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Hi Olleus

You've done a fantastic job with this mod.

The pacing from Ancient>Classical>Medieval>Renaissance is bang on. My techs, civics and GPs synced perfectly with the Year Date in my Germany playthrough - until the Industrial Era.

Below are some comments of mine (I'm approaching this from the perspective that the mod should make tech/civic progression in line with the Year Date).

What I found though is that somewhere into Industrial>Modern, you start to fall behind as it starts to take longer to research the right techs/civics comparative to the progression of the Year Date. My testing was conducted on Quick Speed. I played as usual with a slight science focus. I researched nearly every tech as I progressed through the tech tree.

  • Culture: Without much investment on theatre districts, I was able to keep up on civics that corresponded to the year until the end of the renaissance. After that, my lack of investment in culture gen became more obvious and by 1930, I was still in the Industrial Era.
  • Technology: I was able to get further before the years started to run away. I'd say by the end of the Industrial era I was behind compared to the Year date.

The first screenshot I've attached shows that in the year 1930 - I'm only just researching Infantry and Flight.

By the time I get to 1948, I'm now quite far behind in tech despite investing heavily in Campus Districts and buildings. According to the year, I should have nukes.

I think Industrial>Modern>Atomic>Information eras need a bit more toning down and tweaking - assuming you want things to follow the Year Date.

You've done a really good job overall :) keep up the good work!

-Eudaemonia


Edit1: I'm going to play around with your multipliers and see what will address this - my feeling is that instead of increasing after renaissance, the multiplier should wind back down to 0 towards the end game.
 

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So I used the following settings:

INSERT INTO EraIncreases
VALUES ("ERA_ANCIENT",0),
("ERA_CLASSICAL", 25),
("ERA_MEDIEVAL", 50),
("ERA_RENAISSANCE", 75),
("ERA_INDUSTRIAL", 50),
("ERA_MODERN", 50),
("ERA_ATOMIC", 25),
("ERA_INFORMATION", 0);


Classical ~ Turn 45
Medieval - Turn 68 (~380AD)
Renaissance - Turn 100 (1400AD)
Industrial ~ Turn 133 (1770AD)
Modern ~ Turn 151 (1860AD)
Atomic ~ Turn 171 (1920AD)
Information ~ Turn 195 (1970s)

This is much better, though still slightly too slow. I'm reducing it down further as I was only able to build a nuke and launch a nuke in the 70s.

I'm thinking something along the lines of this:

INSERT INTO EraIncreases
VALUES ("ERA_ANCIENT",0),
("ERA_CLASSICAL", 25),
("ERA_MEDIEVAL", 50),
("ERA_RENAISSANCE", 75),
("ERA_INDUSTRIAL", 35),
("ERA_MODERN", 20),
("ERA_ATOMIC", 0),
("ERA_INFORMATION", 100);

Not sure what to do about the information era yet as I haven't tested that far but you should be forced to get usage out of the WW2 tech before having access to jets and bombers IMO

Hope this information is helpful.

-Eudaemonia
 
In my Germany game I had about 5-6 campuses in a 10 city empire.

What I wasnt doing as much was getting Eurekas as I was in a Duel vs an AI who had been defeated already. I guess the settings ive used are a baseline for someone earning some eurekas , but not teching them in a aggressively optimal way.

The dates and values I posted above are a result of a bit of trial and error, saving and reloading so I'll do another run through end-to-end to make sure everything feels right.

Edit: removed some text based on your edit

Edit2: I'll try to come back with some recommendations for keeping the eras a consistent amount of turns - seeig as the dates can be tweaked (wasnt aware this could be done)
 
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I finished another game and have to revise my previous estimate regarding GP costs...I definitely think they are too high in the late game. Several of the categories were multiple eras behind me in available GPs when I was in the Information Era.
 
The GP cost increase is 40% of the number above (used to be 50%). That should make some difference towards the end game.

For example, if a GP cost 1000 GPP in Information Era in Vanilla, in the previous version of this mod this would have exploded to 2500. Under the proposed changes it would only go up to 2040. So its an effective reduction of ~20%.
I could do without the changes to the era values, but the GP cost is definitely the amount of reduction I had in mind! :thumbsup:
 
Okay, the current plan is to dial things back a little in the latter eras to:
("ERA_ANCIENT",0),
("ERA_CLASSICAL", 25),
("ERA_MEDIEVAL", 50),
("ERA_RENAISSANCE", 80),
("ERA_INDUSTRIAL", 120),
("ERA_MODERN", 160), Used to be 170
("ERA_ATOMIC", 210), Used to be 230
("ERA_INFORMATION", 260); Used to be 300

The GP cost increase is 40% of the number above (used to be 50%). That should make some difference towards the end game.

For example, if a GP cost 1000 GPP in Information Era in Vanilla, in the previous version of this mod this would have exploded to 2500. Under the proposed changes it would only go up to 2040. So its an effective reduction of ~20%. I know it's still a big increase, but keep in mind that you're going to be spending a lot more time in the latter eras with this mod and the game should end much later so there'll be time to accumulate GPP

I agree with all the changes. I did find the post-Industrial eras were off with regards to the pacing, looking forward to testing the new build once it's up!
 
Quick Question:

If the desire is for eras to be of equal length, how long should each era be (relative to the turn limit)?

Should era length be 1/8th of the Turn Limit?

E.g. Online Speed = 250 Turn Limit; ~31 Turns per era.

Or should there be a buffer at the end to allow certain victory conditions (i.e. Science)?
 
Glad to see some consensus. The information era techs are about 10% cheaper than before, so it's not exactly a huge change on that side of things.

@Eudaemonia I'm not sure a fixed number can be put on this, there's so much variation between players and games that a precise answer would be almost meaningless. But I guess ~1/10th of the turn limit for the leading player to go from one age to the next seems very roughly about right.

Thanks - I'll keep this in mind during my testing as a rough guide.
 
As there were no complaints, the previous version discussed has been published.

It's also on steam now, I deleting your previous version of the mod and subscribing on steam.

Awesome :)

Going to subscribe and fire up a new game now!
 
With the change from Theater District to Acropolis, I am now unable to build opera houses (they never show up in the buildable items list), which has Beethoven, Mozart, Lizst and Chopin playing cards on the lawn of the Religious site in front of Luxor. Puccini meanwhile secured a place in the Bolshoj Theatre, since that one has a Musician slot...

Everything else works like a charm as far as I can see (turn 191 on my current game). A bit of a pain also that the Acropolis must be built on a hill, by the way.
 
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With the change from Theater District to Acropolis, I am now unable to build opera houses (they never show up in the buildable items list), which has Beethoven, Mozart, Lizst and Chopin playing cards on the lawn of the Religious site in front of Luxor. Puccini meanwhile secured a place in the Bolshoj Theatre, since that one has a Musician slot...

Everything else works like a charm as far as I can see (turn 191 on my current game). A bit of a pain also that the Acropolis must be built on a hill, by the way.

Are you posting in the correct thread?
 
Are you posting in the correct thread?
Yep. I'm in the right thread, but at the same time I'm not. I mixed-up this mod with "Daughter Of Seth" which gives a civ the advantages/best items from all other civs. Happens when adding a couple of mods at the same time.

Apologies to Olleus for the confusion. Someone also better edit my text in the rating of the mod.
 
Are you posting in the correct thread?
Once stupid, twice feet in mouth, or something along that stretch, since there's no bleedin' opera houses to be built in Civ6, besides the Sydney wonder one :D

So, not only did I confuse mods and thus thread, I also should read some stuff before tackling a game :p
 
I think Great People costs are still too high and lategame research still too easy, but I know how to mod your mod myself so don't worry about my whims. Just letting you know someone feels this way.

I also don't like the changes to roads and feel like its odd to throw in here with the other changes. It actually makes more sense in your 8 Ages of War mod, but I still prefer vanilla roads.
 
I think Great People costs are still too high and lategame research still too easy, but I know how to mod your mod myself so don't worry about my whims. Just letting you know someone feels this way.

I also don't like the changes to roads and feel like its odd to throw in here with the other changes. It actually makes more sense in your 8 Ages of War mod, but I still prefer vanilla roads.

Agreed about the roads. I'd prefer seeing the roads more akin to vanilla, or maybe .75, .5 and .375 instead of the current values.
 
Agreed about the roads. I'd prefer seeing the roads more akin to vanilla, or maybe .75, .5 and .375 instead of the current values.

I'm currently trying an edit to 1, 1 + bridges, 0.75, 0.5 (actually, I currently forget what vanilla is)

I seem to recall some normal numbers weren't working before due to some bizarre rounding error so Olleus changed them, but I think those were thirds so I should be good.
 
I'm currently trying an edit to 1, 1 + bridges, 0.75, 0.5 (actually, I currently forget what vanilla is)

I seem to recall some normal numbers weren't working before due to some bizarre rounding error so Olleus changed them, but I think those were thirds so I should be good.

That's actually exactly what normal is.

What wasn't working was Olleus trying to give 2/3rd of a movement point, as he could only enter decimal numbers, like 0.666, which would then, for example, allow an archer to shoot after walking 3 tiles over road.
 
I played a game with the standard 8 Ages of Pace roads, and mounted units basically could cover the entire empire in 1 turn. There was just no need for tactics when all my units could be anywhere they wanted (even the 2 move units easily went from city to city, always in cover).
 
I'd rather leave it in 8 ages of pace than in war because it's more to do with getting the speed of the game (and the feel or the eras) right than it is about fighting. My roads are mostly used by civilian and religious units to be honest...

...I've found the current values do just that. I'm happy to tweak them, just bear in mind that they need to be in multiples of 1/8.
Agreed. I don't think that any changes are necessary from what you currently have. I like the movement rates as they are. In any event, it's easy enough for someone to change those values in your SQL to their own liking - or, eliminate the file completely in the .modinfo.
 
With the new update, is anyone running into the preciously mentioned CTD issue? I am inconsistently getting it in every game I play, one being some 300 turns in and the latest being about 486 turns in.

I am using YNAEMP, 60+ Simple Civs mod and Resourceful. My initial belief was that there was a mod conflict, but after reading through the thread and seeing that others were experiencing similar crashes (during AI turns) I am wondering if that is not the case.

I have tried editing the mod file and changing the xml file featuring industrial roads without any result. If anyone is aware of a solution or work around, I would greatly appreciate it.

The current game that is crashing has been one I have invested a lot of time and patience in and would like to see it continue.
 
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