This seems to work, but I'm running into a bit of a problem. In the Renaissance era, the tech costs drop dramatically despite my scaling. Here's what I'm using right now:
Code:
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-- Technology cost
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UPDATE Technologies SET Cost = Cost*.75 WHERE EraType ='ERA_ANCIENT';
--UPDATE Technologies SET Cost = Cost*4.2 WHERE EraType ='ERA_CLASSICAL';
--UPDATE Technologies SET Cost = Cost*5.3 WHERE EraType ='ERA_MEDIEVAL';
--UPDATE Technologies SET Cost = Cost*6.5 WHERE EraType ='ERA_RENAISSANCE';
--UPDATE Technologies SET Cost = Cost*7.8 WHERE EraType ='ERA_INDUSTRIAL';
--UPDATE Technologies SET Cost = Cost*8.2 WHERE EraType ='ERA_MODERN';
--UPDATE Technologies SET Cost = Cost*9.7 WHERE EraType ='ERA_ATOMIC';
--UPDATE Technologies SET Cost = Cost*10.2 WHERE EraType ='ERA_INFORMATION';
UPDATE Civics SET Cost = Cost*.75 WHERE EraType ='ERA_ANCIENT';
--UPDATE Civics SET Cost = Cost*4.2 WHERE EraType ='ERA_CLASSICAL';
--UPDATE Civics SET Cost = Cost*5.3 WHERE EraType ='ERA_MEDIEVAL';
--UPDATE Civics SET Cost = Cost*6.5 WHERE EraType ='ERA_RENAISSANCE';
--UPDATE Civics SET Cost = Cost*7.8 WHERE EraType ='ERA_INDUSTRIAL';
--UPDATE Civics SET Cost = Cost*8.2 WHERE EraType ='ERA_MODERN';
--UPDATE Civics SET Cost = Cost*9.7 WHERE EraType ='ERA_ATOMIC';
--UPDATE Civics SET Cost = Cost*10.2 WHERE EraType ='ERA_INFORMATION';
UPDATE Technologies SET Cost = Cost*4;
UPDATE Civics SET Cost = Cost*4;
UPDATE Eras SET GreatPersonBaseCost = GreatPersonBaseCost*3;
UPDATE ModifierArguments SET Value = "-80" WHERE ModifierId = "MINOR_CIV_PRODUCTION_PENALTY" AND Name = "Amount";
UPDATE Units SET Cost = Cost * 4 WHERE UnitType = "UNIT_MISSIONARY" OR UnitType = "UNIT_APOSTLE" OR UnitType = "UNIT_INQUISITOR";
-- Reduce Eurekas for all Techs and/or Civics to 15%
UPDATE Boosts SET Boost = 15 WHERE TechnologyType IS NOT NULL;
UPDATE Boosts SET Boost = 15 WHERE CivicType IS NOT NULL;
As you can see, I've commented out each individual era for now, but even playing with those doesn't seem to work. With a x4 multiplier it shouldn't be overflowing, right? But that's the only reason I can think of for why some eras seem to increase as intended while others do not.
As an example, in a game on turn 1, Masonry (Ancient) takes 275 turns, Engineering (Classical) takes 1098 turns, Castles (Medieval) takes 2140 turns, Seige Tactics (Renaissance) takes 1002 turns, Rifling (Industrial) takes 1468 turns, Combustion (Modern) takes 1879 turns, Nuclear Fission (Atomic) takes 2277 turns, and Nuclear Fusion (Information) takes 11822 turns. The final Future Era tech takes 3566 turns. Everything is fine until the Renaissance era, and then the only era after that that seems correct is Information.
I am using Marathon, if that makes a difference. Basically, the goal is to have several hundred turns per era.
Also, if anyone knows how to slow down the World Era, that would be helpful. It seems to tick along entirely independent of the tech/civic progress.