Sid Meier's Civilization VI

Sid Meier's Civilization VI

Stronger Era Gates (Working as of 21 May 2020)
73 Comments
Gray Pockets 27 Feb, 2024 @ 9:28am 
I made an extension mod that makes this change Stronger Era Gates (+50%) - Cooks

@Eudaemonia feel free to include this in your mod if it's to your liking.
Gray Pockets 7 Feb, 2024 @ 9:00am 
@SultanOfSwag: I recommend changing 'TECH_COST_PERCENT_CHANGE_BEFORE_GAME_ERA' and 'CIVIC_COST_PERCENT_CHANGE_BEFORE_GAME_ERA' to -25 instead of -50
SultanOfSwag 23 Apr, 2022 @ 4:50pm 
Mod appears to work in the first era, but when ticking over to the next era it makes all techs of the current and previous era only take 1 turn.
Onii-chan 21 Feb, 2021 @ 10:22am 
Is there a way to make this progressive for each era or stacking per era? e.g. +50% per era ahead. So researching industrialization in the medieval era would be +100%
Eudæmonia  [author] 24 Jun, 2020 @ 10:47pm 
@Novalice - What you can do is open the mod in the following directory: C:\Program Files (x86)\Steam\steamapps\workshop\content\289070\1765781407 and then open the "Gameplay" folder, and open the StrongerEraGates.sql file in notepad and set the values to your heart's desire ^_^
Novalice 24 Jun, 2020 @ 9:12am 
Would it be possible to get a 200% version of this mod as an option. 50% still isn't enough of a penalty to keep a science snowball civ from getting 2 or 3 era's ahead of people, while the other mod similar to this with its 5000% penalty is so much that even a huge science snowball can't more than a one tech edge before the next era hits.
San-Kyu 15 Jun, 2020 @ 4:50am 
With this hopefully the snowball situation for players and AI alike will be less egregious!
Drahzev 14 Jun, 2020 @ 3:37pm 
Thank you very much for this mod.

I allow myself to remark for all those who would be interested that this mod is extremely easily configurable.Which is a very good thing.

In the folder of this mod, just open the Gameplay folder, then open the StrongerEraGates file in a notepad and change the values.
william.xantos 21 May, 2020 @ 6:36am 
First time ever a fraxis update has made a mod work.
I was waiting for this mod to work.
RomanHoliday 21 May, 2020 @ 5:44am 
@eudaemonia Thats great! Cheers Firaxis
Moyocoya 21 May, 2020 @ 3:44am 
Wait for the next update, or even for the last there will ever be, and THEN relax :-D
Eudæmonia  [author] 20 May, 2020 @ 11:41pm 
Just tested with the new update. This mod is working again :) What a relief!
Eudæmonia  [author] 19 May, 2020 @ 5:27pm 
@MrL Me too. The first thing I'll be checking if the Civs come with a general game update is whether this mod will be able to work again!
RomanHoliday 19 May, 2020 @ 12:01pm 
Hoping that the update on Thursday will make this mod work again
Eudæmonia  [author] 12 Feb, 2020 @ 8:58pm 
@Flactine Unfortunately, as Firaxis broke the era gate mechanism in their Gathering Storm June 2019 update - loading a mod that tweaks that mechanism at a different time won't make a difference :'(
Flactine 11 Feb, 2020 @ 7:29pm 
You can try add Dependencies for expansion2 to make this mod load after Gathering Storm?
Dandy Drake 28 Sep, 2019 @ 6:01pm 
is there any fix for this mod ? or this is end ?
Eudæmonia  [author] 10 Sep, 2019 @ 7:30pm 
Hey all - with the new update. It doesn't look like Firaxis fixed the issue so this mod is still broken :'(
Eudæmonia  [author] 3 Sep, 2019 @ 7:44pm 
@Bluem95 - so Firaxis just announced the September 2019 patch. I imagine the fix will be coming in that update (probably 2-3 weeks away).
Blue🌀 3 Sep, 2019 @ 6:55pm 
so is there any word of this possibly being updated?
Eudæmonia  [author] 13 Aug, 2019 @ 9:14pm 
Hey Spec - thanks for this. Let me review and we can chat about this further
Spec 13 Aug, 2019 @ 5:33pm 
Hey all, I'm a big fan of the mod and made a script for it that can be run in fire tuner (just uncomment the eragate() method and be sure to be in GameCore_Tuner mode). This takes advantage of overflows, so it's a bit hacky but it works.

https://gist.github.com/The-Speck/f949bd1adb2401a40c820707d96e262e

Sadly, you'd have to run this mod on every new era. If someone knows a relevant GameEvent hook for entering a new era, please feel free to expand on this and create a proper mod. Thank you and enjoy!
Moyocoya 3 Aug, 2019 @ 1:35am 
OK... Happy to know you're on the spot. But I'm afraid your ticket is like a needle in a haystack :-)
Eudæmonia  [author] 3 Aug, 2019 @ 12:08am 
@Moyocoya - I’m also really eager to make this work. I’ve even looked into a workaround involving an in-game lua script that replicated the function of these parameters. Sadly there isn’t any way for a mod to dynamically change tech/civic costs mid-game.

I’ve raised a ticket with support about this but have yet to hear back from them :(
Moyocoya 2 Aug, 2019 @ 11:21pm 
Waiting eagerly for this mod to work... No way to fix it without a Firaxis update (if ever...) ?
Riverwolf44 21 Jul, 2019 @ 5:35pm 
Thanks for keeping us posted Eudaemonia. Hope a fix comes eventually.
paupsers 10 Jul, 2019 @ 9:24pm 
@Eudaemonia Hope you get it working soon!
Eudæmonia  [author] 10 Jul, 2019 @ 8:00pm 
Hey all - appreciate the enthusiasm and support for the mod. My hope is that Firaxis releases a hotfix soon for the parameters driving the mod. It’s just as painful for me waiting as it is for you guys
San-Kyu 10 Jul, 2019 @ 10:05am 
Even without taking account of how the real world works, on a mechanics perspective what this mod does makes sense. Science and Domination/Military synergizes so well compared to the rest. I've seen tier lists that weigh Science and Domination as the heaviest when comparing civs, due to how well they complement each other and how simple/easy it is to achieve these victories. Japan and Korea become god-tier because of how their unique bonuses give them really good boosts in both areas. Japan can boost campuses extremely easily with adjacency and Korea is pure science.

I really hope that this gets working soon so one day I might actually reach the renaissance era from an ancient start. A fun game, especially one with AI competitors, needs to have effective rubber banding to be fun and dynamic. Static boosts like what the difficulty levels add are just stifling.
titan_vfaf 6 Jul, 2019 @ 4:38am 
There is a different explanation why there are highly developed countries among less developed ones in our world, and this explanation is not superb secret keeping.

We have third world countries due to colonialism and downright oppression practiced by western world countries, roughly since the renaissance era. Results of this are painfully obvious even during the information era we live in (which renders the successful upkeep of wide scale lying absolutely impossible), not to mention the fact some of that oppression is still ongoing even as we speak. Going into details would slide me too far off the topic here so I stop now.

I find this fruitful conversation and hope we hear point of views not yet mentioned :)
titan_vfaf 6 Jul, 2019 @ 4:12am 
Vanilla Civ games keep suggesting that wide scale variety in technical and cultural advancements are possible due to highly developed Civs' ability to keep their new discoveries as a secret . As if no other party could see or even know about what Civs far away on the lead have developed? That should be impossible unless whole Civilizations (which consists of large amount of people who have needs) could be completely isolated from one another, even though they still know about each other, keep open borders, trade in business etc. This would also require perfect lying by everyone who know more, otherwise secrets would ultimately leak through social relationships.

As you probably know, this is nowhere near how the real world works. In reality, people share their knowledge to each other, despite of the relationship status. Which leads to others knowing and seeing in advance what is possible and already created, which will ALWAYS speed up development, one way or the other!
San-Kyu 4 Jul, 2019 @ 11:05am 
Just saw this mod, I really believe this helps immersion and widens the playing field - science and passive/defensive play becomes less viable when eras help jumpstart less sciency civs. Encouraging the more dynamic playstyles.

Science would help a player get a better unit sooner rather than always in most cases. Trade and just contact with any other civ should cause technology to travel between the civs.
titan_vfaf 3 Jul, 2019 @ 5:08am 
I am also very much looking forward to try this mod :)
The fact that some Civs can stay so much behind of others or run far away to the lead - even though they are interacting with each other - has always been very annoying to me. After all this is supposed to be a competition right? But so far kinda boring competition since Tech & Civic advancement have played huge factor in this competition between Civilizations we call Civ VI.

Leveling the ground here for everyone should make the game a lot more interesting experience... Because there are so many other factors and dimensions which should also affect to outcome!
YearsLate 27 Jun, 2019 @ 3:01pm 
That's unfortunate, but hopefully a solution can be found- I really enjoyed how this mod meshed with other research mods I used.
Grathocke 25 Jun, 2019 @ 8:41pm 
Well I hope you'll be able to eventually find a solution. We only got to play with it for a short time, but it is a great concept.
Eudæmonia  [author] 23 Jun, 2019 @ 4:34am 
Hey all - its going to take a very long time for me to work out how to get this mod working again as it looks like I'll need to create a custom lua script replacing the function of Firaxis's GlobalParameters.

I wouldn't wait on a fix as its likely weeks away unless Firaxis releases a hotfix for this :(
Parker Posey's Mouth 23 Jun, 2019 @ 4:25am 
Beautiful! I've wanted this exact thing for an age!
Eudæmonia  [author] 22 Jun, 2019 @ 4:24am 
Will do 😊

I am worried though that the solution is going to be complicated. I’ll see how I go
Moyocoya 22 Jun, 2019 @ 2:54am 
By the way, please could you tell us if you find no solution, because I am waiting for this mod to start a new game :-)
Moyocoya 22 Jun, 2019 @ 1:52am 
I hope you will succed because your mod is one of the most interesting ideas one had...
Eudæmonia  [author] 22 Jun, 2019 @ 1:07am 
Hey all - investigating. Did some quick tests and it looks like the parameter driving this mod no longer works after the most recent patch -_-

I'll do some more testing to see if there's a way to get it to function
Moyocoya 21 Jun, 2019 @ 7:35am 
Same for me. I started two games with/without your mod. I get the same number of turns in both case to achieve era+1 technologies or civics.
Ridius 21 Jun, 2019 @ 3:26am 
dont work after new patch
Dei Protector 16 Jun, 2019 @ 10:39am 
I did not even know era gates existed, so thanks for that and also thanks for a great mod.
Grathocke 15 Jun, 2019 @ 8:24am 
@AlyG69 I use Historical speed mod with this one and it seems to work just fine.
Moyocoya 15 Jun, 2019 @ 4:10am 
OK, great. That means your mod is a real snowball killer as Clementine hoped.
That is a great improvement !
(As always with your mods...)
Thank you very much !
Eudæmonia  [author] 15 Jun, 2019 @ 3:03am 
@Moyocoya

See below:

If classical era just begins for ALL players, then for ALL players :
- research cost is subject to a 1.5 mutiplier for any medieval tech or civic.
- research cost is subject to a 1.0 mutiplier for any classical tech or civic.
- research cost is subject to a 0.5 mutiplier for any ancient tech or civic.
AlyG69 15 Jun, 2019 @ 2:38am 
@Eudaemonia great thx, one question will this add to historical speed? will they interfere with each other?
Moyocoya 15 Jun, 2019 @ 2:28am 
@Eudaemonia
I am sorry, but it's not clear to me.
If classical era just begins for ALL players, then for ALL players :
- research cost is subject to a 1.5 mutiplier for any medieval tech or civic ;
- research cost is subject to a 1/1.5 mutiplier for any ancient tech or civic ?
Eudæmonia  [author] 15 Jun, 2019 @ 2:11am 
Hey AlyG69 - just uploaded a new version removing the requirement for GS. It should work with either R&F or GS so I've opened up that option for you.