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Hey Lord Olleus....cool mod Mate, plays a lot better :goodjob:, I finished my 1st game in sub 400 Turns(Epic) with maxed tech/Culture trees :(.., Way too fast fro my un-optimised play.... Will the update require a new game ?.
In my current game as Vicky i just got Redcoats, Factories and Sea Beggars @ turn 280 odd which is still pretty quick but i actually had to work for it this time. looking to get my Colonial War on :)
 
The Faster Borders do NOT effect city states, correct?

If so, can someone tell me how to add the effect to city states. Thanks in advance.
 
Will this modpack let people download the mod from a different source?
Cuz it would just make these good mods be lower in the sort by downloads list.

I hope @Horem simply puts a link to your post!
 
Will this modpack let people download the mod from a different source?
Cuz it would just make these good mods be lower in the sort by downloads list.

I hope @Horem simply puts a link to your post!

This is normal, you ask permission to use there mod.Then on your page, you link and give credit to the components in your Mega-mods.

After that they typically work together, the originator updates his mod and so on...
 
Love this mod, but is there a way to change it further for my personal preference?
Ancient and Classical eras are fine for me as they last enough to be enjoyed, but even with this mod + another that increases the civics/techs costs, medieval eras and beyond still feel too short
It's probably because science/culture output skyrockets after getting a nice empire, so i just wanted to know if there was a way to increase the costs of only medieval+ tiers of research
 
Okay so... I tried out this mod first time for a game, and while I like the thought process behind it, I feel like it's too far in the other extreme. It becomes super spammy in terms of units. Since you're teching so much slower you're left with less useful stuff to build all the time, which makes you pretty much forced to spend production on units all the time just because there's not much else to do. It's even more notable for the AI which isn't that fast at teching to begin with. So it basically just ends up with the AI spamming units 24/7, mostly horsemen, like this: http://i.imgur.com/7cNs68y.jpg
(which also slows down the turn times a bit I might add)

Sooo idk, maybe increase the production cost of military units a bit or tone down the science costs slightly
 
It think it
I think it should be compatible! From the description on reddit anyway. Btw, does that mod have a post in civfanatics? I much prefer discussing these things here
I think it has been asked to the creator but I have been unable to find anything about it here and God knows the unit upgrade is an issue reported by everyone ...I am surprised there is not much publicity around this.
 
Okay so... I tried out this mod first time for a game, and while I like the thought process behind it, I feel like it's too far in the other extreme. It becomes super spammy in terms of units. Since you're teching so much slower you're left with less useful stuff to build all the time, which makes you pretty much forced to spend production on units all the time just because there's not much else to do. It's even more notable for the AI which isn't that fast at teching to begin with. So it basically just ends up with the AI spamming units 24/7, mostly horsemen, like this: http://i.imgur.com/7cNs68y.jpg
(which also slows down the turn times a bit I might add)

Sooo idk, maybe increase the production cost of military units a bit or tone down the science costs slightly

The AI does that in the base game too, though. I find myself using the Democracy government and district projects a lot more often. I rarely used district projects in the base game, so I like that I have a bigger reason to use those (and Democracy) now.
 
Increasing the cost of Military Units a bit may be a good idea though, just so the spam stays within reasonable boundaries.

But that may of course be outside of the scope of the mod, depending on how focused you want to keep it.
 
Try building a few more campuses. You have to adjust to the new science/production ratio.

As for the AI, I find it's very spammy no matter what. I'd say go to a higher difficulty if they are too far behind, but that hardly matter
Yeah I realized that (and past the industrial era it didn't bother me personally anymore) but again that only resolves the problem for me, not the AI, so if anything the game is even easier than the vanilla game. Not saying that the AI doesn't spam units normally as well (because they certainly do) but it kinda reached a new level with this when they didn't even have a choice. It was more like Deity-amounts of units on Emperor. I didn't save a screenshot of it, but there was an inland sea on this map of about 100 hexes or so in size, and for most of the game almost every single one of those hexes was filled with an embarked horseman or knight belonging to either Norway or America. I also felt like there was more warfare than usual which might be a direct result of the AI wanting to use the additional units it got
 
What era did this happen in? Was it after you had IZ and factories up everywhere?

Nah this was just before industrial zones . . I am running a few different mods , yours and smaller eureka boosts , shouldn't be anything boosting production , but I don't really want to run a vanilla game to find out if something is up haha
 
In SlowerEra.sql you can adjust the values in the table EraIncreases (lines 18-26 if I haven't changed my local copy). Currently the Industrial Era has 120, which means that it is 120% longer than default (220% the default length). If you make this number larger, the eras will pass slower.


@Littlebob it is possible that smaller Eureka boosts made the problem worse. It means that tech goes slower, so the AI is running out of buildings/districts to build and so spams units. As it has a tendency to not research dead end techs and pick the policy that gives +100% prod to cavalry units, this can cause spam of hundreds of horsemen.

what's the max percentage? example i want to make industrial era longer about 10x
 
Oh sorry I wrote it wrong , I think because the ai has its boosts (smoother difficulty boosts them more ) , the ai are ok , it's me that's running out of buildings and spamming units , due to the techs I was researching . . So all my units were 1 turn for my capital (I had decent production) . .

I'm not sure what options I've got to increase building costs? I don't want to manually set each cost !
 
So I'm just going to copy this post to all mods I use, because I don't see how anything that isn't a mod can cause it, but I have no idea what it actually is.

(original was posted in bug report)

I don't even know what this is.

Icon: Settler.
Name: Swordsman.
Model: Warrior.
Strength: 25.

upload_2016-11-11_17-29-1-png.458450


Might be a problem caused by mods, because I am running a bunch of them, but I just don't know anymore.

Mods:

AI Cleanup
Fix Unit Production Bug v1.0
Improved Tech Tree
TCS Improved Water Yields 1.2
8 Ages of Pace
AI+
Strategic Industry

------

First I let it go, but now I continued the game, and I came across a second one.

EDIT: Caused by Strategic Industry.
 
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I think it should be compatible! From the description on reddit anyway. Btw, does that mod have a post in civfanatics? I much prefer discussing these things here

Hello LO,

Firstly, thanks for your work. I've been starting to dabble in modding civ 6. Unfortunately if you have a mod which sets the cost of a tech then it is not compatible with your mod. If seems that first the sql mod is applied, and then the mod to change the cost of the tech, and they are complete out of line.

Would you have any ideas on how to apply the cost of techs before the sql scaling factors your mod uses. I've tried to inlcude them in a single mod, and change the order, bu no effect.

Thanks.
 
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