate, an increase of ~15% would probably work. I may end up patching that in, thanks.
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%).