Sid Meier's Civilization VI

Sid Meier's Civilization VI

Legendary Speed
115 Comments
confused coconut milk 27 Jan @ 7:00am 
This mod does exactly what it advertises. Longer games without huge unit/building production costs. This mod makes super large maps actually viable to play in. You get to spend a lot more time in each era too.
The problem is that tech/culture takes so long to progress that you end up stuck in an era where you literally can't do anything other than make more troops or fund research. Whenever I play with this mod I will always run into the issue where the AI will literally produce so many units that there is no room in their territory for new units so they just randomly spawn in on tiles outside of their empire, sometimes the units will spawn in my territory, so I'll be fighting a war and they keep spawning units behind my lines.
Without this issue, this mod would be peak.
Chrissant 20 Oct, 2022 @ 2:41am 
This mod is so good, it's a shame it's not updated yet.
Sappho of Lesbos 26 Aug, 2022 @ 5:32pm 
I think that perhaps this mode could do with a project available at the start that produces a small amount of gold. As it stands, once you've built your starting buildings there's nothing to build but units until you get your first district and you can start on projects.
kl.borek 7 Aug, 2022 @ 2:17am 
what you think, will be an update come soon?
Abyslime 9 Jul, 2022 @ 3:17am 
thanx for the reply :3
Mist - 真夕  [author] 9 Jul, 2022 @ 2:28am 
Hello,


I haven't updated this mod in like 3 years, I'll take a look once I buy the frontier packs etc, sorry everyone, just haven't really played this much since Genshin came out.
Abyslime 9 Jul, 2022 @ 2:11am 
Hi, i want play with this mod but the research require 100 or 200 turns, is a bug?
悬鱼的猫 1 Jun, 2022 @ 2:59pm 
This mod is great, and i really hope there is a compatible version with Harmony and Diversity, I try to use both mods but the era completely messed up
Ryan 6 Apr, 2021 @ 5:37pm 
So, with this mod enabled, research/civic speed are always the same and the Game Speed option only affects production speed? Is that correct? Or am I misunderstanding?
Turk 30 Mar, 2021 @ 5:37am 
@konkursipesa They do fill the map, turns take pretty long... so you start eliminating players, shallowing the game experience... Still great mod, creates epic eras and actual "wars" :steamthumbsup:
Konkursipe 28 Feb, 2021 @ 6:24am 
Works for me. Only issue is that AI doesn't seem to have any sort of unit caps, so they will just keep building more and more units and in a game that can go on for thousands of turns that means they will eventually fill the map.
bigtardo 25 Dec, 2020 @ 8:32am 
does it work?
Thadom570 6 Nov, 2020 @ 5:21pm 
doesn't work fix it.
Mist - 真夕  [author] 4 Jun, 2020 @ 5:22pm 
you're very welcome!
viranto 2 Jun, 2020 @ 12:56pm 
I really hope this mod will work forever. I can't play without it. I need my big wars in the classic rome, in medieval europa, the world wars and such things. And you have never enough time to fight big wars or even use every unit, because even on marathon its to fast. Thank you for the mod.
Mist - 真夕  [author] 26 May, 2020 @ 2:58am 
@Wazaa, so I've had a look, I would have to write a new line for every unit, the alternative is just to play on marathon. Sorry mate.
Wazaa 23 May, 2020 @ 7:33am 
Same as @Suislide, i'm looking for a bit longer production time for units, buildings and districts, like 6x slower. I've tried de make my own mod like your, but it seems not working. Can you make a second mod that slower the production?
Mist - 真夕  [author] 1 May, 2020 @ 2:16am 
@andysec18 unfortunately I cannot "not" include Gathering Storm mechanics as it would break this for anyone who does have Gathering Storm.
andysec18 30 Apr, 2020 @ 11:48pm 
Is there a version that does not require GS? At this point they should just rename the workshop to the Gathering Storm Workshop.
Rectunator 16 Apr, 2020 @ 5:49pm 
@Mist - 真夕 Typically I figured it out fast almost immediately after typing that. Extended Techtree -mod was the culprit. I'm now testing the Real Techtree mod to see how it works.
Mist - 真夕  [author] 16 Apr, 2020 @ 2:37am 
@rectunator, do you have any other mod that's modifying science?
Rectunator 13 Apr, 2020 @ 7:24am 
I'm not certain if this is working as intended. Civics seem to take a long while as intended, but research is still very fast. I'm researching medieval techs in my current save while my civics are barely in the classical era. 10 turns tops to research something and then 10-20 turns to build whatever it gave me.
Suislide 3 Apr, 2020 @ 5:07am 
Well I definitely appreciate that man, definitely going above and beyond. Unfortunately, I already play the AI on the second to hardest difficulty (maybe can crank it up to the last slot) due to how easy they are. I would love to play with friends but unfortunately don't have enough people I know for a game.
Mist - 真夕  [author] 2 Apr, 2020 @ 4:51pm 
@suislide might I recommend you play against harder AI if that's the case? Yes unit carpeting is a problem, but this Mod is intended mostly for MP with several friends to play a long game over several weeks.

I will look into making a version for youon the weekend, if it's not too much work I can make a separate upload.
Suislide 2 Apr, 2020 @ 12:38pm 
Basically, I just want a mode that last's longer than Marathon does. Like I want a game to last 6000+ turns from ancient to ending eras but have it somewhat more equal. Right now, this mod is perfect for the length of the game I want, but I can churn our so many units and cities within the first 200 turns that it breaks the game. I can basically steamroll the AI with the monumental amount of units I am able to produce before even getting my first or second upgrades to make builders have something to do so.

The best example I can think of Ironman Mode mode for Civilization 5: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=160233026&searchtext=speed

I would play Ironman 2 mode typically, but it was broken with Vox Populi :(
Mist - 真夕  [author] 1 Apr, 2020 @ 5:34pm 
@suislide sorry I'm not quite sure I understand what you're looking for, you want something that scales unit production down to 15-30x slower than normal?

The purpose of this Mod was to allow you to create units at normal game speed (e.g. Marathon), but experience each era without researching, building, then immediately having the units be redundant. To scale up unit production to the same speed would defeat that purpose.

While I can certainly look into building a "lite" mode of the mod at 2-3x research speed built for Marathon games, I'm happy to investigate how to do what you're looking for if you want to outline what exactly you're after?
Suislide 30 Mar, 2020 @ 8:29am 
@Spartan - I did start it on Marathon - production levels definitely DO NOT match the era progression speed. The unit production speed is unmodified from the original game, only the era progression.

This is broken because I can make 100 warriors and numerous cities, in the ancient era before we even get to the next phase. It's broken.
Spartan 30 Mar, 2020 @ 8:03am 
@Suislide, just select Marathon Speed, the production speed is directly linked to game speed on the Menu
Suislide 30 Mar, 2020 @ 7:28am 
Could you make a version that scales both production and progression at the same speed? I can turn out a stupid amount of units before ever leaving an era and it breaks the game. Makes it too easy against the pitiful AI.
Mist - 真夕  [author] 29 Mar, 2020 @ 5:35pm 
@spartan yes that's correct
Spartan 29 Mar, 2020 @ 10:33am 
if im not wrong, this mod makes the progression slower but you can create units at good speed ? so basically you stay in the same era for long time but you can play as normal ?
Mist - 真夕  [author] 13 Feb, 2020 @ 2:50pm 
@elbandito, it says 100+ turns at the start but you will notice that this drops off within 20-30 turns once you get a settler or two out. This is because you have very little science from population at the start of the game.
elbandito1200 13 Feb, 2020 @ 8:27am 
I've found the cause: I start my games from saved presets. Those won't acknowledge changes made in contents but use those activated at the time of generating. Just needed to generate a new game and it was fixed.
Btw. I play on normal speed and it takes more than a hundred turns to complete a first basic tech. That's a bit too much imho. And the problem with the warrior carpet exists in my games, too.
jojopopoechen 7 Feb, 2020 @ 1:37pm 
@Mist Yes you are right. Maintenance mod does not really help. Maybe a bit but still having warrior carpets. I guess it is simply the fact that often there are no good options on what a city could do/build instead of warriors. I just made research and cultural progress a bit faster again but yes, it is actually against the idea of your your mod. I guess what would help would be some more buildings.. Very difficult :(
Mist - 真夕  [author] 2 Feb, 2020 @ 12:56am 
Hi mate, sorry for the slow response, been travelling out of China and all the airlines had to reshuffle etc, so a lot of time without wifi.

I believe you need rise and fall as well as gathering storm for this mod to work properly, if you already have both it could be a cobflicting mod, can you let me know what youre running?
elbandito1200 31 Jan, 2020 @ 3:35am 
Hi there. This mod would be the dream come true I've sought after - BUT: I can't seen to get it work under Gathering Storm. It shows as activated under content, but when you open the menu during the game it isn't shown as active mod. Gameplay didn't change.
I've deactivated it, closed and restarted the game, reinstalled the mod which triggered a new download - but it doesn't work. What can I do?
Mist - 真夕  [author] 14 Jan, 2020 @ 2:00am 
Hey jojo, thanks for this, i have noticed that maintenance doesnt seem to affect the AI at all however, can you let me know how the game runs after an era or two with your modification?
jojopopoechen 8 Jan, 2020 @ 5:09am 
Furthermore you could add the following lines to add maintenance costs to some early units in Order to prevent that annoying warrior carpets:

UPDATE Units SET Maintenance = 1 WHERE UnitType = 'UNIT_WARRIOR';
UPDATE Units SET Maintenance = 1 WHERE UnitType = 'UNIT_AZTEC_EAGLE_WARRIOR';
UPDATE Units SET Maintenance = 1 WHERE UnitType = 'UNIT_CREE_OKIHTCITAW';
UPDATE Units SET Maintenance = 1 WHERE UnitType = 'UNIT_SLINGER';
UPDATE Units SET Maintenance = 1 WHERE UnitType = 'UNIT_SUMERIAN_WAR_CART';

To compensate higher maintenance costs for a small number of units one yould increse the gold yield of building palace as follows:

UPDATE Building_YieldChanges SET YieldChange = 8 WHERE BuildingType = 'BUILDING_PALACE' AND YieldType = 'YIELD_GOLD';
jojopopoechen 8 Jan, 2020 @ 5:09am 
I did following customization to adjust points needed to enter golden age. Theese are base values so they are adjusted automatically to other game speeds:

UPDATE GlobalParameters SET Value = '36' WHERE Name = 'DARK_AGE_SCORE_BASE_THRESHOLD';
UPDATE GlobalParameters SET Value = '52' WHERE Name = 'GOLDEN_AGE_SCORE_BASE_THRESHOLD';
UPDATE GlobalParameters SET Value = '-12' WHERE Name = 'THRESHOLD_SHIFT_PER_PAST_DARK_AGE';
UPDATE GlobalParameters SET Value = '8' WHERE Name = 'THRESHOLD_SHIFT_PER_PAST_GOLDEN_AGE';
jojopopoechen 6 Jan, 2020 @ 3:56am 
Awesome MOD, quiet axactly what I was looking for since CIV6 has released. There is just that annoying warrior Problem. We must do sth about that.
Lasse 27 Dec, 2019 @ 5:01pm 
Good mod, but I really wish there was an option to increase production costs as well.
Mist - 真夕  [author] 5 Nov, 2019 @ 8:10pm 
Hi chang, yes the eras are tuned to standard speed so I can see them being a bit out of sync for online speed
Chang 5 Nov, 2019 @ 6:12am 
Great Mod!! Was playing with a friend, but we found the eras a bit tooo long even when playing on line Speed. I have just edited the numbers to be 1/2 of what they were in the mod. Will give a review later :)
Mist - 真夕  [author] 2 Oct, 2019 @ 1:20am 
untested, but looking at your 85% request.

Try modifying the local file to use these numbers:
Techs/Civics/GP x3 then increasing by x2 each era.
CO2 reduced by 1/3
Calendar dates reduced by 1/1.5

If you play on Epic, it will give you Epic speed production with Marathon speed tech/civics
Suislide 1 Oct, 2019 @ 12:32pm 
Hi Mist, that sounds like exactly what I'm looking for. Maybe if the production costs were not just a flat scale up, but it needs to be scaled up significantly. I think if you had it scale up like 85% of the way would be perfect. I can attempt to try modifying it on my own
Mist - 真夕  [author] 30 Sep, 2019 @ 5:47pm 
1000 Subscribers! Thanks guys!
Mist - 真夕  [author] 30 Sep, 2019 @ 5:47pm 
@suislide, did you mean you wanted just a flat scale up from standard speed?
Suislide 30 Sep, 2019 @ 4:39pm 
Hmm the build production costs are all too low, need to be raised to match
Mist - 真夕  [author] 25 Sep, 2019 @ 5:59pm 
@suislide, if you wanted an even longer game Marathon Speed would be tuned to a turn limit of 6750 turns.
Mist - 真夕  [author] 25 Sep, 2019 @ 5:58pm 
@suislide, I would choose the Epic speed and set turn limit to 3375. This is inline with a 50% increase in production/tech/civic while maintaining the current modded balance between production, tech, and civics.