[It’s a really long one]
What's this about?
In my first Civ6 game I got so surprised that I've finished entire Tech Tree somewhere around 19th century. And I wasn't even trying. In my 2nd game I progressed even faster, getting units waaaay too early. For me it totally breaks immersion and takes a lot fun from the game. I also watched many Let’s Plays on YT and it seems that everyone has the same experience. I know that there are mods that extend Eras (8 Ages of Pace, Eras Times X, etc.) but I don’t think that just extending Eras blindly solves the problem. I did some analysis and I would like to share results and thoughts.
Goals
I wanted to tweak/ adjust/ change the Tech Tree and science progress in general to achieve two simple goals:
One would ask what this actually means in Civ6. Well, the designers did actually pretty good job here and took the following assumptions:
(*) On standard speed
As you can see there some minor changes in timing:
Historical accuracy – pace
The last column in the table shows how much Research you need to progress though Eras as designed in the game. This doesn’t take into consideration Eurekas – just plane Tech cost. These values are not very demanding. Usually 2-3 Campuses are enough to go past them. And here lies the problem – everyone usually builds more of them. Especially in the late game, especially when going for science victory (obvious) or domination (you simply have too many Campuses – your own and from other civs). I call this effect “science crazy” – Research output usually sky-rockets after Modern Era. Add to this Eurekas, which are huuuge and Science gets broken.
Ok, there are a few ways to deal with it:
Ad. 2. Eurekas are the easiest to fix. I believe setting them at 35% would give much better effects. This value is still worth going for it and it also presents itself nicely on the screen (it’s approx.. 1/3 of the circle).
No 1. is the most interesting one. As I mentioned at the beginning – there are mods that increase cost of Technologies. But the real question is: how much?
I have analyzed several games (mine and from YT) and generally the Science output follows the formula: 0,001*x^2,1+0,02*x+3. Of course the parameters vary for each game but I needed to make some assumptions and the closer to reality they are – the better. These games were played on King/Emperor difficulty and players usually went for a mixture of domination and science, building a total of 4-5 campuses. I’d say these are good guidelines.
I also assumed that 50% of Eurekas will be triggered in first 2 Eras, then 40% in the next 2 and 30% for the rest of the game. I know that one can get much more – but it’s ok – there needs to be some incentives. More important is that the model assumes that many Eurekas will be triggered.
The results are:
The second column shows for how much each Era’s tech cost should increase to achieve historical accuracy.
Historical accuracy – beelining
I have added new connections to the Tech Tree to patch many omissions and to make it more logical. This was done also to prevent beeling 2 Eras ahead or generally research things without proper historically sound background.
Examples:
Last but not least
Unfortunately – the above doesn’t fully solve the problem. You can still build 10 or 20 Campuses. And get like 1000 beakers per turn. And that’s why after all this deliberation I genuinely think that the mechanics from Civ5 where the Tech cost increased when new cities were founded should be brought back. This time however it should be connected to Campuses however, so the main goals of Civ6 (make wide a more viable gameplay and cities specialization) will still be fulfilled.
There can be a rationale for this – increased complexity of research network in the civilization causes ineffectiveness of research. Let’s say – each new connection between Campuses is 8% overhead on communication, ideas exchange, bureaucracy, etc. This is enough to make 6 Campuses operate like 5 and 9 like 6, etc. This would make inefficient to make them more than 6-7 in general. This, combined with decrease in Science yield from Population (0,5 instead of 0,7) should totally balance the game in this area.
How to implement the above
It’s very simple actually. I’ve created a mod that changes Tech Tree and decreases Eurekas (called it Real Tech Tree).
Edit, added 1.03.2017.
I managed to create a mod that does the most important thing - links empire size to research speed. In Civ6 you cannot change the tech costs in the game, but you can decrease yields output. So, the below mod introduces this mechanism: each Campus (except the first) you built will decrease the science output from scientific buildings: Real Science Pace.
Well, that’s all. Eagerly awaiting for comments and discussion.
What's this about?
In my first Civ6 game I got so surprised that I've finished entire Tech Tree somewhere around 19th century. And I wasn't even trying. In my 2nd game I progressed even faster, getting units waaaay too early. For me it totally breaks immersion and takes a lot fun from the game. I also watched many Let’s Plays on YT and it seems that everyone has the same experience. I know that there are mods that extend Eras (8 Ages of Pace, Eras Times X, etc.) but I don’t think that just extending Eras blindly solves the problem. I did some analysis and I would like to share results and thoughts.
Goals
I wanted to tweak/ adjust/ change the Tech Tree and science progress in general to achieve two simple goals:
- To progress through Eras with historical accuracy as much as possible – concerning timing and development of previous techs required to research e.g. more advanced weaponry.
- To be able to beeline 1 Era ahead but with only 1-2 selected techs; beelines should be balanced, so no matter how you enter en Era, it should always take the same amount of research.
One would ask what this actually means in Civ6. Well, the designers did actually pretty good job here and took the following assumptions:
Code:
Era Time Turns* Sci/trn
Ancient 4000BC– 1000BC 75 7,5
Classical 1000BC– 500AD 60 21
Medieval 500 – 1350 60 40
Renaissance 1350 – 1725 60 89
Industrial 1725 – 1890 60 121
Modern 1890 – 1945 50 168
Atomic 1945 – 1995 50 236
Information 1995 – 2030 45 390
Future 2030 – 2050 40 n/a
As you can see there some minor changes in timing:
- Medieval era lasted till 1500 AD
- Industrial is usually associated with industrial revolution in England which started in 1750
- Modern with start of WWI (1914)
- Information – various sources place it somewhere around 70’s
Historical accuracy – pace
The last column in the table shows how much Research you need to progress though Eras as designed in the game. This doesn’t take into consideration Eurekas – just plane Tech cost. These values are not very demanding. Usually 2-3 Campuses are enough to go past them. And here lies the problem – everyone usually builds more of them. Especially in the late game, especially when going for science victory (obvious) or domination (you simply have too many Campuses – your own and from other civs). I call this effect “science crazy” – Research output usually sky-rockets after Modern Era. Add to this Eurekas, which are huuuge and Science gets broken.
Ok, there are a few ways to deal with it:
- Increase Tech cost so it will match the players behaviors.
- Decrease Eurekas – it will make progress more stable.
- Decrease Research output through yields decrease.
- Increase Tech cost to match player’s increased Research output.
Ad. 2. Eurekas are the easiest to fix. I believe setting them at 35% would give much better effects. This value is still worth going for it and it also presents itself nicely on the screen (it’s approx.. 1/3 of the circle).
No 1. is the most interesting one. As I mentioned at the beginning – there are mods that increase cost of Technologies. But the real question is: how much?
I have analyzed several games (mine and from YT) and generally the Science output follows the formula: 0,001*x^2,1+0,02*x+3. Of course the parameters vary for each game but I needed to make some assumptions and the closer to reality they are – the better. These games were played on King/Emperor difficulty and players usually went for a mixture of domination and science, building a total of 4-5 campuses. I’d say these are good guidelines.
I also assumed that 50% of Eurekas will be triggered in first 2 Eras, then 40% in the next 2 and 30% for the rest of the game. I know that one can get much more – but it’s ok – there needs to be some incentives. More important is that the model assumes that many Eurekas will be triggered.
The results are:
Code:
Era Inc% Eurs Science Simulated
Ancient 10% 50% 513 490
Classical 30% 50% 1886 1882
Medieval 55% 40% 5045 5015
Renaissance 25% 40% 10785 10721
Industrial 40% 30% 19882 19855
Modern 45% 30% 30809 30720
Atomic 35% 30% 45054 45091
Information 5% 30% 61561 61457
Future 60% 0% 65561 79059
The second column shows for how much each Era’s tech cost should increase to achieve historical accuracy.
Historical accuracy – beelining
I have added new connections to the Tech Tree to patch many omissions and to make it more logical. This was done also to prevent beeling 2 Eras ahead or generally research things without proper historically sound background.
Examples:
- Need Masonry to build a Great Lighthous
- Need some kind of furnace to produce Iron
- Workshops need rather Iron and various Constructions to operate than Horses
- Medieval walls and castles were quite complex engineering works and those Knights have to park somewhere
- Machinery needs calculations
- Bombards too fast to get, cannot produce them without machinery
- Need more knowledge to handle gunpowder
- No advanced science without printing
- Coal is crucial for steel production
- Computers require electronic parts which were developed along with i.e. radio
- Ballistics is crucial for launching rockets
- Satellites more need Ballistics than airports and planes
- Must complete entire tree to proceed with Future Tech
Last but not least
Unfortunately – the above doesn’t fully solve the problem. You can still build 10 or 20 Campuses. And get like 1000 beakers per turn. And that’s why after all this deliberation I genuinely think that the mechanics from Civ5 where the Tech cost increased when new cities were founded should be brought back. This time however it should be connected to Campuses however, so the main goals of Civ6 (make wide a more viable gameplay and cities specialization) will still be fulfilled.
There can be a rationale for this – increased complexity of research network in the civilization causes ineffectiveness of research. Let’s say – each new connection between Campuses is 8% overhead on communication, ideas exchange, bureaucracy, etc. This is enough to make 6 Campuses operate like 5 and 9 like 6, etc. This would make inefficient to make them more than 6-7 in general. This, combined with decrease in Science yield from Population (0,5 instead of 0,7) should totally balance the game in this area.
How to implement the above
It’s very simple actually. I’ve created a mod that changes Tech Tree and decreases Eurekas (called it Real Tech Tree).
Edit, added 1.03.2017.
I managed to create a mod that does the most important thing - links empire size to research speed. In Civ6 you cannot change the tech costs in the game, but you can decrease yields output. So, the below mod introduces this mechanism: each Campus (except the first) you built will decrease the science output from scientific buildings: Real Science Pace.
Well, that’s all. Eagerly awaiting for comments and discussion.
Last edited: