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Slower Tech by Era 2.1

Takfloyd

Prince
Joined
Apr 17, 2005
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502
Location
Bergen
Slower Tech by Era

This is just what it says on the box - a simple mod that scales up tech and civic costs progressively throughout the game, so the tech pacing doesn't snowball way ahead of production to the point where units go obsolete before you've finished building them and the modern era starts in 1000 AD.

The costs end up at 1.5 times that of base game costs in the future era. It's not meant as a massive game-changer but more of a balance pass. With this mod, the current era should align more closely with the in-game year. The cost of Great People is also scaled up proportionally so they don't run out too early.

Let me know how it works out for you, as it's surely not perfectly balanced yet.

How to install

Simply download and extract the .zip inside your Mods folder under Documents/My Games/Civ VI or the equivalent location on your system. Enjoy, and please comment on any bugs or things that seem imbalanced to you or could be improved. Note that it's impossible to have a unit require more than one resource as an upfront cost - otherwise I would have done things somewhat differently.
 
This mod has been updated with a simple 1.5 multiplier to CO2 requirements for climate change, since slower research means more CO2 in the atmosphere before climate change countermeasures become available. Climate change might still be too fast at 1.5 times slower though - let me know how it works out for you.
 
I am afraid your mod does not take into account science/culture bonuses that great people give, so their bonuses appear that much weaker
 
Don't tell me to turn my mod into someone else's mod that has a different purpose from mine. 8 Ages of Pace is a drastically different game, my mod is a simple balance change meant to turn the game into what it should have been from the beginning. For comparison, my tech cost increases start with 10% and max out at 50%, while in 8AoP they start at 50% and max out at 260%. Great people bonuses are not that much weaker than normal in my mod, but I can look into buffing them slightly.
 
Thanks for this mod! Just started a new game with it.

I imagine that golden ages are much easier to have with slower techs, or is it automatically moved to a higher threshold? Do you know if we could tweak that in SQL as well?
I wonder what would be more balanced given all the potential impacts of slowing techs: slow techs & civics as it's done here, or decrease build costs (or make cities more productive)?
 
So, for anyone who would use this mod with GS: it seems that for some reason, the speed factor applied doesn't work with future techs. We need to update tables CivicRandomCosts and TechnologyRandomCosts instead:

E.g.
UPDATE CivicRandomCosts SET Cost=Cost*1.9;
UPDATE TechnologyRandomCosts SET Cost=Cost*1.9;


I'm not sure if there's other tweaks to apply for good balance. Looks like this thread contains valuable info if you want to go further: https://forums.civfanatics.com/thre...ts-future-era-techs-in-industrial-era.642916/

FWIW here's my whole SQL changes, with values a bit higher than the ones set in Slower Tech by Era:

Code:
UPDATE Technologies SET Cost = Cost*1.1    WHERE EraType ='ERA_ANCIENT';
UPDATE Technologies SET Cost = Cost*1.3 WHERE EraType ='ERA_CLASSICAL';
UPDATE Technologies SET Cost = Cost*1.5    WHERE EraType ='ERA_MEDIEVAL';
UPDATE Technologies SET Cost = Cost*1.6    WHERE EraType ='ERA_RENAISSANCE';
UPDATE Technologies SET Cost = Cost*1.7    WHERE EraType ='ERA_INDUSTRIAL';
UPDATE Technologies SET Cost = Cost*1.7    WHERE EraType ='ERA_MODERN';
UPDATE Technologies SET Cost = Cost*1.8    WHERE EraType ='ERA_ATOMIC';
UPDATE Technologies SET Cost = Cost*1.8    WHERE EraType ='ERA_INFORMATION';
UPDATE Technologies SET Cost = Cost*1.9    WHERE EraType ='ERA_FUTURE';
UPDATE Civics SET Cost = Cost*1.1 WHERE EraType ='ERA_ANCIENT';
UPDATE Civics SET Cost = Cost*1.3 WHERE EraType ='ERA_CLASSICAL';
UPDATE Civics SET Cost = Cost*1.5 WHERE EraType ='ERA_MEDIEVAL';
UPDATE Civics SET Cost = Cost*1.6 WHERE EraType ='ERA_RENAISSANCE';
UPDATE Civics SET Cost = Cost*1.7 WHERE EraType ='ERA_INDUSTRIAL';
UPDATE Civics SET Cost = Cost*1.7 WHERE EraType ='ERA_MODERN';
UPDATE Civics SET Cost = Cost*1.8 WHERE EraType ='ERA_ATOMIC';
UPDATE Civics SET Cost = Cost*1.8 WHERE EraType ='ERA_INFORMATION';
UPDATE Civics SET Cost = Cost*1.9 WHERE EraType ='ERA_FUTURE';
UPDATE Eras SET GreatPersonBaseCost = GreatPersonBaseCost*1.1 WHERE EraType = 'ERA_ANCIENT';
UPDATE Eras SET GreatPersonBaseCost = GreatPersonBaseCost*1.3 WHERE EraType = 'ERA_CLASSICAL';
UPDATE Eras SET GreatPersonBaseCost = GreatPersonBaseCost*1.5 WHERE EraType = 'ERA_MEDIEVAL';
UPDATE Eras SET GreatPersonBaseCost = GreatPersonBaseCost*1.6 WHERE EraType = 'ERA_RENAISSANCE';
UPDATE Eras SET GreatPersonBaseCost = GreatPersonBaseCost*1.7 WHERE EraType = 'ERA_INDUSTRIAL';
UPDATE Eras SET GreatPersonBaseCost = GreatPersonBaseCost*1.7 WHERE EraType = 'ERA_MODERN';
UPDATE Eras SET GreatPersonBaseCost = GreatPersonBaseCost*1.8 WHERE EraType = 'ERA_ATOMIC';
UPDATE Eras SET GreatPersonBaseCost = GreatPersonBaseCost*1.8 WHERE EraType = 'ERA_INFORMATION';
UPDATE Eras SET GreatPersonBaseCost = GreatPersonBaseCost*1.9 WHERE EraType = 'ERA_FUTURE';
UPDATE Maps_XP2 SET CO2For1DegreeTempRise = CO2For1DegreeTempRise*1.7;

UPDATE CivicRandomCosts SET Cost=Cost*1.9;
UPDATE TechnologyRandomCosts SET Cost=Cost*1.9;

Also, I had to do another change: the load order in the modinfo file (200) seems to be too high, and the changes aren't picked up at all, I had to put a lower value (just 1 is ok for me)
 
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