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The Sloth, The Tortoise and The Snail. 6.0

Trading Civic? You mean Foregin Trade? Whats wrong with it?

You moved them around, foriegn trade is to many turns away and kills expansion horribly and impossible to use your mod. Please adjust the civics and techs to where they work and make sense. I am all for rearranging the techs and civics to make them more realistic and make sense. However making them to positions where they take far to many turns to reach killing our economies. I had to delete almost every unit to try and deal with it lmao I finally managed to make enough builders to offset my game until I finally was able to afford.

No I didn't expand to fast either, I did it like I normally do, not saying I am the best player, but I know how to play civ since I have played since 1995 :P Love the speeds you picked they are spot on I love Sloth and Snail the best. :lol: I want to spend more time in the ears. You might want to make a speed that makes everyone start around 10,000-20,000 years b.c. to make it a bit more realistic. After all humanity has existed for around 250,000 years as we know ourselves today.

Besides I am a fan of caveman to cosmos on civ 4, it is an awesome mod. :D
 
You moved them around, foriegn trade is to many turns away and kills expansion horribly and impossible to use your mod. Please adjust the civics and techs to where they work and make sense. I am all for rearranging the techs and civics to make them more realistic and make sense. However making them to positions where they take far to many turns to reach killing our economies.

I like where they are, Foreign Trade is only 3 Civics in, does not take that long to get. I actualy like the way you have to watch your economy at the start, make you plan ahead :)
 
China is 35% (25% +10%). I did not touch the Aztec ability, did not feel it was effected by my changes. You think different?

Seems fine to me. A %modifier shouldn't need tailoring alongside scaled production cost.

You moved them around, foriegn trade is to many turns away and kills expansion horribly and impossible to use your mod. Please adjust the civics and techs to where they work and make sense. I am all for rearranging the techs and civics to make them more realistic and make sense. However making them to positions where they take far to many turns to reach killing our economies. I had to delete almost every unit to try and deal with it lmao I finally managed to make enough builders to offset my game until I finally was able to afford.

No I didn't expand to fast either, I did it like I normally do...

It kind of sounds like your normal approach isn't ideal under these new circumstances :). I think the point of the mod is to create weightier decisions. Pushing Foreign Trade out to 3rd tier certainly achieves that. You have plenty of means available to offset costs, all of which require personal direction... work gold yields; expand towards gold yields; sack barb camps; seek CS benefits; be frugal with unit and building costs; etc. Exploit whatever opportunity presents itself. You could also push culture, if the means are available, to reach Foreign Trade earlier. With the vanilla civics tree, FT is practically a gift and policy choices like Conscription mean nothing.

Game balance is far from perfect at this point (civics, policies, tile yields etc all need tuning) but I think this mod is moving in the right direction as far as creating challenging circumstances. In my current game, I've made the "sparse" resource setting actually sparse (-15 applied to target% instead of -5) and reduced the default # of players slightly to create room for early exploration and expansion. It's a bit crude... bonus and luxury resources are equally affected... but I like it better than the resource bonanza that occurs by default. It seems to go well with the slower pace and staggered research.
 
and one more question, with this sql, "UPDATE GlobalParameters SET Value ='40' WHERE Name ='SCIENCE_PERCENTAGE_YIELD_PER_POP';" you reduced science. how to reduce culture per population? :) ty
 
CULTURE_PERCENTAGE_YIELD_PER_POP also in GlobalParameters. (Default 30)

EDIT:

If your changing values due to culture been to fast even with my mod, I will be updating it in the next couple days to address this.
 
yea, it was a little fast for me. also, i found that i don't like CS-es conquered in the start. I lowerd your penalty from 75 to 25 and they hold their ground. Saw Vilnius getting taken from England only in Medieval era, she was at war with them from turn 3. With 75 penalty, they get conquered a little to easily
 
@Horem, loving the mod. Quick question...

Is this normal
Spoiler :

101c44cae6aa0eb361d6d87b92f01409.png


Not a game breaker by any means. Just curious if that is a usable speed, or just an error
 
I keep trying your new versions, the way you changed the civics and technology tree doesn't work. PLEASE release a version you didn't play around with everything else. I want a slower game but I DO NOT want the changes they ruin the game not improve it. Thanks for your work I appreciate it, but man it simply isn't fun how you changed it sorry. I have been playing civ series since 1995, I have taken part in modding, I know the work involved.

Do not take me wrong, I am hoping you understand it doesn't work for some. Can you make one without all the other changes that slows down the game properly? Thanks if possible :D
 
I keep trying your new versions, the way you changed the civics and technology tree doesn't work.
How does it not work? Foreign Trade? This has been explained.

Do not take me wrong, I am hoping you understand it doesn't work for some. Can you make one without all the other changes that slows down the game properly? Thanks if possible :D
There are other mods that just effect Pacing. If you are unhappy with this, which is not just a pacing mod we restructure both Tech and Civic trees to reduce bee-lining as well as adjust the costs, overall it slows the game right down, I suggest you try one of the other mods that just effect Pacing or comment out the files associated with Tech and Civic's.
 
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I keep trying your new versions, the way you changed the civics and technology tree doesn't work. PLEASE release a version you didn't play around with everything else. I want a slower game but I DO NOT want the changes they ruin the game not improve it. Thanks for your work I appreciate it, but man it simply isn't fun how you changed it sorry. I have been playing civ series since 1995, I have taken part in modding, I know the work involved.

Do not take me wrong, I am hoping you understand it doesn't work for some. Can you make one without all the other changes that slows down the game properly? Thanks if possible :D

Is the whole tree step up? or just certain parts of them that you think could use adjustments?
 
How does it not work? Foreign Trade? This has been explained.


There are other mods that just effect Pacing. If you are unhappy with this, which is not just a pacing mod we restructure both Tech and Civic trees to reduce bee-lining as well as adjust the costs, overall it slows the game right down, I suggest you try one of the other mods that just effect Pacing or comment out the files associated with Tech and Civics.

Actually there are none at all that correctly address the issues and yes I understand what you are trying to achieve, Civ 6 needs this done. However you simply force all techs on everyone, when certain techs that are missing should be lead off to anther part of tech tree. The entire things needs to be fixed not just stop someone from going for one certain tech. This is what I mean man I am NOT slamming your work I am saying it doesn't work right like it is with your mod. We need to fill in missing techs and rearrange them not just make it so no one can be-ling to a tech lol.

You did change how the civics work, thanks foreign trade comes up when it should now. I am not criticizing your Mod I am pointing out issues bro nothing more. I want a super slow game where I am not in AD and tech is still 1400-1600 BC. It needs to flow along in a more realistic manner, it fly's by so fast currently that you barely experience a single era. :D
 
I personally like your tech tree Hajee. However there are many mods out there that can change the pace of the game without altering anything else. In fact, some of them allow you to choose your own pace down to increasing or decreasing the pace of specific eras but this mod is meant to be a combination of that along with the no bee-lining tech tree. There are also other tech tree mods if that is an issue for you. But this particular one is for those of us who want to play a game with reduced bee-lining.

You can still focus into certain tech areas, but you will eventually have to come back and do all of them which is actually pretty realistic if you ask me. I don't think any civilization could make it into the industrial era without discovering archery at some point, which is possible in the base game. Also it ensures that the AI isn't fighting you with prehistoric units in the modern era, since they would've had to research all the improvements to get there. The entire mod does not need fixing, it does exactly what it says it should.
 
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