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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..
 
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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Hi again! Have tried out the mod for a while now. So far it's a much better experience than vanilla. In renaissance/early industrial. No great culture guys yet, but I havent really focused on culture. I like the slower GP spawning rates in general though. In vanilla, I seemed to get one every other turn, and I always had several culture-GPs waiting for the next city to build its building. So my vote is, if you increase GP spawning rates, don't take it back to vanilla, but try a middle ground first.

Also, my previously stated idea about adding some buildings are beginning to become prevalent. Still havent had turns where i had nothing worthwhile to produce, but getting close. It would be good to have some minor buildings, like I mentioned, without significant payoff but yet some. Like a ticket booth for the amphitheater, a warehouse for the workshop, and a blacksmith for the encampment. Still, the boosts from buildings are so minor now anyway, that it is difficult not to cause a power creep when implementing this, so will still have to remain a feature for the future, I fear.
 
I do like the border growth expansion at the start, but maybe it could be slowed down just a few turns? It just seems that within like, 15 turns, you grow 3 times.

Yeah maybe slowing the food down a little, because it kind of takes way from wanting to boost your pop with wonders and religion buff, seen as there's no real need as you're struggling to keep up with housing. On the flipside, you should need to keep up with it.. On the flipside of the flipside, I've been doing mostly rivers (Because the bonus on the boast is terrible (I've actually boosted coastal tiles to 2 food, up from 1), but if you weren't on a river you'd be up against that housing cap pretty much straight away.

I think vanilla GP are slow, because my first vanilla runthough I didn't get many GP at all.. like 4 and that was with a cultural and almost science victory..
 
The problem with "slower GP spawning" is that great people don't tend to be very powerful in Civ VI. They shouldn't be rare or special because a lot of the time their effects are fairly minor boosts. There are some exceptions but they tend to be few and far between.
 
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

Hi Lord Olleus
i am playing your great mod at emperor level, epic speed with romans in a giant map and max numbers of ai, but the tecnology is really running too fast i think, i am in medieval age in 1250 BC, i will like to know if there is a way to make the cost even in classical and medieval ages a lot more expensive, can i change the values in the file the sloweras.sql with no problems?
I am using a rushing way to grow faster, and i like that the cost of units and buildings are chiper, that makes the game a lot more fun.
thx for any help.
 
I am playing my current game with v1a, on King, small map standard, I got to Industrial in 1220, now in 1630 I am in mid-Industrial age, Researching Sanitation. In civics, though, I am in mid-Renaissance...

biggest AI in 1635:
tech:
Japan is at beginning of Industrial,
civics:
Japan is is at beginning of Industrial

seems OK (King level AI)
 
A thought:

As the AI has different bonuses on different levels,
this mod would be best perhaps tuned with separate versions for the different AI levels...

I will try playing with the mod's era values for an Emperor game...
 
Ahh yeah I'm Rome , that'd be why ! ! :)

I think you've done most things pretty spot on actually !

How did you guys find the ai keeping up in science and culture ? I did a king play through as Rome and absolutely dominated them , like I was double the nearest civ , and I didn't bee line. So they do need those bonus', esspecially if they're not placing districts correctly. I think once someone comes out with an ai mod that changes the behaviour and build strategies , the pacing will need to be changed again . .
 
One more thing on Great People: would it be possible to tweak the values of some of the Great People to match the new scaling? I just got the X science per rain forest scientist and popped him in a rainforest hex completely surrounded by rain forest and was, well, rather underwhelmed with the result. I think it completed about 1/3rd of the tech I was working on.
 
Where you playing as Rome or did you get a relic from a goody hut? I didn't think I'd changed the values by that much. The original culture cost for the first few tiles were
10, 20, 35, 52,... (that's for each tile, not the cumulative total) and I changed that to 10, 15, 22, 32,...

I was still spending a lot of gold popping tiles until I had theatre districts set up, so I'm not sure I want to increase the costs back up. What are other people's experiences?
Would it be possible to tie border growth to eras? This would mean that true "nations" could become a thing from the renaissance onwards and more patchworky lands before except obvious civs that are outstanding in border growth.
 
Just saw this mod and about to install it. It looks great as far as what I've been hoping for. I've always felt that techs came a bit to fast while production just a bit slow in comparison and now with Civ VI techs are coming way to fast to the point one can't even keep up even if skip every wonder. I generally like huge maps and epic or marathon. Just want to say thanks for the hard work and looking forward to starting a new game with this.
 
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