Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Take your Time Ultimate - Slower Research Trees
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24 lug 2020, ore 21:22
23 ago 2020, ore 15:27
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Take your Time Ultimate - Slower Research Trees

In 1 collezione di joshmanisdabomb
Take your Time: Slower Research Trees
11 elementi
Descrizione
This mod allows you to fully customise the research cost of technologies and civics under the Advanced Options when starting a game. This lets you advance through the technology and civic tree slower so you can get more of an experience of every era.

Options
You can hover over the options in-game for more information, here is a quick summary below.
  • Base Tech Cost - Multiplies the cost of technologies by the chosen amount ranging from x0.25 (quick) to x50 (slow)
  • Base Civic Cost - Multiplies the cost of civics by the chosen amount ranging from x0.25 (quick) to x50 (slow)
  • Tech Scaling Cost - Multiple settings to apply an increase to the cost of a technology based on its era.
  • Civic Scaling Cost - Multiple settings to apply an increase to the cost of a civic based on its era.
  • Eureka Amount - The percentage of Science gained when earning a boost towards a technology ranging from 5% to 100%, can also be set to 50% of the original game's technology cost.
  • Inspiration Amount - The percentage of Culture gained when earning a boost towards a civic ranging from 5% to 100%, can also be set to 50% of the original game's civic cost.
  • Great Person Scaling - The points required to earn a Great Person can be increased depending on the base and scaling cost or by a flat multiplier.
  • World Era Scaling - The game eras introduced by Rise & Fall can have their turn lengths increased depending on the base and scaling cost or by a flat multiplier.
  • Era Score Scaling - The amount of era score needed to achieve a normal age and a golden age can be increased depending on the base and scaling cost or by a flat multiplier.
  • Climate Change Scaling - With Gathering Storm, the amount of CO2 emissions needed to cause the temperature to rise can be increased depending on the base and scaling cost or by a flat multiplier.

Why slow down the research trees?
Take your Time is made for people who like playing through eras much slower but keeping the rest of the game mechanics at the original speed. This means that more buildings can be produced in each city, and can also allow for more meaningful wars on a larger scale.

This is invaluable when playing with hundreds of mods which all have buildings, units and bonuses that give the player a large amount of yields.

Take your Time Legacy
Take your Time Ultimate renders the legacy editions of Take your Time obsolete.
Ultimate also fixes many bugs that crept up over the years such as Buttress and techs and civics from the future era not receiving a cost increase.

Huge thanks to other mod creators that carried the torch and kept the 'Take your Time' name and similar renditions alive while I refused to update my mods. Similar to Gedemon, I think Civ 6's modding support has been handled poorly and at the time I wanted to focus on creating things for other games.

Support
I will try and support this version of Take your Time as best as I can, if you see a bug please post it in the comments and give more details than "not working kinda bad".

The mod should support the game with or without any expansion packs.

Future Plans
  • Different yields like increased production costs, citizen food cost, etc.
  • Calendar slowing down based on options selected.
Discussioni più popolari Visualizza tutte (3)
3
23 ott 2023, ore 0:11
LOCALIZATIONS
TheMinaGames
0
12 ott 2023, ore 11:30
Best Setting For Emperor/İmmortal Difficulty
_m_a_
0
4 mar 2022, ore 8:27
Scaling
BenGcray
298 commenti
H.Humpel 23 ott, ore 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 ott, ore 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
Daydreamer 17 ott, ore 12:27 
this work with real tech tree?
Simon Sullivan 17 ott, ore 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...)
Simon Sullivan 17 ott, ore 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 %
Simon Sullivan 21 set, ore 16:06 
I’m not sure. I’m still trying to work out what the base is and how the formula works
Simon Sullivan 17 set, ore 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 set, ore 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 set, ore 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.
Simon Sullivan 10 set, ore 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