Sid Meier's Civilization VI

Sid Meier's Civilization VI

Historic Speed (Extended Eras) - Ver. Civilitatem Maxima
25 Comments
wjoseph239 17 Nov, 2020 @ 4:58pm 
is this mod currently up to date? @guiseppi
‡ Ðalveen ‡ 19 Oct, 2019 @ 5:12pm 
first of all, i like ur mod collection with ur own version of mods. very nice hard work.

now, i dont like the effect of this version of historic speed. i always get 10.000+ turns on estandar speed. i dont know if it is intended or a bug.

what i need to modify to get a number more apropiate for the progresion of the time and cost of the production, sciencie etc?.

Sorry for my english, its rusty.
mjdogliani 18 Sep, 2019 @ 7:46pm 
I think it is not, I tested on two games and it is not working. Is this mod working for anyone with the latst update?
Telruna 20 Jun, 2019 @ 10:03pm 
Hi there! Is this mod compatible with the latest patch?
Euphegenia Doubtfire 13 May, 2019 @ 11:28am 
Thank you!
GiuseppeIII  [author] 12 May, 2019 @ 3:26pm 
@kevdood
1. It would be a little hard to get golden ages with the increased thresholds. You can decrease this in the mods xml. Do not have my computer available right now so I can’t tell specifically but if you open the files it should be ‘fairly’ obvious what needs to be changed (just two values one for golden age and one for dark age thresholds)

2.All game speeds will work. I tend to not use epic as though I like long games (I’m a huge fan of the civ 4 mod c2c!), even for me epic is a little lengthy. That being said everything will still work correctly on all speeds.
Euphegenia Doubtfire 10 May, 2019 @ 10:01am 
Hello,

I am thinking of trying this mod and I have a couple questions

(NOTE: I wont be using ANY other mods except your "higher unit cost" mod)

1) I do not use the "Terra Mirabilis" mod so I'm worried this mod will make hitting Golden Ages too hard, is it possible to adjust golden age threshold back to normal instead of +4? Or could I make it +2 on my own? If yes, how do I go about doing this?

2) Is it OK to play this mod on EPIC game speed? I know it basically makes tech/civics slower by 315% (so basically it takes 3X as long to research). On EPIC speed, which slows things by another 50%, I would basically be looking at things taking 4.5X as long, if I understand things correctly. But that should be OK, right? Because EPIC adds 50% more turns while slowing techs/civics by 50%... so sure, I'll end up 4.5X overall but with 50% more turns it effectively brings the pace-per-turn back to 3X as long. So everything should scale and I'll be good to go if I want to use EPIC, right?
ualbiner 28 Apr, 2019 @ 2:13pm 
Great mod, I'm just about to enter middle ages in the current game I'm playing and it's been great! However, for some reason, disasters stopped working. It's currently set to disaster intensity level 4 and there has been only one disaster (a flood) in the entire game, by turn 9. Did this ever happen to any of you guys?
GiuseppeIII  [author] 19 Apr, 2019 @ 5:11pm 
Glad it is all working now!
FR33L0RD 18 Apr, 2019 @ 8:50pm 
@ Giuseppelli
Mid game.
No bug.
Everything is working fine:steamhappy:
FR33L0RD 16 Apr, 2019 @ 9:11pm 
@ Giuseppelli
Thanks for the quick reply.
Im starting a new game with only the mods from your "Civilitatem Maxima" amazing collection.
All of them except Deep Fishing / Mappa Mundi / Multiplayer restart.
All updated to their last version.
I will do report in early / mid / late game.
About the number of Great Person available in this new game.
cya:steamhappy:

GiuseppeIII  [author] 13 Apr, 2019 @ 1:39pm 
Thanks for the report. I’ll look into it.
FR33L0RD 13 Apr, 2019 @ 12:54am 
Update: maybe its the new Antartica update.
Anyway just an idea
FR33L0RD 13 Apr, 2019 @ 12:52am 
Hi,
very good mod.
Im using a lot of mod from your Civilitatem Maxima collection.
Very fun to play with.
Bug report: Is it possible that this mod conflict with the number of Great Person available.
I play on DetailWorlds GS map and the Great Person tab let available only one person per type for the entire game ?
( i dont have any Great person mod installed)
GiuseppeIII  [author] 8 Apr, 2019 @ 12:58pm 
Yes
Xuande 8 Apr, 2019 @ 12:01pm 
does this mod still work after the recent april release? thx btw
GiuseppeIII  [author] 27 Mar, 2019 @ 3:44pm 
Sadly the fix necessitated breaking old saves
GiuseppeIII  [author] 27 Mar, 2019 @ 3:44pm 
That is for both this mod and the dependency in the higher cost units mod
GiuseppeIII  [author] 27 Mar, 2019 @ 3:42pm 
Replace the mods ID with the ID from the original historic speed mod.
storm_pup 27 Mar, 2019 @ 3:09pm 
The recent change "broke" my saved game. Do you know a way to work around that?
GiuseppeIII  [author] 24 Mar, 2019 @ 6:53am 
The mods files affect every speed. However normal already has x3 research so if you pick a game speed longer than normal you will get extremely long research times. Ex: epic would be 4.5x research speed.
Webster 24 Mar, 2019 @ 2:00am 
So, you mean we should select Standard or should there also be an "Historic" option with this mod? The SQL files seem to indicate it's simply updating the "Standard" speed settings but isn't renaming them.
LetGoMyLegHo 23 Mar, 2019 @ 11:58pm 
Ah, I must've misread the original on my end. Thanks so much!
GiuseppeIII  [author] 23 Mar, 2019 @ 3:43pm 
This does affect all speeds! So did the original, it just didn’t change on anything besides normal speed!
LetGoMyLegHo 23 Mar, 2019 @ 2:35pm 
Hey @GiuseppeIII, quick question with your version of the mod. Does this affect ALL speeds of the Game Speed setting? I know the original version only had the single speed within the drop down menu.