Slower Tech by Era

This is a small mod that makes the techs cost to gradually increase with Eras.

It's based of a bit of code by alpaca that I have used in some of my mods for Civ5.

Unzip it to "..\Documents\My Games\Sid Meier's Civilization VI\Mods"

It should create a folder named "Slower Tech"

Go in "Additional Content" and activate it by checking the box near "Activate Mod" then click "Back" and launch a game.
The mod not appear :(
 
This is awesome! I've been craving for a mod like this since I began playing Civ 25 years ago.

I will try this and then give some feedback. I hope it also works with Civ 5.

One more thing; Gedemon, you started this thread on my anniversary, so this really feels like a birthday present :goodjob:
 
This mod don't seem to work anymore, It gives wrong research cost on several techs/civics.
Anyone have a updated version that work correctly, or know of any working mods that do the same?
 
I think I have found a way to make this mod work.
Put this into "Slower Tech.modinfo" file:
<Properties>
<LoadOrder>100</LoadOrder>
</Properties>

So it look like this:
<Components>
<UpdateDatabase id="SlowerTechComponent">
<Properties>
<LoadOrder>100</LoadOrder>
</Properties>

I have no idea what load order should be, but 100 is working :D
 
Last edited:
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:
-----------------------------------------------
-- Technology cost
-----------------------------------------------

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.
 
can someone please tell me how to lower the costs of civics using this mod ? is it :2 instead of 2x ?
 
Actualy it seems that this mod doesn't work anymore. The problem is I can t find the civics.xml file like I used to. It's definetly not in Civ6 from My documents....
 
Back
Top Bottom