Option A: Use Steam, search for this mod on the Civ6 workshop
Option B: Download v2.0 (link to right of this page) and unzip into your mod folder (if you have a previous version of the mod, delete that folder first). The file path should read
.../My Documents/My Games/Sid Meier's Civilization VI/Mods/8 Ages of Pace/8AgesOfPace.modinfo
When creating a new game go to additional content and click 'enable mod'
Do you find the pacing of the game feels off? Eras rush pass you at break neck speed? No time to build wonders, improvements or districts until they're no longer needed? Units move so slowly on roads the war is over before they get anywhere? Borders full of holes even in the modern era (which begins in 1500)?
Then 8 Ages of Pace is the mod for you! This mod fixes many of the imbalances in the pace of the game such that it feels complete from the Ancient to the Information era. Changes include more significant road upgrades with passing eras, slightly faster border growth, and techs/civics that get significantly more expensive with later eras. All side effects of these changes have been properly taken into account (such as GP cost and the science boost they give).
First released in Oct 2016, this mod has been balanced and tested thoroughly! Compatible with all other mods tested. I'm happy with the current state of the mod. There are no plans for future releases at the moment, but I am always looking for feedback/bug reports/suggestions. Happy civing!
Changes from Vanilla to v2.1
The cost of civics and techs has been increased in every era according to
Industrial: + 120%
Modern: + 160%
Information: + 260%
The cost of Great people has also been increased, by 0.4x the numbers above. Great people that give a one-off boost of science and culture have been boosted accordingly.
The movement bonus of roads has been completely reset. The different roads are now
Classical: Bridges rivers, all tiles cost 0.625 moves
Renaissance (used to be industrial): all tiles cost 0.375
Modern: tiles cost 0.25 of a move
The culture required to increase borders has been reduced, popping the second ring is ~50% faster. Specifically, CULTURE_COST_LATER_PLOT_MULTIPLIER has been halved to 3 and CULTURE_COST_LATER_PLOT_EXPONENT increased to 1.4.
The food required to increase pop has been increased for larger cities (with negligible impact on cities smaller than 6) to compensate for the longer game. Specifically, CITY_GROWTH_EXPONENT changed from 1.5 to 2.1.
The in game calendar has been changed so that the date displayed with the turn counter matches more closely the historical level of progress reached at that point. Combined with the tech/civic cost changes, reaching the medieval era in 1000BC is now virtually impossible, and staying up to date with historical progress in the modern era and onward will require a large economic power base.
This mod has been written in a way to be as compatible as possible. This means it should work with mods that modify the tech tree mods, add maps/great people/civilizations/leaders, modify the interface and so on. However it is likely to clash with mods that affect how much culture is required to grow borders, speed on roads, and how much food is needed to grow pop. The mod, surprisingly, does not disable achievements; I suspect this is on oversight from Firaxis/Steam. Designed with 8 Ages of War in mind, so those are 100% guaranteed to be compatible.
Interface problems where the distance that a unit can move in one turn is sometimes not displaying properly when moving on roads. This happens when different roads are from different eras and is a bug in the unmodded game.
Changes between previous versions are detailed below
Feedback about balance or bugs greatly appreciated, as are suggestions about future changes!
8 Ages of Pace v2.1.0 Release
Makes the game run at a more comfortable pace