Sid Meier's Civilization: Beyond Earth

Sid Meier's Civilization: Beyond Earth

Slower Science
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.
Azzer  [author] 26 Oct, 2014 @ 10:33am 
Regarding building/tile "research outputs" - these have been halved as this essentially is the same as increasing the costs of research - if your research output is forcefully reduced, then comparatively, the costs of research are increased (indirectly).

The reasoning behind this is, as with Civ V, if research cost as a direct value goes above a certain limit, it bugs out and becomes -1 (meaning instant, one tech a turn) - by simply lowering research output across the board, the same effects of multiplying research costs by a huge amount can be achieved without hitting this cap.

I'm not sure what the point would be in increasing research outputs and then increasing research costs, when the end goal is to simply slow down how long it takes to plough through the tech tree/web!
Jektal 26 Oct, 2014 @ 9:53am 
Seconding some way to make techs more expensive, but not nerf the buildings. If you cut the science output of the buildings, they should at least be cheaper.
FullAutoAttack 25 Oct, 2014 @ 2:27pm 
Is there a list of what are the science multipliers for the various game speeds?
Raynor 25 Oct, 2014 @ 8:33am 
@kaintk Agreed!
zArkham4269 25 Oct, 2014 @ 8:32am 
So this mod replicates the types of mods in Civ V which create historical speeds where science is slow but building and unit building is unaffected, yes?
kaintk 25 Oct, 2014 @ 7:46am 
and yeah, just science up not building nerf could be nice too
kaintk 25 Oct, 2014 @ 7:45am 
well jang, in civ5 there is a mod that make science x500% (or x5) but you can put building and unit the normal turn (depending on setting mode) always put quick setting but with x5 science mod, its make building and unit quick to make but you dont discover science advancement each 4 turn, it's really what i love^^ (sorry my english;p)
ChicagoPhil 25 Oct, 2014 @ 7:26am 
What is the science outcome with this mod and a Marathon setting?
Jang 25 Oct, 2014 @ 7:20am 
nice mod, science i also prefer slow science.

but do you think you can make a mod with slow science, but without the nerf to buildings?
Zinzrinz - Levana 25 Oct, 2014 @ 6:52am 
Researching: Walking. Time: 90000 turns.
kaintk 25 Oct, 2014 @ 6:24am 
do you think you can make it x500% like one of the mod in civ5 ? subscribe anyway because science is really too fast in the game actually !