Sid Meier's Civilization VI

Sid Meier's Civilization VI

Take your Time Legacy - Technology x2
93 Comments
Dayvit78 30 Jan, 2021 @ 4:41pm 
I deleted this one to upgrade to Ultimate, and now all my save games are broken :( This mod is highlighted in red in the summary screen. I can see the saves but not load them.
joshmanisdabomb  [author] 25 Jul, 2020 @ 6:15am 
If anyone subscribed to the comments is looking for a version updated to the latest patch and expansion packs, please take a look at Take your Time Ultimate .
AsianPenetration 24 Jul, 2020 @ 3:46am 
doesnt work .... not compatible with my version :(((
so sad this mod is amazing
Scribe of Nekoti 19 May, 2020 @ 5:40pm 
Does anyone have a working version of this?
Quineloe 17 Apr, 2020 @ 12:58pm 
sadly these also turn those 500 turn normal games into 1000 turn games. So really all this does is create a marathon game with too much production for you to use.
Reareose 24 Jan, 2020 @ 3:12pm 
Can you please update these to the new patch Thank You haven't tried it yet but looks good
Supremax67 15 Mar, 2019 @ 9:45pm 
Please see my version, for a complete working GS version. Thank you.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1684010848
skaz88 6 Mar, 2019 @ 9:13am 
I'm not sure these are working anymore, it had no affect on my most recent game.
YourFriendJohnny 4 Mar, 2019 @ 9:03am 
So far, working fine for me in GS. My only suggestion is to make the CO2 levels also generate at half speed so that if the science and culture time takes twice as long, so should the flooding of the map. Please.

Great mods though, I really love it. One of my biggest qualms with Civ6 is how fast the eras progress, very annoying, therefor this mod is amazing!
Matthias 22 Feb, 2019 @ 2:25pm 
Great mod, hoping for a GS update!
so true bestie 20 Feb, 2019 @ 3:04pm 
This mod seems to work fine until the industrial era in which you will start unlocking direct links to future tech. I think it might be due to the future techs being linked by research cost so it assumes your chonky modded techs are information era instead of not.
kickpunch 17 Feb, 2019 @ 6:19pm 
Shows up with error on Gathering Storm saying not compatible, I started a game with this active and seemed to load up properly never played full game using it tho....
guessi'lldie 14 Feb, 2019 @ 11:35pm 
Does it work with GS
Ganther 27 Nov, 2018 @ 10:08am 
Doesn't work with R&F. Started game without the mod and with it, technology cost doesn't change. Also the mod doesn't appera in the addons list when saving/loading game.
HotIcedCoffee 15 Oct, 2018 @ 10:35pm 
@Paulytnz I would try the mod "Increasing Research Costs and Harder Eurekas"
Paulytnz 10 Oct, 2018 @ 9:58pm 
It does work with R & F however it has not changed the rates at which the Ages happen for Dark ages etc. Which means each age comes well before it should.
DB 26 Jul, 2018 @ 11:22am 
it worked initially for me, but did not work when i reloaded my game
LotroFanatic 2 Jun, 2018 @ 7:24pm 
Does it work with R&F yet?
ArcesseEum 27 May, 2018 @ 4:12pm 
Does this work with multi?
aliskhander 17 Mar, 2018 @ 12:29am 
Best mod of civ VI. However, it doesn't work anymore with Rise and Fall
HotIcedCoffee 9 Feb, 2018 @ 6:46pm 
Working for R&F?
Chejunoktea 7 Dec, 2017 @ 4:22pm 
I think this idea is great, but the problem of this mode is that AI cannot research things in time, making the game not fun enough. AI reconstructing may be needed.
Fanstar1 19 Oct, 2017 @ 5:14pm 
catuk1181 but that effects everything
Jin Shepard 4 Sep, 2017 @ 6:37am 
This is a nice mod but the rate of which great people are being aquired is not working well, I used the x3 version with quick setting but most of us are in medieval times/renaissanse and the great people are in industrial already.
catuk1181 29 Aug, 2017 @ 5:39pm 
Doesn't the game already give you the ability to do this in the options when setting up a new game? "standard", "epic", "marathon" ?
Quercus 22 Aug, 2017 @ 5:00am 
简单粗暴 我喜欢!
MIRI 9 Aug, 2017 @ 5:47am 
I cant enable this mod after 2017 summer update
Acamori 7 Aug, 2017 @ 10:14am 
@rerizzini, yes, mod effecto to player and ai both.
rerizzini 7 Aug, 2017 @ 6:43am 
+1 Sub, testing it today.

Simple question: affects AI ? Or else ill have Frigates and the AI Battleships....
Acamori 31 Jul, 2017 @ 10:37am 
It's is real to do 1 turn = 1 year mod ?
needsabrew 30 Jul, 2017 @ 4:40pm 
By the way, it's Windows 8.1 up to date and I run both the Civ and Tech version of this mod
needsabrew 30 Jul, 2017 @ 4:37pm 
First, love the mod. Second, got a glitch since the last update. When there's a pop-up for a boost or a completed Tech/Civ, the H.U.D. and the pop-up both vanish. It's impossible to select a unit or a city, or interact with anything. You can Quicksave/reload and it works again, but if you get a pop-up at the very start of your turn, that doesn't work and it's impossible to advance the game. Anyone else experiencing this?
d.wolfries99 22 Jul, 2017 @ 1:56pm 
Does this mod affect the ai as well?
joshmanisdabomb  [author] 7 Jul, 2017 @ 4:45am 
@MeCrazy As in missionaries and apostles costs more? I won't be making that personally, but you should be able to just change a few costs in the XML for units.
Failmore 6 Jul, 2017 @ 8:10pm 
any faith ones? what im trying to create is marathon speed, with standard production and gold costs..
archdemon20 1 Jul, 2017 @ 7:07am 
Ahh. I see. Understood.
joshmanisdabomb  [author] 1 Jul, 2017 @ 6:39am 
@archdemon20 Thank you. Naming them well and linking up the descriptions is what takes so much time for me.
archdemon20 30 Jun, 2017 @ 7:09pm 
Hmmm... Well, on my end as a user, the way you name your mod already made it easy enough to manage. But maybe that is so only because I have very few mods. I've downloaded 6 of yours. Great mods, all of them. :)
joshmanisdabomb  [author] 30 Jun, 2017 @ 7:05pm 
@archdemon20 Both I think. A single mod with a couple of drop downs in Advanced Setup is way easier than having to download loads of mods.
archdemon20 30 Jun, 2017 @ 7:01pm 
eh? I kinda like the way you made it modular. Is it painful for the user to manage or painful for you to create separate mods?
joshmanisdabomb  [author] 30 Jun, 2017 @ 8:05am 
@archdemon20 I was planning on putting all these into one mod because these are very popular suggestions. However I can't until Firaxis fixes some bugs with their modding tools, which I have a feeling they're not going to. Making around 40 mods to feature everything would be painful.
archdemon20 30 Jun, 2017 @ 7:56am 
I wonder if you can make great person acquisition rate multiplier like these as well. I think there are many other rate multiplier you can make that really can make this game extremely customizable to player's experience.
joshmanisdabomb  [author] 26 Jun, 2017 @ 4:22am 
@archdemon20 Not at the moment.
archdemon20 25 Jun, 2017 @ 10:20pm 
Do you adjust the calendar accordingly?
joshmanisdabomb  [author] 9 Jun, 2017 @ 5:26am 
@Asylum I would certainly recommend either 2x or 1.5x for an Epic game. Those are long enough as it is!
Asylum 9 Jun, 2017 @ 4:25am 
I usually play Epic/Emporer... is 2x the best speed at this pace? I'm looking for suggestions and TY for the mod btw!
David 29 May, 2017 @ 3:03pm 
I've tried using a few different versions of this mod with all others disabled and the game crashes to the main menu every time I try to create a game.
joshmanisdabomb  [author] 22 May, 2017 @ 8:40am 
@Asylum There should be no issues. Please come back if you have any related to these two mods.
Asylum 22 May, 2017 @ 7:18am 
I don't run many mods w/ Civ IV. I am just wondering if I should have any issues using this mod & w/ the Civic version of this, along with these 3 mods: AI+, CQUI, and Moar Units?
Piruparka 17 May, 2017 @ 12:57pm 
Awesome, thanks. :)