Sid Meier's Civilization: Beyond Earth

Sid Meier's Civilization: Beyond Earth

29 ratings
Slower Science
   
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25 Oct, 2014 @ 6:13am
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Slower Science

Description
A simple mod that increases the science cost of all research, increases the science multipliers at all gamespeeds, and lowers the science output of certain buildings/tile improvements, for people that prefer much slower games science wise, or that that feel the science goes too quickly.

Should be compatible with any other mods, including mods that add new technologies, as this is a SQL based mod.
21 Comments
Yiasmat 3 Nov, 2014 @ 2:07am 
hmm... awesome idea (i used slower science for civ 5).
the porblem is, that the early game was fine like it was. with this mod, it just takes forever. i wish there was a version just increasing the tech needed for higher tear techs, as otherwise you start out at about 25 turns (which is fine i think) but the longer you play, and the further into the tech tree you get, the less they take, ultimatly making techs like 3 turns long which is absolutly stupid.
so yeah, i wish it would just increase the later techs to keep the feeling from the start of the game even later on (and to not get into late game that quickly)...
zArkham4269 1 Nov, 2014 @ 9:42am 
I think the major issue with this mod is any faction which takes the ability to already have the pioneering technology is probably going to win. I mean otherwise you have to wait 50-80 turns to get the tech and then build your settler and then wait for it to turn into a city. In that time, the AI with that roll-out has built an outpost and already grown it to a city *and* is trading with stations.
Jang 28 Oct, 2014 @ 9:51am 
i would really prefer if this simply increases the research costs and without nerfing the buildings because:
by increasing the research cost you give a fair malus to tech to every playstyile, while nerfing the buildings you gives tht malus only to tall civilization who like to build everything everywhere, while boosting wide empires that didn't bother with the building...
The building nerf also screw the balance of the game by giving more importance to science virtues and starting scientist...

a simple mod that increase all tech cocts with equal %, would be more fair for every playstyle... without risking to upset the balance...
a siege of herons 28 Oct, 2014 @ 3:26am 
cut science more, still fast on marathon on big maps
townkrier 27 Oct, 2014 @ 5:23pm 
Seems like this would certainly buff ARC because of their ability to steal techs so quickly. I usually play slower science in CIv 5 so I'll give it a try. Thanks!
drumheller101 26 Oct, 2014 @ 5:56pm 
Sorry, but forgot to clear Cache and ModUserData before trying Mod, everything seems to be working now.
Nacho 26 Oct, 2014 @ 4:59pm 
WHY
drumheller101 26 Oct, 2014 @ 4:34pm 
Not sure why, but this mod prevented me from chosing Virtues.
Blackra 26 Oct, 2014 @ 3:52pm 
Nice idea, and totally agree since once a certain point in the game is hit you can fly through the techs. As Jektal said maybe leave the output as it is. Would look forward to having that as a mod
TGC GamerGramp 26 Oct, 2014 @ 1:24pm 
I also second Jang's suggestion. Increasing the cost of the tech should be enough. By reducing the output of buildings, you create (intentionally or not) a game balance issue (due to the utility of certain buildings being "nerfed").

Personally I'd be happy with a simple x2 science cost modifier for all techs.