Sid Meier's Civilization VI

Sid Meier's Civilization VI

Real Science Pace
72 Comments
TheLoneWanderer 10 Aug, 2021 @ 5:14pm 
Not being a pain, after reading the text in the box, I honestly have no idea what it means.
infixo  [author] 10 Aug, 2021 @ 4:27pm 
No, in the box.
TheLoneWanderer 10 Aug, 2021 @ 3:58pm 
The one that states "New Version"?
infixo  [author] 10 Aug, 2021 @ 11:42am 
@thelonewanderer See my note at the begining of the description.
TheLoneWanderer 10 Aug, 2021 @ 11:36am 
You have so many great mods! Thank you for all of the hard work

-it would be great if you changed the names of mods that are no longer maintained, so that no one (including me) tries to use them. (IMHO)
infixo  [author] 10 Aug, 2021 @ 11:18am 
@thelonewanderer No, I do not maintain this mod.
TheLoneWanderer 9 Aug, 2021 @ 2:21pm 
Is this still functional with the latest game version? thx
pauloel7 3 Mar, 2021 @ 7:50pm 
Also, for the next update, Infixo, please consider including the three RBU buildings, the School of Botanics from the Botanist mod, and the Observatory from Modern Buildings mod?
pauloel7 3 Mar, 2021 @ 7:47pm 
What's the difference between CollectionType="COLLECTION_PLAYER_CITIES" and CollectionType="COLLECTION_OWNE"?
I mean, "MODIFIER_PLAYER_CITIES_ADJUST_BUILDING_YIELD_MODIFIER" penalizes the building by -x%, then "MODIFIER_BUILDING_YIELD_MODIFIER" corrects by the very same +x%. They both apply to all buildings of the same type across all campuses, right? Also, why is it claimed the first is not affected. Mine was, I believe. I once thought I understood that mechanic, as decreasing first and increasing after by the same percentage does not result in the original number, but a smaller one, BUT: the numbers I have in the game do not match the calculation. They are harsher. Please help?
polli.fred 22 Jan, 2021 @ 8:39am 
This mod does not work. I am using the basic game with the Aztec pack and this is the second game I have tried. Currently, in 850 AD an empire just entered the Modern Age! Last time, it was around 1050 AD and someone was in the Modern Age.
HerpBrownstainz 22 Nov, 2020 @ 12:33am 
I use it with that mod and it seems to have no conflicts
Bluesky95 21 Nov, 2020 @ 12:39pm 
this work with extended eras? thanks you are great modder
infixo  [author] 11 Jul, 2020 @ 5:19pm 
@buccaneer Yes.
Jonnus.Cobra 11 Jul, 2020 @ 1:22pm 
Hi. Does this affect AI too?
Quineloe 22 May, 2020 @ 5:56am 
Will this also result in a generally slower progression through the tree or do you just rapid research a new tech every 3-4 turns once in the industrial era?
lainiwaku 14 May, 2020 @ 6:44am 
thanks it's worked ! but even with this mod + another mod to slow science, eureka made rechearch still fast ! anyways i finished my domination play now ahah
infixo  [author] 8 May, 2020 @ 5:24am 
@lainiwaku You can try to add <AffectsSavedGames>0</AffectsSavedGames> to the Properties section .modinfo and see if this helps.
lainiwaku 8 May, 2020 @ 1:24am 
don't work on a already beginned save ? :'(
infixo  [author] 1 May, 2020 @ 7:44am 
@junky Sorry, but no. @lucius RSP doesn't touch specialists, so it should be ok. @blackjack In general yes.
Junky 28 Apr, 2020 @ 6:31am 
Do you plan a mod Real Culture Pace accordingly to this one?
Lucius, the Heavenly Dragon 25 Dec, 2019 @ 10:05am 
Hey there Infixo, could I ask if this mod will catastrophically break if I use it with p0kiehl's specialist mods?
Bluesky95 1 Oct, 2019 @ 1:02am 
does this work with your other mods
andres r 16 Sep, 2019 @ 2:36pm 
Is it compatible still?
mdoliver_2000 30 May, 2019 @ 12:34pm 
I love this mod - great idea. It does seem to help constrain the rapid advance of the Eras (I like to play on Marathon pace, so that was always a problem.)

I wonder if there is any way to slow to science advancement even more....it's just basely 600 AD in my current game, and I'm about to discover gun powder. And I only have one campus and library (although 1 was wiped out by a massive tornado storm (just poof - gone!) - but I'm about to rebuild that one and get one more on the map. I get that the Chinese invented gunpowder in 900AD, so maybe this isn't a problem after all), but I'm just curious if that's in the plan.

But I really like this - it's made the game so much more interesting (and I'm using all the mods you created, including RTT, which is also very cool and makes so much more sense! I have to have the right things to build this or that, or create certain land or naval units.)

Thanks so much!
Dark Star 10 May, 2019 @ 3:35am 
Cool mod - does the 'slow down in eras' really actually work? The code within the script of the mod all use '-10' for the ErasIncreases. I'd like to slow down some of the future eras, but it doesnt look like this is compatable with the "Longer Eras" mod. Thank you!
Excbot 8 Apr, 2019 @ 11:09am 
@infixo @Captain Lurmey
Thank you both, now I undesrtand.
In combination with RST mod, my games are now harder, but it's a good thing. For the first time I loose my capital in two games in a row
Lurmey 8 Apr, 2019 @ 10:57am 
@Excbot; You missed the main point of my comment. This mod affects the AI too. Both you *and* the AI are affected by the same decrease in science output. Higher difficulties provide *exactly the same* advantages to the AI with or without this mod.
infixo  [author] 8 Apr, 2019 @ 9:43am 
@excbot The AI’s bonus is added behind the scenes, after all processing is done, including this mod’s changes. You don’t even see that bonus in the game, AI just does things faster depending on the difficulty.
Excbot 8 Apr, 2019 @ 9:30am 
@Captain Lurmey I am not saying that it's the fault of this mod.
But since at higher difficulties (Emperor for example) AIs have 12% science bonus, in combination of this mod the result is that AIs are over advantaged.
So I am just asking
Lurmey 6 Apr, 2019 @ 1:25pm 
@Excbot m8 ur just shit @ the gaem.

No but really, as infixo said this mod does nothing to affect the difficulty. It applies to both human players and AI alike, so if you're falling behind it's not a fault of this mod.
infixo  [author] 6 Apr, 2019 @ 9:31am 
@excbot This mod is unrelated to difficulty, you can play whatever difficulty you want.
Excbot 6 Apr, 2019 @ 9:05am 
Hello,
Is this mod intended to be played at higher level of difficulty such as "Emperor"?
Cause I've tried a game with this mode and with the 16% science bonus for the AI I was far behind (56 science per turn against 12 for me).
Maybe I should play it in Prince difficulty?
Lurmey 24 Mar, 2019 @ 12:23pm 
It's not even that I was particularly behind and everyone else was ahead of me, though. Rome was in Atomic Era while everyone else on the map was in Renaissance.
Lurmey 24 Mar, 2019 @ 12:21pm 
I played a modded TSL Earth map (Large Earth Custom in YnAMP) and, just like without the mod, Rome still managed to skyrocket ahead of everyone else on the tech tree. Not sure if Rome is just super OP or if it's the fact that he gets so many cities and this mod doesn't make enough of a change to negate his empire-sprawl and the consequential science growth.
infixo  [author] 23 Mar, 2019 @ 1:12pm 
@lurmey It is possible, however I don't plan to.
Lurmey 23 Mar, 2019 @ 12:31pm 
Can you make this mod for the civics too?
Cosmic Fox 25 Feb, 2019 @ 5:43am 
Your other mods are great but reducing or changing how science works is not a good thing and ruins the balance of the game IMO. Slowing down science is one thing but changing the output from science is nutty. IMO
infixo  [author] 23 Feb, 2019 @ 4:36am 
@drhonk 1. Numbers don’t lie. 2. This mod punishes wide thus strenghtening tall.
Dr. Honk 23 Feb, 2019 @ 4:04am 
Lol, the last thing civ vi needed was a nerf to pop science... as if there wasn't enough punishment
to going tall before

Please don't tell me you actually think pop science was a "deciding factor"...
max.94 20 Feb, 2019 @ 11:00am 
please boi update this
prb 2 Feb, 2019 @ 6:11am 
Great, this makes the whole game concept much more reasonable! I was just looking for such mode and here it is!
Lady Crimson (RIP) 17 Jan, 2019 @ 3:09pm 
Fine with it not hurting the Korean features as much, since I found them a bit underpowered anyways, at least when controlled by A.I.
Lady Crimson (RIP) 17 Jan, 2019 @ 3:08pm 
Been wanting a mod like this for so long^ I love the new stuff in civ6 but hate the lack of balance for going wide.. no real penalties on science or culture you just snowball it. So this is great.
Orionox 2 Nov, 2018 @ 1:33am 
Does this work with 8 ages of pace?
GoatMutt 28 Oct, 2018 @ 6:17pm 
Could you theoretically do the same for culture yields from population?
beewyka819 10 May, 2018 @ 4:31pm 
@Brutal Legend This isn't some Paradox game (like EU4 or HOI4) in which the values can be easily modified in an easy to understand text file...
tilarium 13 Feb, 2018 @ 8:44pm 
Wanted to add to my earlier comment that this does load and isn't causing me to crash to start like some mods. I'm not fully sure if it's actually working though as I've never used it before and haven't gotten into a game very far.
Fanstar1 13 Feb, 2018 @ 3:23pm 
UpTide what about playing slower than normal speed?
tilarium 11 Feb, 2018 @ 12:42pm 
Anyone confirm if this is working or not with R&F?
UpTide 11 Jun, 2017 @ 7:36am 
Gameplay is almost the same as vanilla. Same problem with units being obsolete before they can be used.