Sid Meier's Civilization VI

Sid Meier's Civilization VI

Reasonable years
19 Comments
Indzasa  [author] 19 Dec, 2024 @ 12:37pm 
@タKaKoii」
From what you said I can assume that 2.5 slowed civics and tech mod increase number of game turns for a given game speed. I didn’t plan for such mods, so this is why in your case numbers didn’t match up. From my understanding there is no easy way to fix this case, sorry.
タKaKoii」 16 Sep, 2023 @ 4:06am 
Is this tweekable? I play with 2.5x slowed civics and tech and years dont match up.
Indzasa  [author] 11 Aug, 2020 @ 2:21pm 
@kittenchilly
Thank you!
kittenchilly 11 Aug, 2020 @ 9:24am 
Great mod. Makes games way more immersive for me tbh.
Rabs Warren 21 May, 2020 @ 9:30pm 
Yeah I used the calendar adjustment mod and it was still a little off, so I will try this one out, thank you for making this
Indzasa  [author] 21 Mar, 2020 @ 4:51pm 
@Kong

I checked Calendar Adjustment mod, didn’t see it before. But I also didn’t make very thorough analysis of existing mods before publishing my own...
Anyway, it seems that the mod you mentioned have same goad, but different realization.
By making quick code inspection of this mod I found that on standard game speed:
- during first 100 turns years go faster then in vanilla (turn 50 is year 1333 BC modded and year 2040 BC vanilla);
- year 1 AD is happening same time for this mod and vanilla;
- after that game years start to move very slow for modded game and last turn at standard speed (turn 500) will be year 1162 AD in the modded game;
This is not like my vision of this problem, because this way you definitely can into space long before 1860 (what was 1860 in vanilla is 1054 with this mod).

This could happen because author didn’t make any testings.
titan_vfaf 21 Mar, 2020 @ 3:33am 
@Indzasa
Many great modding projects and visions here have ultimately faced dead end due to restricted possibilities at coding. I wish you and other modders best of luck at avoiding any setbacks :)
theoutcasthermit 20 Mar, 2020 @ 5:44pm 
are there any differences between this mod and calendar adjustment mod? they seem to do the same thing
Movee 20 Mar, 2020 @ 1:10pm 
Good
Indzasa  [author] 20 Mar, 2020 @ 11:28am 
titan_vfaf,
I wanted to contibute something to your point, but was not able to find anything missing.

I made some AI-only test games on diety to figure out on average their progression (they often discover technologies together, unless there is one runaway AI with early advantage). Based on that i adjusted turn/year relation to meet more realistic numbers.
Also i have an idea to make different adjustments based on player difficulty, so anyone can experience nice correlation of game turns and years according for their own playstyle. New players sometimes cant discover spaceflight before final turn (year 2050), this can be frustrating and even a reason to restart for someone as you mentioned.
But up to this time i just couldn't find a way to make it, so looks like it is planned feature.
titan_vfaf 20 Mar, 2020 @ 3:54am 
I find this topic very interesting and would like to share my point of views.

It's true that development of civilizations does not need to follow some precise pace. Different scenarios can speed up or delay overall development. But there are major factors that needs to be mentioned here, as we talk about necessity of this type of mod that readjusts the relation of time and development.

First of all, there is one huge difference between a Civ game and real world that defines basically everything in this case; Civ games are about prefixed goal and competition to reach that goal, but in real life, there isn't such goal. Irl, there isn't anyone or anything that is trying to set the development pace of each civilization throughout the centuries and each millennium. Instead, everything is developed at its own pace as group effort, and there never has been and never will be any goal that must be attempted to reach before some other party reaches it first and then its over? --->
titan_vfaf 20 Mar, 2020 @ 3:53am 
That would be absurd right? Irl, there is only one goal: Life must go on. It may sound very cliched and boring even, but it's still true.

The development pace at vanilla game consistently runs faster compared to real world history but never seems to run slower. The pace of development is being used a tool to measure, how well each game session is going. This leads to most players doing everything in their power to play each game in a way that development would proceed as fast as possible - proceeding too slow usually is being considered as a failure or bad playing, even as a reason to start new game.

Now, since most vanilla players are developing their Civ much faster compared to real world history on regular basis, why not re-calibrate the pace of time to resemble the real world history? It doesn't change anything in game dynamics, only number of year will be different. And as a result, people who care about these kind of details are happier and no one loses anything.
Eighty cents 18 Mar, 2020 @ 9:46pm 
Nice will give a try, good idea
Willow Ufgood 16 Mar, 2020 @ 5:36pm 
Indzasa,
Thanks for the reply great mod i agree it does add to the immersion and i do see where Abbadon is coming from but i myself prefer to see the years correlate with the ages it makes more sense from a current standpoint
Indzasa  [author] 16 Mar, 2020 @ 9:03am 
Cornelis,
I assume you are interested how one can slow years. There is GameSpeed_Turns file, in which you can change these fields: GameSpeedType, MonthIncrement, TurnsPerIncrement. It is a bit complicated at glance, but adjusting these you can make years to go slower.
Cheers!
Indzasa  [author] 16 Mar, 2020 @ 9:02am 
Abbadon, lord of admirals,
Good point!
After all, Civilization 6 is an alternative history simulator, anything can happen. Leaders are immortal. However, it is a matter if taste. Myself, i often like to roleplay in my games, and for it i need immersion. Sometimes minor issues can break it.
Abbadon 16 Mar, 2020 @ 4:49am 
Creator of this mode clearly doesn't understand how history works. Our world is not a set of the fixed events, carved in stone. If our history would go different ways, some events would occur sooner or later, it's not anyhow predicated that specific event have to happen in the specific year. Nobody said that the Tesla had to be born in 1856, Roman Empire has to fall in 5th century or that United States have to rebel (or even exist!), right? Therefore, this mode doesn't have much sense
Willow Ufgood 16 Mar, 2020 @ 3:53am 
so what does this mod actually change in order to slow the years
lord of admirals 16 Mar, 2020 @ 2:48am 
i would argue that if you get into space in 1860 you could pretend your world didnt go through the dark ages