Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Increasing Research Costs and Harder Eurekas
   
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Type: Mod
Mod: Gameplay
Tamaño
Publicado el
Actualizado el
32.141 KB
4 ENE 2018 a las 2:35 p. m.
27 FEB 2019 a las 4:42 p. m.
13 notas sobre cambios ( ver )

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Increasing Research Costs and Harder Eurekas

En 1 colección creada por Tiramisu
Basic Gameplay & AI Improvements
7 artículos
Descripción
Description
This mod increases Tech- and Civic- Costs and makes Eurekas harder to get. Later Eras have a higher increase of Research Cost.
The main purpose of this mod is to give you enough time for productions and time for wars without having to fear that your army gets outdated very soon. At the same time the costs are balanced in a way that your research should roughly match the current date of year (e.g. you should be researching Techs in the Industrial Era when you are in a year between 1800 and 1900 A.D.).

If you also want higher Great Person costs you can use this mod together with
More Great Persons + GP Cost Balancing, but it is not necessary.

Changes
The Research Costs for Techs and Civics are multiplied in the following way:
  • Ancient Era: Cost x1.4
  • Classical Era: Cost x1.7
  • Medieval Era: Cost x2.1
  • Renaissance Era: Cost x2.5
  • Industrial Era: Cost x3.1
  • Modern Era: Cost x3.8
  • Atomic Era: Cost x4.6
  • Information Era: Cost x5.6
  • FutureEra: Cost x6.8

The research boosts from some of the Great Scientists (like Galieo Galiei) are scaled accordingly.

The Code of Laws Civic Cost has been additionally multiplied with 1.5 to make monuments more important, if you do not want to get certain Ancient Civics too late.

Note: If your Science and Culture output is not too small, you will need roughly about 20 turns for researching a Tech or Civic without an Eureka (and about 10 turns with an Eureka).
I have tested this mod a lot on Standard Speed, so do not fear the high Research Costs. It is well balanced.

Harder Eurekas
Many Eurekas are now harder to get. You can still get most of the Eurekas if you try hard, but dependent on your strategy or your starting location you still may not get all of them.
For example the Eureka for Horse Back Riding requires 3 pastures, Steam Power require 3 Shipyards, Urbanization requires a City with 20 Population, etc.

Compatibility for Rise and Fall
You do not have to own Rise and Fall, but for R&F owners the following changes are made:
  • The needed base points for entering a Normal Age is increased to 15 (instead of 12). For Great Ages the points is increased to 30 (instead of 24). This change is due to the longer durations of eras because of the increased research cost.
  • The minimum and maximum turns of the era durations are now dependent on how much technologies are available in the particular Era. The values in the table below are for the normal game speed:

    Min Era Turns
    Max Era Turns
    Ancient
    68
    78
    Classical
    42
    52
    Medieval
    42
    52
    Renaissance
    48
    58
    Industrial
    42
    52
    Modern
    42
    52
    Atomic
    40
    60
    Information
    48
    58


Language Support
The info texts for the changed Eureka triggers are only updated in English and German. Other languages are not supported, yet.
70 comentarios
Imp 30 SEP 2023 a las 11:05 a. m. 
I think this mod doesnt work, there are no changes in the costs.:steamsad:
Nekcarb 9 NOV 2022 a las 6:13 a. m. 
Is this working? It is save compatible?
Hydrogen Peroxide 1 OCT 2021 a las 9:33 p. m. 
It's working so well best slowly mode in this game dont fake with that
Feanor 1 JUL 2019 a las 5:08 a. m. 
This mod doesnt work since the june path. The tech pace is vanilla again.
Canela 19 MAY 2019 a las 7:11 a. m. 
I really love this mod, it's a pity that the future era techs are still wonky. Do you suppose there's a fix?
Ellye 20 MAR 2019 a las 7:01 a. m. 
No problem!

Those adjustments seem to work: https://steamproxy.net/sharedfiles/filedetails/?id=1688190459

If I understood the way this works, I think the randomization aspect of the Future Era means that the pre-reqs are selected based on cost.

Also, the game might completely ignore the "cost" column of the technology table for future era techs, but I'm not sure yet. Testing them is a pain since you can't start on that era.
Tiramisu  [autor] 20 MAR 2019 a las 6:52 a. m. 
Thank you for your bug report. I will take a look at it.
Ellye 20 MAR 2019 a las 3:06 a. m. 
Yeah, even with just this mod, this still happens. I found something about that:

https://forums.civfanatics.com/threads/increasing-tech-costs-future-era-techs-in-industrial-era.642916/
Ellye 20 MAR 2019 a las 2:54 a. m. 
The future era seems bugged - I can research Future Era technologies while I'm in the industrial age, so there's something wrong with their pre-reqs, and their science cost seems to be unmodified from base game (making them much cheaper than anything else with the mod).

Though, looking at the SQL files, this can't really be the case regarding the requirements, as nothing in this mods seems to deal with that. Weird, no other mod I use should be interacting with the techs at all, but I'll try to see if its any of them.
Ellye 18 MAR 2019 a las 10:06 p. m. 
Thanks for the mod!