Sid Meier's Civilization VI

Sid Meier's Civilization VI

Next Era Slower Research
6 Comments
SonofaGlitch 2 Mar @ 11:16am 
Maybe a bit of a necro question, but does this affect Civics AND Techs? Or just Techs?

I hope it affects both, and frankly, I'd like to see the ratio be stronger on Civics than Techs, since there are about 70% as many Civics as there are techs. I always find it too easy to burn through the Civics well ahead of the Techs with even one or two theater squares or a decent culture yield due to a wonder or civ unique bonus.

And besides, being ahead of the curve technologically is difficult, but almost always accepted. Being ahead of the curve socially tends to lead to major social rejection. The penalty should probably be steeper anyway.
Portoflander 16 Feb @ 4:17am 
this applies to the AI too, right?
Cyberbullich 19 Dec, 2023 @ 2:09pm 
Can you help with some settings with your mod? I mean when I set instead of standart values - 1000. some bug happens after start era, some techs and civs research for 1 turn and give me a lot of overflow science
mns 26 May, 2023 @ 2:28am 
I didn't even know this was a feature in the game! This is exactly what I needed for my games. Thank you!
wargolynch  [author] 3 Feb, 2023 @ 6:22am 
Yes, you can go to "NextEraSlowerResearch.sql" in "Steam\steamapps\workshop\content\289070" and chose your own settings.
ironwall 1 Feb, 2023 @ 8:50am 
Nice balancing mod. It's possible for version of this mod prohibiting over-age research at all for proper marathon gameplays? Like increasing this mallus to some impossible amount?