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I've been finding (as have others) that in vanilla Civ6 GP tend to come from too far ahead. This results in many GPs being completely skipped just because Peter is ridiculously far ahead in culture. I've found a way to keep the game producing GP from the current world era, rather than the next one. Should this be added to 8AoP or kept as a standalone?

See discussion and solution here: https://forums.civfanatics.com/threads/wait-where-are-you-carl-sagan.621585/page-2

I think it is a perfect fit for this mod.

Also got a question. I downloaded a lot of mods today, the game started up like normal, but after I made a mistake and wanted to load an autosave, I instead got redirected to main menu. When I tried to load from there, the same thing happened. I have not looked into it further, but I was wondering if you have any idea wheter it could be a problem from some of the mods, and maybe (with a lot of luck), which. These are the ones I was using:

Larger Worlds (map generation only, afaik)
8 Ages of Pace
8 Ages of War
TCS Improved Water Yields, Forts and Engineers, City and Resource Specialisation
AI+
City Name Generator (should be names only, obviously)
Mad's Tech Tree
MOAR units + MOAR units core only

Note: I was very early in the game, only about 23 turns in on normal speed.
 
I haven't experienced any crash myself, no idea what could be causing it. I've got YNAEMP myself but not the others.

Could you zip up your logs (C:\Users\USER\Documents\My Games\Sid Meier's Civilization VI\Logs) and post them here so I can have a look?

I will post the logs up as soon as I have a chance; I've been doing some of my own testing to see if I could find the culprit.

If it is indeed related to roads as some previously believed, I am thinking there is a conflict with the YNAEMP pack, specifically the "faster movement on roads" addition. Unfortunately the only solid way for me to test for issues is to do a play through.
 
Sounds like something within the scope of this mod, though I'm not really sure what the purpose of this would be or if it really is a good change to make. You're saying you want the GPs to always exhaust themselves rather than advance with era as Civs advance?
 
Can you post your logs? Hard to say what's happening otherwise, but it's likely to be due to the game reloading all the files.

I always have 8AoP, 8AoW, numerous TSC mods and Mads Tech tree running, without any problems. Must be one of the other combinations causing a problem.

Where can I find the logs?
 
I assume the +1 is there so that the bonus isn't useless by the time you get it, since you still have to build up GPP all over again. This would probably only work well if we also further cheapen the cost of GP (which I approve of). Furthermore, it would be very difficult to get Info Era GP for Space Race before you desperately need them, no?
 
So there's quite a few files in there, which one(s) do you need?
 
I still think this would only work if you make GP cheaper. GGenerals and GAdmirals will be obsolete before you get them sometimes. If you want to save up for a future era you can always pass to start racking up GPP, but nobody will want to clear out an obsolete GP
 
I hope I've done this right, it's the first time I've created a zip file.
 

Attachments

I get the error "The uploaded file does not have an allowed extension."

I think I'll just start a new game and see if it happens again, before bothering more with this.
 
One ballence problem with the AI, they seem too hard hit with the mid-to-late penalties. This is especially true with city states which are still running around with crossbows, halberds & muskets in the year 2000... This makes them perfect prey for opportunistic civs that happily declare war with a suzerain just to take over a obviously weaker city state within the 10 turn limit and then sue for peace with almost no warmonger penalty.
 
Poor AI is, sadly, a massive problem in this game...


Are there any bugs to report with the latest patch? I can't really think of why there would be any but one never knows...

Haven't come across any bugs related to 8AoP, and it is the only mod I've had active in all my games post-patch.

A suggestion, by the way, I have manually halved all production costs in the game, and this allows for much more to happen without requiring extremely long reseach times. What do you think of this idea?

Note: I'm not talking about the research times as they are in this mod, by the way; I think those are fine, it is just that I still felt like production times for all kinds of things was still too long. Also, I haven't yet played through a game (I found out in the medieval era that I'd forgotten to reduce the production costs for unique stuff of DLC civs), but from what I've heard from other people that have done similar things these lower production costs also make it a lot easier for the AI to achieve stuff.
 
Do you not run out of stuff to build though? Thats the problem I tend to have from the industrial era onwards as it is

I'm occasionally out of stuff to build in high production cities during the early eras, but then I typically just switch to units for a bit as I tend to have much smaller armies than the AI does. Haven't gotten past medieval era yet, so I can't say anything about that.

If I were out of stuff to build, however, I would prefer to fix that by adding more stuff, as I now have the production times and game times I like.

Probably gonna roll into modding half a year after having given up on it lol. Regarding that, any chance I could ask some beginner questions in PMs? I feel like using the Mod Creation Help forum just doesn't really work (I tried asking some questions earlier), so I would prefer having someone I could just ask simple questions as I come across them.
 
I sometimes go into there and answer questions, but its usually the exact same stuff over and over. At some point it gets tiring to explain the basics again and again when the forum has a search feature... =/
 
Hello. Great mod!

I'm wondering if you could please double check that the "Planning Department" building is working as expected. I had a city that could not build a new district due to population, then bought the "Planning Department" with gold, and then still could not build a new District.

Thanks and please advise,
-Zarek.
 
Hello. Great mod!

I'm wondering if you could please double check that the "Planning Department" building is working as expected. I had a city that could not build a new district due to population, then bought the "Planning Department" with gold, and then still could not build a new District.

Thanks and please advise,
-Zarek.

Wrong mod?
 
Olleus,

May I use some or all of this mod in a personal mod that may or may not be released sometime in the future? Full credit will be given, of course. No worries if you don't want me to include it, I can remove the code without breaking anything.
 
The only thing I would change is the initial date for the Classical age. Depending on what you define as the transition from Ancient to Classical, around 600 BCE would seem to be the sweet spot. It's roughly the start for most of the transition from bronze to iron and it's around the founding of Athenian democracy and the Roman republic. To drive the point even more, in-game you discover Iron Working and Political Philosophy in the Classical age.
 
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