Increasing Research Costs This mod increases Techs and Civics Costs by multiplying them with factors dependent on the Era of its Tech. Later Eras have higher Research costs. The main purpose of this mod is to give you enough time for productions and time for wars without having to fear that your army gets outdated very soon. At the same time the costs are balanced in a way that your research should roughly match the current date of year (e.g. you should be researching Techs in the Industrial Era when you are in a year between 1800 and 1900 A.D.). The Research Costs for Techs and Civics are multiplied in the following way: Ancient Era: Cost x2.0 Classical Era: Cost x2.4 Medieval Era: Cost x3.0 Renaissance Era: Cost x3.6 Industrial Era: Cost x4.4 Modern Era: Cost x5.4 Atomic Era: Cost x6.6 Information Era: Cost x8.0 The Code of Laws Civic Cost has been additionally multiplied with 1.5 to make monuments more important, if you do not want to get certain Ancient Civics too late. Note: If your Science and Culture output is not too small, you will need roughly about 20 turns for researching a Tech or Civic without an Eureka (and about 10 turns with an Eureka). Harder Eurekas Many Eurekas are now harder to get. You can still get most of the Eurekas if you try hard, but dependent on your strategy or your starting location you still may not get all of them. For example the Eureka for Horse Back Riding requires 3 pastures, Steam Power require 3 Shipyards, Urbanization requires a City with 20 Population, etc. Language Support The info texts for the changed Eureka triggers are only updated in English and German. Other languages are not supported, yet.