Sid Meier's Civilization VI

Sid Meier's Civilization VI

Take your Time Ultimate - Slower Research Trees
314 kommentarer
adi 4k 23. okt. kl. 23:36 
@Kjades, I recommend also using this mod for the world era to advance closer to how players advance: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3304584873
Kjades 13. okt. kl. 6:23 
Hi, recently got to using this mod and I have to say, it's amazing, exactly what I was looking for a better immersion compared to vanilla Civ 6.
I have a question about the mod settings: I have run quite a few games using 3x for tech/culture cost, extreme era scaling (for both science and culture), and all other parameters set to "calculated" (era score, age progression, CO2 levels,...).
Is this the "most optimal" setup? Or should I use different parameters?
Last game I ended up in 1970 when the world barely reached Renaissance Age, while I was already going for Nuclear fusion tech. Something is definitely wrong.
Thanks for the help.
slinx 13. sep. kl. 5:45 
This mod is good.
LLAZY DK 25. aug. kl. 9:36 
So i picked this up, because i thought it would be fun to do the "only by eurika", where you cant gain a tech other than by its eurika/inspiration, which this mod is great for, since you can scale how much of the tech a eurika gives, and increase tech cost by a ludacrious amount - exept the cost is also increased on the first tech/civic, which doesnt have eurikas.
Truewan 5. juli kl. 10:20 
I found a bug and I am posting it here because OP no longer plays civ 6. But when you start a new game using this mod, make sure you DO NOT change the base tech and culture cost. Doing so will cause era score scaling to always give you a golden age.

Imo, this is like playing chess where every piece is a Queen, it removes a lot of the fun from the games depth and critical thinking skills.
creamsoda100 24. maj kl. 8:51 
Is there any way to adjust the mutagen strength in zombies mode to scale with the adjusted tech and civic costs?
wltl 11. maj kl. 5:18 
Perfect mod, thank you very much. Exactly what I needed, thanks.
Spavit 19. mar. kl. 22:50 
I honestly don't understand how is it possible to war on standart speed or faster. Even on marathon I'd still like to have more time before my units need to be upgraded again. Thanks for the mod
SonofaGlitch 8. mar. kl. 19:55 
Honestly, this may be THE most essential Civ 6 mod.
Because Firaxis never seemed to care to balance out tech or civic progression much as they added content and the pacing became just awful the more DLC they put out.

And the modularity on this is wonderful. Excellent work all around!
Sir Packet Lossalot 3. mar. kl. 0:14 
Thank you, this is the mod I was looking for in Civ 5 also. Regular building speed, but slower research, because it often happens that once you research and build a few units - they become obsolete when new technology is unlocked in 6 turns
丁真爱抽电子y 28. feb. kl. 8:19 
这是个啥csmod?
Portoflander 24. feb. kl. 7:39 
only first tech/civic is longer, after that goes back to normal
leonpoi 17. feb. kl. 3:17 
I guess it does drag it out some by definition
FantasticKru 16. feb. kl. 11:58 
This heavily nerfs science victory, no?
Truewan 14. dec. 2024 kl. 10:03 
Apart from the broken era score, it still remains a great mod! Wish I could pay this man to fix the era score though
leonpoi 8. dec. 2024 kl. 17:56 
I'm no coder and no modder, but I've had a look through and I wonder if it could be made to work if the era scalings were expanded to include the additional era
leonpoi 8. dec. 2024 kl. 17:33 
@Rinel - I don't think so. I got a crash at startup. I think it's the obvious thing that post-classic is not included in this mod
Rinel 8. dec. 2024 kl. 16:56 
Does it work with Grand Eras?
H.Humpel 23. okt. 2024 kl. 9:33 
Hi joshmanisdabomb,
your mod has been translated by onyxum into German and the translation is now part of the German translations for Civilization VI mods mod pack.
We would be more than happy if you could refer to the language translation in your mod description.
NobleRonin 18. okt. 2024 kl. 18:06 
Are we able to modify production yet? I see Ursa Ryan testing this a while ago where the era score tripled, the tech and civic research amounts tripled, the game turn number tripled, yet his production remined the same - I assumed he made the game "Marathon" but increased the production amount
Bluesky95 17. okt. 2024 kl. 12:27 
this work with real tech tree?
leonpoi 17. okt. 2024 kl. 2:26 
I'm using Low/Low era scaling and no base change. Everything else calculated. Finishing my first game on epic. It's felt ok. Calendar is not lining up, but then it never does.

I set Era Scaling to Calculated (not realising it doesn't work) and was getting consistent golden ages. I don't have a good feel for what would have been a good multiple (I wish I was paying attention to how much I was over by...)
leonpoi 17. okt. 2024 kl. 2:23 
So - I started a bunch of game and from what I can see the Calculated option for Era Score doesn't work

A fixed multiple does work.

That means it will either have to be fixed ?? Or you'll have to pick a scaling factor and deal with the fact that it scales across the eras at the same %
leonpoi 21. sep. 2024 kl. 16:06 
I’m not sure. I’m still trying to work out what the base is and how the formula works
leonpoi 17. sep. 2024 kl. 17:48 
I see a comment here "So the era score is broken when the settings are set to "calculated" since the last patch. It gives golden ages every era. But you can fix it temporarily by setting it manually to say... 1.5-2.0?"

For other people who have / are using this - what is your sense? Is this the case?

I am playing an epic game now and have blitzed the era score out of the water, but I'm also stupidly ahead on culture, so it's hard to say. I'm finding the research lengths are more or less working well with changes, but era score on calculated, does it work as intended?
onyxum 16. sep. 2024 kl. 23:38 
I have merged all previous translations into one file. I would like to send you “joshmanisdabomb” this file so that you can upload it here in the workshop.
John 11. sep. 2024 kl. 0:15 
Is it possible to reverse the tech scaling? Making tech during the ancient era take for example 400% more time, then 300% in classical. etc etc.
leonpoi 10. sep. 2024 kl. 20:18 
if I have mods that already impact CO2 (JNR's stuff) will this mod scale on top of those changes (be cumulative)? Conflict?

Thanks in advance
Anthaderas 29. aug. 2024 kl. 5:07 
Hey, I'm actually playing at x50 x50 with scaling for civics only as even if you play with a non-cultural based civ, it developps quicker generally. I personnally really lovehaving the first era long enough to colonize almost the entire globe, as it has been "back in the days" :P. But even at x50 x50, some techs are researched in "only" 20 turns before the Classical era and posessing 6 cities.

Could there be a x100 x100 option ? With also some inverted scaling ?

Also does anybody know a mod that would incite AI to do projects instead of creating units once they get to a certain amount or cover their entire territory ? Since we cannot play with YnAmp anymore. Playing x50 x50 gets dumb at some point because AI keeps training military units and if you don't compensate by waging wars, game will crash when there won't be any tiles available anymore...
Armed Avocado 27. aug. 2024 kl. 1:14 
@Sprinkler, the in-game tooltips tell you the scaling for alternate game speeds. Marathon is "200% slower".

My question is: does the mod scale off of standard speed, or does it scale after the game speed scaling?

This mod is perfect btw. Everything I was looking for.
The Sprinkler 22. aug. 2024 kl. 13:41 
What is the base speed for marathon? Is it 4x? 5x? I wish there was a way to see where everything is at normally, so I know where to put the settings at for my own game.
Nandybear 19. aug. 2024 kl. 10:44 
@Nanao-kun sorry steam doesn't tell me i have replies unless i mnaually subscribe to convos

Put it in any mod file you have that has .sql at the end

If you have none, you can change it manually in globalparameters.xml
Shiva 31. juli 2024 kl. 10:15 
Hello,
I hope somebody can help me with the following issue: My settings are 1,5x Base Cost for Tech and Social. As well as medium scaling. Rest stays as is. Difficulty Deity.

Everything is awesome. The eras are slightly slower in the beginning. Everything is fine until Rennaissance comes around because it takes AGES. In my current game with Brazil I was already in future techs while Rennaissance was still around. Other civs were also in Atomic Era, Modern, Industrial... My era score was 310.

What do I do wrong here?
Nanao-kun 26. juli 2024 kl. 12:19 
@cuntism Where do you set these values?
Nandybear 12. juli 2024 kl. 15:56 
@herowolv
UPDATE GlobalParameters SET Value = 30 WHERE Name='CIVIC_COST_PERCENT_CHANGE_AFTER_GAME_ERA'; --default 20
UPDATE GlobalParameters SET Value = 30 WHERE Name='TECH_COST_PERCENT_CHANGE_AFTER_GAME_ERA'; --default 20
UPDATE GlobalParameters SET Value = -30 WHERE Name='CIVIC_COST_PERCENT_CHANGE_BEFORE_GAME_ERA'; -- default -20
UPDATE GlobalParameters SET Value = -30 WHERE Name='TECH_COST_PERCENT_CHANGE_BEFORE_GAME_ERA'; --default -20

I keep it at 30 until medieval era then change it depending on if i'm getting too far ahead.

Basically what it does is add a nerf or bonus depending on if the tech/civic is from an era ahead or behind you. So if you're in ancient and researching something in classical, it will add a percent nerf (in the case above, 30).

It's really good for mid game, setting it to 50 really sets people catch up. Also epstweak for catch-up I highly recommend to pair with it.
herowolv 11. juli 2024 kl. 3:59 
is there a way to make the penalty of being ahead in science harsher? I play with friends only and sometimes a person or 2 could have a lot of science or culture and just go too far, is there a way to make the penalty for being ahead in techs harsher to make everyone have a fair chance at winning?
TheMinaGames 1. juli 2024 kl. 0:40 
Русская локализация в обсуждения!
ericthecleric 8. juni 2024 kl. 6:54 
Hi. I don't know if the mod author is still around, but if he is would it be possible to create an option for the World Era Scaling of x0.8 please? (Currently, there is nothing between x0.5 and x1.)
Zanoth 20. maj 2024 kl. 22:16 
I can confirm that the mod is working as intended. I ran fairly thorough tests to work out which settings i should choose.
It is important to remember that with Tech and civic cost scaling, that the effect is measured in the amount of resources you need, and not the number of turns needed. Additionally, I believe the game has catch-up and slow-down mechanics for researching techs and civics that are behind/ahead of the current Era.

The tricky thing is not knowing how much Science or Culture you'll be expected to produce on which turns.
[BRTD]Luewen 1. apr. 2024 kl. 9:11 
So does the era scaling actually work. With roughly same research amount per turn ancient era techs take roughly 40 to 60 turns with boost and now with with classical era and 3 x more research needed per tech. However the new techs only take 16 turns so its 3 times faster per tech than previous era with same research.

Playing with extreme era scaling and 3.5x base points.
mirddes 29. mar. 2024 kl. 15:56 
this is amazing, i play it at online speed with all base costs set to 8x and the era scaling set to maximum. i use calculated on all applicable options.

ALL I WANT is the year progression to make sense. its like turn 100+ we just ended the ancient era and its well past 1000AD. surely it should still be BC.
[PBS] Kafka Rambo 21. mar. 2024 kl. 20:17 
Exactly what i was looking for, thx
[BRTD]Luewen 14. mar. 2024 kl. 14:27 
Is there a change of adding invidual production scale also. As i like to have loooong game but so research speed is fine but i feel that waiting 30+ turns to produce units or buildings is too long for new cities.
leokittenman 10. feb. 2024 kl. 12:21 
Great Mod! do you think you could add an option to modify the great scientist point cost seperately from other great people,They keep getting earned too quickly
louiegalvani 31. jan. 2024 kl. 14:38 
zombies... I forgot about zombies...
Truewan 26. jan. 2024 kl. 20:09 
So the era score is broken when the settings are set to "calculated" since the last patch. It gives golden ages every era. But you can fix it temporarily by setting it manually to say... 1.5-2.0?
Joe 25. jan. 2024 kl. 13:42 
It appears this is actually vanilla behavior, just exacerbated by playing with high boosts and high tech-ahead penalty. Why Firaxis decided the tech-ahead penalty should adjust the cost of techs rather than the rate of research, who can say.
Joe 25. jan. 2024 kl. 12:54 
Anyone have an issue where the boost level changes after the World Era progresses? For instance, it's the World Medieval Era and I have boosted Gunpowder for 30%. The World Era moves to Renaissance and now Gunpowder is boosted by 90%. I've tried using both normal boosts as well as "X% of original cost" and the behavior remains the same. I could try removing Era scaling but that was the whole point of installing this mod.
Silver Felyne 30. dec. 2023 kl. 7:31 
Thanks for the suggestion. I suppose removing either their settler or extra warriors is warranted, since (from my experience), you literally cannot stop a turn 3 AI Warrior rush on Emperor and above. You don't have enough time to even make a slinger before you have 3 warriors on your capital.
Darknote 29. dec. 2023 kl. 22:30 
@Silver Felyne, use the mod No AI Start Advantage, to disable their starting units on higher difficulties. Works with Deity++ options and Roman's Holiday AI.