8 Ages of Pace

8 Ages of Pace v2.1.0 Release

I can confirm that actually this makes the game harder and surprisingly makes the AI way better at settling and spreading out. I'm pretty sure that using this makes emperor and up unplayable. I've been starting and stopping a bunch of times as I'm jumping in and out making changes 2 of those times I decided to play for a bit on emperor both of those times I was completely surrounded by ai so the jury is still out but...

As for king i'm playing a game I'd like to take to at least the industrial era and the AI is giving me a reasonable run for my money, granted I'm still in the classic era, but last game I played on King it was kinda a foregone conclusion by the end of the classic era.
 
Hi! I'm new to modding so i want to confirm: this mod affect all Game Speed options or works only with Normal pace?
 
Works with all of them! I myself mostly play epic, so that's where most of balancing is focused for, but it will work on every speed.
 
Should i only start using standard speed? when i try epic it stucks in the loading screen @Lord Olleus

Edit. I have enabled slower tech by gedemon. works fine now when i disabled the slower tech
 
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This mod does the same thing as slower tech (it also slows down civics and great people at the same rate, amongst other things).

Using both should technically work, just result in a game where techs are far too slow to research. I'll have to investigate what's happening in the load order of mods, thanks for pointing it out
 
Gave that mod a shot today, and I really like the changes to the pacing. Playing on Standard speed. I was in the Renaissance around 13th to 16th centuries, only had 1 campus - but quite a few growing cities. Going to try it out with JFD's Rule with Faith tomorrow and see whether they cooperate. Technically they should, they do seem to touch on different files.
 
why do i always need to tick the mod in additional content every time i open the game?
Because in the .modinfo enable at start is set to 0 change it to 1 or remove that line entirely and then the game will remember your last preference.

My advice is to just take that line out of .modinfo it's not needed.
 
Because in the .modinfo enable at start is set to 0 change it to 1 or remove that line entirely and then the game will remember your last preference.

My advice is to just take that line out of .modinfo it's not needed.

Well, I did not see this and now I am in a game (taht I dont want to quit) WITHOUT this great mod active ... -.-
Any way to activate the mod for an existing save?

Edit: okay, I found a way - I just combined the two mods, now it loads all changes that I want at once. Nice :)
 
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Hi! Must say I'm very happy to see someone else having the same experience as me with regards to pacing. Looking forward to trying this.
I have my own list of "wanted fixes", and thought I'd include a few of those mentioned here. I will not include balance issues, as these are already discussed here (and are going the right way). Note also that these are ideas only, not necessarily good ones. People might disagree based on expectancy and preferences, so I'll state that my best civ experience to date is Civ 4 with AND 2.x (which means hundreds of units in the empire (though that is not transerrable to post civ 5) and almost as many buildings per city), so this does cloud my judgement a bit.

- exponential growth of both production cost and production yield - meaning x% production increase buildings back. Would encourage building basic buildings first, which I kind of like. American colonies built a minor workshop, a saloon, some shops, etc before going all the way to factory. Make it so that early buildings help too much making later ones to be ignored in late cities).
- more building per district, yet with lower cost (about same total cost is current working theory). To accompany this.. each building has a lesser impact. Of these buildings few are prereqs to eachother, so there is a choice between buildings IN districts, not just BETWEEN districts.
- minor stacks (like armies, just capabable of holding different unit types, so you could "escort and archer". size upgradable by era, and never to stack of death/doom size. Maybe max 10 or something).

And on a different note. I realize this is very early in the game's lifecycle, but I see here in this thread many people with good ideas working on their own mod separately. Why not pull forces? Make a development plan and spread the work around (and in time work in a config tool for people with different tastes in how much to slow down / speed up stuff? Would need a quite dedicated group of 4-5 plus some testers i guess, so might not be there yet.
 
Sweet Jesus!! Where is the line so I can add back in the notification to change governments with every civic tech?? I have the memory of a goldfish and forget every damn time!! ;)
 
I'm largely enjoying this mod, but I don't think the current Great Person accumulation rate is at the right balance. I'm earning Great People at a very slow rate it seems when compared to normal games. Where I normally have Great Writers and Great Artists sitting around with nowhere to place their works, I'm now instead sitting around with empty museums and have only earned a single Great Writer in the modern era, AD 1782, despite having more than a half-dozen cities with Theater Districts and all the appropriate buildings. Playing at Epic speed.

I think you'll need to make the Great Person scaling different, because twice now I've earned Great People who triggered eurekas/inspirations for eras that I'd already passed in tech (or already boosted all the remaining techs, it is quite easy to earn most of the boosts with the pacing being appropriately slow). Tech and cultural progress can explode significantly when expanding to a huge size and using the building doubling policies, but it's very difficult to exponentially raise Great Person generation in the same manner.
 
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+1 to increased great people.. I realise that it benefits if you focus on getting them, but it would be nice to get some a little quicker
 
+1 to increased great people.. I realise that it benefits if you focus on getting them, but it would be nice to get some a little quicker

+1 for changing the values
For the moment: Just comment the part out in the mod files or change the values to something a little more fitting yourself (I did so with all of the values to get a REAL Marathon on the biggest random YnAMP - Map ... good times so far).
 
Scale the forest cutting as well. On marathon speed we get the same amount of production as standard speed (about 120 hammers). It is not worth the worker, let alone help you in rushing buildings or units..
 
As for the great people being too slow, I think I concur. At least for some of them. I'm getting great Merchants/Scientists/Engineers at a good rate, but Writers/Artists/Musicians are very slow. Not sure if that is to do with my play style or if everyone is seeing the same thing?

I may have also gone over board in making the later eras too slow. Renaissance and Industrial are a complete crawl unless I have some of the science policies running. Not sure if that is a good thing or no, opinion?

Lastly, I'm hitting the housing cap hard in almost every city, especially pre neighbourhoods. I was thinking of slowing down city growth a little starting around the 10-15 pop mark, do people agree?

On a different note, I'm finding that the path finder AI is a bit buggy, the tiles it tells me I can reach in one turn isn't always accurate. Are other people seeing this? Is it unique to this mod or is it a problem in vanilla too?
 
The path finding algorithm doesn't seem to adjust properly for the new roads, yes. At least, I think that's what's confusing it.

As for Great People, I would say it's all of them and not just cultural ones, though I especially noticed it with the cultural ones because I'm using to having so many more of those than I could use in vanilla. I'm definitely used to getting more overall great people in vanilla, but then I tend to spam industrial zones and commercial hubs, so I get a lot of those great people in a vanilla game. So far I'm still playing the single game I started with this mod, but it still feels to me like I'm getting a lot less per era than I am used to.

Re: housing, I haven't noticed it, I'm pretty used to hitting the housing cap at a certain point anyway. I tend to rush Feudalism and build lots of farms to emphasize growth (and the farms give some housing which helps some, but not a lot). Though in the game I'm playing with your mod I'm playing Rome and building Baths wherever possible, which probably colors my experience thus far.
 
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