Lord Olleus submitted a new resource: Installation instructions Download v1.1 (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 be 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'. When loading games afterwards, this is not necessary. Description Do you find the pacing of the game feels off? Eras rush pass you at break neck speed? No time for wonders, buildings or districts until they're no longer needed? Units move so slowly on roads the war is over and they are obsolete by the time 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 addresses many of the imbalances in the pace of the game such that it feels complete from the Ancient to the Information era. Changes made so far include more significant road upgrades with passing eras, faster border growth, and techs/civics that get significantly more expensive with later eras. Once I'm more familiar with the game I plan to release more compatible mods such as 8 Ages of War that will address balance and playability in other aspects of the game Compatibility 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. Clashes with Gedemon's mod that also affects tech speed reported for v1a Known Issues Interface problems where the distance that a unit can move in one turn is sometimes not displaying properly when moving on roads. Happens more often when using roads not in one's own territory. Edit: This issue comes up in unmodded Civ6 too, and so is not caused by this mod. I will wait for Firaxis to fix this bug rather than go hunting for it myself. Change log The mod is currently in v1.1 Beta: I am confident that it is stable, but I haven't tested it enough to be 100% certain of this, and the values picked are not final yet. See below for some (minor) known issues. EDIT: Latest change was updating to v1.1 Beta. Savefile compatibility maintained, but I recommend you start a new game or things won't be balanced. Spoiler : v1.1 Beta Added readme.txt to mod download Population Growth CITY_GROWTH_EXPONENT changed from 1.5 to 2.1. This increases how much food large cities need to grow. Makes no real difference to small cities (6 pop or smaller) but the increase is noticeable once they hit their teens. This is to compensate for there being more turns for cities to grow in before housing increases. Roads Classical roads cost 0.625 moves (used to be 0.666) Renaissance roads cost 0.375 moves (used to be 0.333) Using binary fractions solves some of the rounding issues. This means that there are fewer interface problems and that changes toUnitPanel.lua are no longer needed. Renaissance roads are now called so in game (used to be industrial) Civilopedia description of roads updated Eras Modern Era scales by 2.7 (was 2.6) Atomic Era scales by 3.3 (was 3.2) Great People cost increase has been reduced to half the increase of techs and civics. I.e. Industrial techs cost 2.2 times as much as vanilla, but industrial great people only cost 1.6 times as much. Great people actions that give a one-off boost to science or culture have had that amount increased in line with eras. Changed the sql code which does this, makes it easier for users to change the values themselves. v1a Alpha Missing tag fixed in file. Saveplay compatibility maintained. v1 Alpha Roads Roads give increased movement, more marked in later eras Classical roads - tiles cost 2/3 of a move Industrial roads - moved to the renaissance, tiles costs 0.4 moves Modern roads - tiles cost 1/4 of a move Changes to UnitPanel.lua to deal with decimal to binary rounding errors Borders Border growth rate significantly increased, eg: 50% faster to pop second ring. CULTURE_COST_LATER_PLOT_MULTIPLIER halved to 3 CULTURE_COST_LATER_PLOT_EXPONENT increased to 1.4 Eras The cost of technologies and civics has been increased in later eras (cost of great people increased by the same amount to compensate longer duration of eras) Ancient - no change Classical - cost increased by 1.25 Medieval - cost increased by 1.5 Renaissance - 1.8 Industrial - 2.2 Modern - 2.6 Atomic - 3.2 Information - 4 Thanks to Gedemon and alpaca for the idea and code template for this But what does game play look like? Forum user HadrianLP has a let's play series 8 Ages of Rome featuring this mod, have a look through the videos if you want a flavour of what it looks like! Feedback about balance or bugs greatly appreciated, as are suggestions about future changes!