Sid Meier's Civilization VI

Sid Meier's Civilization VI

Team Shared Research v1.2.3
33 Comments
Ramon 4 Feb @ 11:18am 
Hello! Good mod! Would it be possible to create a hotseat version where a human player can play against AIs?
HULK 1 Jan, 2024 @ 10:34am 
it only supports 2 people for shared research. Any way to get more?
Nikki 11 Feb, 2023 @ 1:05am 
@Koteemu If you keep up with this mod thread I would like to get your permission to post a version of your mod that has the forced balanced teams disabled for the public to use.

@Parzival There are a lot of causes for desyncs. The more mods you use, the more likely it is. Recommended fixes to attempt until he might be available to troubleshoot is to make sure all players are in Fullscreen (not borderless windowed) and to have the host go into their Task Manager > Details and right-click the Civ VI process and Set Priority to Normal because it defaults to "Below Normal". This fixed mine and my fiancee's desync issues at the very least and we use this mod.
Parzival 6 Feb, 2023 @ 9:33pm 
Friends and I having desync issues. I think its from this mod, but not entirely sure. Logs are a bit long though, so how should I send?
XxNightcoregamingxX 19 Nov, 2022 @ 8:18pm 
this no longer works
The Sprinkler 8 Nov, 2022 @ 8:38pm 
Is there one that does NOT share research? Or civics? Buddy and I want to play but have our research be our own, but be on a team together so we don't have to end up killing each other in the end.
ScroogeMcWill 22 May, 2022 @ 2:11am 
I don't think it works on single player even if there are teams
AntyCrix 4 Apr, 2022 @ 12:01am 
This game hasn't been updated in almost two years. Can anyone tell me if this mod still works?
(づ。◕‿‿◕。)づ | Thoray 18 Mar, 2022 @ 2:10pm 
Dont understand why it has to force team size. I only play against AI with a friend so it feels unnecessary.
Ashtron 21 Dec, 2021 @ 6:35pm 
please also add shared era score to this mod. With this as it is its very hard to make normal and golden because many score increases only go to one of the teamates.
The Guy 26 Oct, 2021 @ 6:42pm 
Because I can see how that's important for multiplayer, but I dont see why it needs to be like that for people with zero interest in ever playing multiplayer.
The Guy 26 Oct, 2021 @ 6:40pm 
Is there anyway you could remove the team size thing?
XxNightcoregamingxX 12 Oct, 2021 @ 2:58pm 
please Remove EVEN TEAM SIZE bs. what if we want to face ai not on teams
Frozendragon 4 Oct, 2021 @ 4:00pm 
You should really remove the tag for base game since it requires Gathering Storm. I was extremely excited to use this mod in my games with my friends, just to find out we all have to spend another $40 to use it.:steamthumbsdown:
NAPALM_DEATH 10 Jul, 2021 @ 11:50am 
it doesnt work. will you fix it?
ColdbellyTheViking 3 Jul, 2021 @ 6:11pm 
any chance of not requiring an even team size across the board? me and my SO just want to share and let AI fend for themselves
Pristine 21 Apr, 2021 @ 4:59pm 
Doesn't work
JJayzX 13 Mar, 2021 @ 2:43pm 
Mod not working here for me and my friend. Is it still working for others?
Eclipse 22 Jan, 2021 @ 11:34pm 
Thanks Koteemu! And so far so good, three King AIs are keeping up with us just fine :D
Koteemu  [author] 22 Jan, 2021 @ 3:55pm 
@Eclipse876

— Yes, the mod should work with AI. The AI generally won't use it to an advantage in the sense that an AI team won't coordinate the efforts on the techs important to the team. But all AI players will share the same research tree and their science yields will be combined, just as it works for human players.

— Yes, you can research different techs at the same time. To make it easier to coordinate the efforts, the Science screen shows the technologies being researched by the team members (multiple dots mean that several people are currently researching this tech). See the second screenshot in the description of the mod.

(Also, please let me know if something doesn't work as expected, as I don't get a lot of feedback here :)
Eclipse 21 Jan, 2021 @ 4:29pm 
Two questions, one does this work with AIs? Me and a couple friends are planning a 3v3 against AIs and wanted to make sure the AIs will be able to use this mod so we're not completely over powered. And two, can players be researching different techs at the same time or will we all have to agree on what to research and all work together on that one?
Thanks!
Koteemu  [author] 19 Jan, 2021 @ 10:46am 
@NBThunderbolt To be honest, I haven't yet played a game with Hammurabi and shared research. Also, most of the mod has been developed prior to his addition and tested with other civs. I hope that nothing is going to break technically, but the game with Babylon is probably going to be unbalanced. Because any eurekas triggered by him are going to give the technologies to the whole team.
Koteemu  [author] 19 Jan, 2021 @ 10:41am 
@Pyrochemist270 Sorry, most likely not. Both R&F and GS expansions significantly change the details of how the game and the UI work internally, so I'll only try to commit myself to supporting the mod for the most recent expansion.
NBThunderbolt 16 Jan, 2021 @ 2:35pm 
Will this Glitch out if Hamurabi is involved? He get's complete research once he get's a tech boost
вит | Pyrochemist 15 Dec, 2020 @ 10:32am 
Any chance for base game support (without gathering storm dlc)?
Koteemu  [author] 9 Oct, 2020 @ 3:41am 
@Snakes&Ladders No, the research costs are fixed when the game starts and don't change when a player is eliminated.

Actually, there is no technical way to change them after the game starts. But I also think that doing so would have an unwanted impact on the balance of the game. For example, let's say you are playing a 2v2 where you have a scientific advantage, but your teammate struggles. If the opposite team can eliminate your teammate, that would usually mean a victory for them. But if the game updated the research costs, it would have made them 2x less for the remaining player. So them eliminating a player could just hand over the victory to an opposite team.
Snakes&Ladders 2 Oct, 2020 @ 4:24pm 
What happens when a team-mate is eliminated? Do research costs scale to living members?
Harnok 6 Sep, 2020 @ 8:14pm 
Feedback for culture tech as well please.
Misery 10 Aug, 2020 @ 9:26pm 
I believe our issue may have something to do with tech boosts.
Misery 10 Aug, 2020 @ 9:22pm 
My friend and I use quite a few mods. Normally they're stable. Yours seems to cause desync, and i'm not sure if you're interested in our logs because we use other mods.

The logs are far too long to fit here. How should we deliver them?

Koteemu  [author] 9 Aug, 2020 @ 9:38am 
@Khalid I fixed those missing turn counters in v1.2.3.
Koteemu  [author] 9 Aug, 2020 @ 4:14am 
@Khalid Having balanced teams is a core limitation because the game requires research costs to be equal for all players. For team research, the costs are scaled proportionally, so unfortunately I don't think I can implement this option for unbalanced teams.

For the second part, I'll see what I can do about those missing turn counters.
Nommiebites 8 Aug, 2020 @ 11:46pm 
could we please have the option for unbalanced teams? Also the turn counter for when you select a new research seems to be MIA