. [Deleted]

Status
Not open for further replies.
Don't know what changed recently with Civ6 but with 8 AoP active the builders won't farm wheat/rice nor build quarries, plain farms and camps work fine though.
 
I have an suggestion, are you familiar with blou blous' eralock mod? If you are PLease PLEASE pleaseeeeeee make it.
 
This isn't a technical thing, but a design one.

I love 8 Ages of Pace, but I would argue that the earlier eras should be subject to more scaling than the later eras. The reason for this is simple: turns lengths grow geometrically as the game progresses; you have more units, cities, tiles, and values to tend to. The early game is compelling, but it still flies by and the pace slows significantly as you approach the Modern, Atomic, and Information Eras. I've gotten into the habit of abandoning singleplayer games when they reach the Modern Era because it just isn't fun to spend hours and hours reaching the foregone conclusion of victory, especially with Civ VI's lack of hands-off features. I never want to see another Trader in my life.
I did some messing with the .sql to see what elongating the Ancient, Classical, and Medieval Eras would look like. It's pretty interesting and leads to some wacky conflicts and the AI running away with its cheap production/culture/science bonuses, but it's totally beyond my understanding of the game's balance.

I just wanted to throw this out there because I really like the concept of the mod, but have difficulty sticking with it as the game progresses.
 
That sounds like an inherent problem with the way the game is designed. When victory is a race to the finish line, it is possible to reach a point where the finish line is too close for anything to change. That wouldn't be fixed by elongating the early eras. That is only fixed by changing how the game is won.
 
Right, I didn't mean to imply that elongating the early eras would fix the way in which victory conditions pan out; it's merely personal sentiment - I really like the early game and part of the premise of this mod is eras "rushing by" in Vanilla. Either way, I primarily play single player on Emperor or Immortal for relaxation rather than a challenge (especially with the AI the way it is...) so I'm only barely thinking about balance when I bring up early eras.

Unfortunately, it really did tip the balance in a bad way and resulted in the AI flying ahead in Science, so their cities are practically invincible. Whoops!
 
Hi there. Wondering if there has been any progress on the CTD issue. Can confirm that editing movement cost of industrial roads to .5 fixes the issue when there is a crash that occurs at a given turn regardless of reload. I have played several games without an unavoidable crash like that, but now I had one. I have had several similar CTDs before, but reloading always seemed to fix it.

Could there be some condition that causes the movement point calculation to go astray? Some quite unlikely thing, yet could happen every other game?

Some info:
Epic pace, turn 217 (end of). Bug happens during AI turn. Cant know which as I am alone on my continent and havent discovered any other yet.
 
Technologies and civics cost increase by era for patch 1.0.0.56:
  1. Industrial +5%
  2. Modern +10%
  3. Atomic +15%
  4. Information +20%
To get the same results as before you should adjust the increase values accordingly. Example for Atomic age: 230% / 115% = 200%.

Code:
INSERT INTO EraIncreases
    VALUES    ("ERA_ANCIENT",0),
            ("ERA_CLASSICAL", 25),
            ("ERA_MEDIEVAL", 50),
            ("ERA_RENAISSANCE", 80),
            ("ERA_INDUSTRIAL", 114), -- down from 120
            ("ERA_MODERN", 154), -- 170
            ("ERA_ATOMIC", 200), -- 230
            ("ERA_INFORMATION", 250); -- 300
 
Anyone know if this mode is working for the newest patch?

I've been using it in the most recent game I've been playing post-patch and it seems to be. Don't see anything in the new patch that would cause it to fail.
 
Throwing extra 100-150 slow-mo points into every era and playing on Epic made it just right for me. Early eras definitely need an extra slow-mo beginning from small-sized maps.
 
Hi. Is it possible to increase the cost of Tech/Civ (all era based costs) etc.. per Era by editing the SlowerEras.sql??
I tried changing these values, but they seem to have no effect. The default values and the edited ones (as below, ancient era has 50% multiplier) give the same cost for pottery/archery/wheel (27, 53, 85 turns respectively) with Sumeria/LargeMap/Marathon/Prince settings.
-- This master table controls the increase of techs, civics and GPs simultaneously
INSERT INTO EraIncreases
VALUES ("ERA_ANCIENT",50),
("ERA_CLASSICAL", 75),
("ERA_MEDIEVAL", 100),
("ERA_RENAISSANCE", 130),
("ERA_INDUSTRIAL", 170),
("ERA_MODERN", 230),
("ERA_ATOMIC", 270),
("ERA_INFORMATION", 350);
 
Is there an easy way to take the base game and either increase the tech time on a normal game or decrease the build time for everything in an epic speed game? I want what this mod has as a concept, but don't want to change all of the other stuff, just the research time or build time. Thanks to anyone who can help!
 
I don't have a ton of data to back this up since I just got back into Civ6 as well, but I just completed a game as Nubia with 8 Ages of Pace, and things felt really good up until the end game pace-wise. It seemed that the techs took just a tad too long to research. Great Person recruitment was pretty crazy at the end as well, but I liked that you really had to save up (>40k gold or >20k faith for a recruit without any influence points). Perhaps it could be tuned slightly, but overall this mod still provides the best pacing.
 
I have been using this mod for a long time. I have also made other changes myself, so game balance input from me should be taken with a grain of salt.

I increased your change-per-era for techs/civics cost, and I heavily decreased the Great Person cost increase per era. I personally think that the interesting part of getting Great People is getting the right one not getting them at all, and thus I find that allowing the leader to get more GPs is a worthy price to pay for allowing other players to have a shot at sniping the GP they want (since the overall cost is lower). As for the tech/civic cost, I think the game still runs a little fast (but that may be because I made other changes elsewhere in the game).
 
I'm not sure I ever used the 8 ages of pace mod specifically, but I used several others like it.

Tech/civics need to be slowed down relative to production and there should be more connections in the tech/civic tree just so the AI doesn't beeline ahead in eras (and thus lose great people) so often.

Glad to have you back :)
 
Maybe I wasn't clear - I think tech/civics should be slowed down in the base game - haven't used your 8 ages of pace mod specifically so I don't know if the current status of the mod should be sped up/slowed down.

So excited that there seems to be renewed modder interest after the Nubia summer patch :)
 
I still think the GP cost should be decrease a little more than current. Some of those end-game costs are extremely high. I also actually think that you have the tech/civic pace just about right as it is currently. I play on Epic speed with my own custom trees and time scale and I and most of the AI players end up hitting techs and civics at just about the correct time period.
 
Status
Not open for further replies.
Back
Top Bottom