Sid Meier's Civilization VI

Sid Meier's Civilization VI

Grand Eras (Project 6T Core)
First Playthrough Impressions
Good mod, would buy this free content again 5/5

Bullet Point Summary -
* Not being able to chop trees early may be too big a penalty than intended.
* Related to above, not being able to exploit visible resources for a bit longer makes higher difficulty AI bonuses more pronounced.
* Boats. Boats with barbarians on them are terrifying.
* More aggressive AIs? Might be due to how fewer choices encourage them to make military units instead.
* Beelining compensation feels off sometimes, both as player experience and AI behavior.


I just now finished a full game with this mod on and Extended Eras as suggested. Present content mods were limited to the Urban Complexity suite, Real Strategy, and Terra Mirabilis alongside a pack that adds resource types so that larger maps have more stuff. I wasn't using the content mods that this mod itself is meant to support, so some of my impressions might be off for that reason!

This mod itself adjusts tech/civic trees and shifts some stuff around them. I don't think it *adds* new content directly, but Civ VI does feel like a whole new game. I had to find new early strategies and some solid ones simply did not pan out with changes to when new features get unlocked.

For example - my very first try was with Japan. I got dropped on a flat island with a heap of forests and rainforests. I thought I had a good start but as it turns out, not being able to chop forests and rainforests messes early city planning up. I'd have to look up the new tree again but chopping trees was 3 techs deep and chopping rainforests was at least an era after. What is Japan without three cities with three districts each right next to each other until the third era? The answer is "the button that says 'restart' on the game menu".

This ended up being a consistent issue with Japan and I had to give up on them. With Inca, things were much easier since the core early game kit is only two unlocks away even with the new trees. Still, the very early game feels far more intense... perhaps beyond what I expected? I can beat Deity and play at Emperor for reliable fun. Emperor games this time felt more difficult than Deity, honestly. Having to wait several critical turns to actually use resources I see was somewhat frustrating and outright deadly for several.

Sea barbs are terrifying. Galleys don't get unlocked for a whole era, but barbarians can spawn them right away. This feels like something to consider since these made coastal cities nigh untenable. Getting attacked is one thing, not being able to actually work sea resources for a whole era is another.

AIs also seemed far more aggressive. Ambiorix coming at me with 10 Gaesatae at the end of Ancient Era is within the realm of imagination, but Shaka also came at me with 6 archers and 6 warriors at the same moment in the game. They were beating everything up more gladly than usual. Perhaps it's because more costly infrastructure and districts get unlocked a bit later that they end up producing more units. I've used different era-extending mods before, so I don't know if that's a quality of Extended Eras itself.

Changes were apparent even at later eras, though to lesser impact. They weren't as drastic, but with changes to when new stuff gets unlocked, I had to improvise more than usual. Beelining was (as intended) less useful since intertwined techs/civics and increased research-ahead penalties made it far costly. Though, I've noticed that AIs didn't seem to care. It made them far less effective as time went on, actually. I had a Level 3 research alliance with Germany and I noticed he had advanced military units without having unlocked resources to make them. Half of the techs from two eras ago weren't even attempted. I'll have to verify that, though. Hm.

Anyways, as intended, I appreciate how earlier eras are more complex and later eras are more dynamic. Some oddness I noticed may be due to how I'm unfamiliar with the game progression so I'll give it more whirls.

Technical stuff - Clicking a tech/civic to research sometimes resulted in trying to research them in a weird order. The game would try to research a tech/civic forward in the tree without attempting the prerequisite. Also, the Caracole tech has a eureka that requires two Pike & Shots, but the tech to make them comes *after* Caracole.
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Showing 1-3 of 3 comments
hyeonse's cookie 3 Mar, 2022 @ 2:01pm 
Addition - 30 turns into the game, Teddy had warriors sailing about. Land unit embarkation should come much later with the new tree... Is it a weird interaction with AI bonuses to random techs/civics? Even with Emperor's bonus, there's no way Teddy started the game with all the eurekas for prerequisite techs.
Shevvek 17 Mar, 2022 @ 9:10pm 
Adding my own first game impression to the thread...

Overall amazing mod. I've been playing all my games with Urban Complexity for ages as well. I really like the more granular techs, the added government tier, and the policy slots at specific civics. All the new governments have really interesting bonuses. It would be cool if the new government tier also had a plaza building.

I really like the early and mid-game pacing. Era score feels more meaningful than the base game. I enjoy the choices presented by the way you've moved around important unlocks in the first few eras.

The one thing I'm not crazy about is how the late game feels. I think there are two (possibly related) reasons:

1. I would dial back the tech/civic tree density just a bit in the late game eras. Not all the way to the base game, but having to unlock literally every single thing to progress through the later eras feels like it takes away strategic choice. I'd like to be able to feel like I'm choosing a distinct direction for my civ as it gets to the point that my win condition is maturing.

2. I'm not opposed to the game being longer, but it didn't feel like the extra turns mattered at all. It took me nearly 300 turns to win a culture victory; I normally win my deity culture games around 230. I was basically killing time waiting to unlock tourism modifiers after I already had fully built all my cities and like 5x the AI both science and culture.

Will have to play more with this to see if my other games have the same end game pacing issue. This might also be a matter of taste to some degree.
vandalthorne 12 Apr, 2022 @ 9:16am 
Just abandoned my play-through in the early modern era. Going to agree with item #1. There's a little too much cross dependency through the technologies. I also found some strange interactions. There's a support unit - Shieldbearer (which I think hies from Steel and Thunder). It's upgrade to Medic comes too late, and perhaps it would be better if it upgraded to the Demolition Team instead (or to Man-at-Arms which IIRC is Steel & Thunder's solution). (Note: looking through Steel & Thunder's SQL data I'm wondering if a lot of what it does is actually being overwritten somewhere in the mod loading order...). Beyond this, something that S&T doesn't address is the Pike & Shot unit which upgrades rather anachronistically into Bazookas. Would be nice if it upgraded into Line Infantry instead...or if a "Lancer" type unit intermediate between Bazooka and Pike & Shot where added. Finally, I think Commando comes too early (you can parachute before you even have balloons...). I might bump this farther down the tree.

Nice to have feature...the jump from Line Infantry to Infantry is also jarring (almost as bad as Pike & Shot to Bazooka). It would be nice if there was a Trench Infantry option...this could take Commando's spot in the tech tree.

On the whole though, don't feel obligated to make any changes. These are just some minor suggestions. I really want to be clear about how much I appreciate your work. I wouldn't play Civ without your mods and am dreading the arrival Civ 7 and the whole starting again process now that 6 is almost perfected.
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