Sid Meier's Civilization VI

Sid Meier's Civilization VI

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UltraMarathon: Longer Eras, Faster Units and Buildings and 2 New Game Speeds
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Type: Mod
文件大小
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49.818 KB
2018 年 11 月 28 日 下午 5:10
2020 年 7 月 31 日 下午 4:07
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UltraMarathon: Longer Eras, Faster Units and Buildings and 2 New Game Speeds

描述
This mod does two things:
a) it scales costs from most aspects of the game with the purpose of making each era more meaningful, and
b) it adds two new speeds: semimarathon and ultramarathon.

While this mod is enabled the cost scalings will apply to all other speeds as well, although this mod is made with slower speeds in mind, (it doesn't really work at quick or online where most things take 1 turn anyways).

The chart posted can work as a quick guide:
- The X-axis has the different play speeds of the game, and
- The Y-axis shows which elements are scaled to a reference speed.

So, if you play on regular speed for example and a certain tech takes 20 turns to research and a certain unit takes 4 turns to build, then with this mod that same tech will still take 20 turns, but that certain unit will take only 1 turn to build.

---------------------x1--------------------------------------------------------------------------------------------------------------
Eras:
Era and era score thresholds are set to be longer than the base game to adjust to the full length of the game. The base game sets the thresholds so that at best, if each era takes the shortest possible amount of turns (which usually happens in my games), there are still some turns to be played at the endgame before the score victory kicks in. This is completely fine at faster speeds, but at marathon (for example) this means that around 540 turns are left out at for the future era and the latter eras seem to be very rushed. At best, if each era takes the longest amount of turns, then there are around 60 turns left for the future era (at marathon speed), which is fine. This mod leaves the top limit as it is but increases the lower limit so that at best, if each era takes the shortest amount of turns, then there would be an equal amount of turns for each era.

Techs and Civics:
Techs and Civic costs are not modified, but since everything else is scaled down, techs and civics will be the most expensive aspect of the game. What is modified is the tech and civic cost for techs and civics that belong to the next era. This value is scaled up to avoid era rushing. So techs and civics can and will still be rushed, but no more Statues of Liberty during the Medieval Era (at least that's the intention). Lastly, population technology and culture modifiers are drastically lowered since city growth is scaled up (upcoming section) and also to give districts more weight.

Warmongering:
The base game has a scaling warmongering points system which hits its cap at the industrial age, this mod extends that scale so the cap is hit at the atomic age; so every age in between the ancient and the atomic age has lower warmongering penalties in comparison to the base game. I mean WWII was a total war and that prompted the Cold War, NATO, the UN, etc. So I moved the cap to the atomic age.

Grievances:
Neither grievance nor tension decay values are altered.
---------------------x0.75----------------------------------------------------------------------------------------------------------
World Congress:
In order to give the World Congress some more weight, the max turn modifier is slightly reduced to allow an average of 2.6 meetings per era instead of 1.9. The Victory Score is also increased from 20 to 30 points in an effort to push the diplomatic victory further down the eras.

Great People:
Great People Points are slightly scaled down to allow for more great people to be purchased per era. This needs tweaking, and feedback from people that play the GP minigame more, since I don't really check that screen so often.

Emergencies and GoodyHits Rewards:
Since almost everything is cheaper, goodyhuts and emergency gold rewards are reduced so they are worthwhile, but not overpowered.
---------------------x0.5------------------------------------------------------------------------------------------------------------
Wonders:
Wonders are scaled down to half, so they're not prohibitively expensive and time-consuming (so no Colosseum
during the modern age, or at least I hope); but they still feel as an investment in comparison to other aspects of the game. Their reduced cost in conjunction with eras, civics and tech costs, means that most wonders will be built during and around their respective era.

Districts:
Districts are also scaled down to half, with their cost progression parameter and their plunder amount set in between half and full speed and their maintenance set to x2. So again and the same as wonders, districts are set to be cheaper, but at the same time are made to still fill like an investment in comparison to other aspects of the game, plus they are the best plunder in the game so you should properly defend them. Cheaper to build, but more expensive to maintain. Lastly, since city growth is increased, each district costs 5 pop instead of 3.

Projects:
Projects have the same cost and cost progressions as districts.

City Borders and Growth:
City growth and border expansion, as well as tile acquisition costs are halved, although in the case of growth there is a catch: cities will grow faster at first, but their multiplier is higher, so while growing any city to around 3-5 will be faster than the base game, growing cities past 15 will be tougher and food becomes more important.

Trade and Diplomacy Timers:
This includes things like turns of obligatory peace, turns at war before you can make a peace treaty, the duration of trade routes, the timer for trade deals with the AI, denouncements, friendships and alliances. These are all halved to allow for more dynamism, as (for example) trade routes in marathon speed greatly limit what one can do with the trader unit. I understand that some of these changes might be obnoxious at fast speeds, like the AI constantly asking for trade deals, but again, this mod is made with slower speeds in mind.

Tiles:
Since almost everything is cheaper, rewards from harvesting resources removing features and plundering improvements are scaled down to account for unit, building, district and wonder costs.
---------------------x0.375---------------------------------------------------------------------------------------------------------
Buildings:
Building costs are scaled down and their maintenance is set to x1.5. Again, as with districts, they are cheaper to build, but more expensive to maintain.

Units:
Settler costs are scaled down, as well as unit promotions, spies missions (so you can do more with spies in each era) and governors also take less time to settle in cities. Cost progressions for units (spies, traders, builders, settlers, archeologists, etc.) are scaled down to this level as well.
---------------------x0.25----------------------------------------------------------------------------------------------------------
Units:
All units, except settlers have their costs scaled down to a quarter, so at ultramarathon speed, you'll get regular speed units, at semimarathon speed, you'll get online speed units. Corps and Army costs conform to their base game cost progressions and upgrade costs are also equivalent, as well as their maintenance.


Roads:
The base game uses a scaling system which makes roads better each two eras, but for the first two of these roads, (the first four eras) the roads don't change. This mod adds one more road speed so that each new road features an improvement in speed, while also making the last two era roads even better than the base game's (but not by much).
11 条留言
OFFLINECHARACTER258 4 月 14 日 下午 10:57 
Is there a way to tweak this so there's a setting where most everything is maxed out at Ultra Marathon but units and buildings are down at Online?? (Or even Quick/ Standard for that matter?)
Roguemerc69 2024 年 5 月 17 日 下午 7:58 
Seems to work, except on the extended modes era score doesnt scale to the new thresholds required. I've never been the best at era score, but first age I'm like at 19 and need 50 for a normal age.
|LH| Spicy BBQ Wings 2023 年 2 月 21 日 上午 3:25 
Definitely not working anymore (as of 2023)
Gladaed 2020 年 11 月 1 日 下午 10:44 
@patcheshoolihan works here.
@mauporte :You forgot 2 main aspects, City loyalty & Catastrophes. City loyalty needs scaling because the spy mission to reduce it gets ridiculus. Catastrophes should be scaled to building scaling IMO. Also sorry for the ping, don't know how to seperate the comment better.
Patchesohoolihan 2020 年 10 月 4 日 上午 2:26 
Unfortunately, scaling doesn't work for me. Can't recommend atm.
TaylorItaly 2020 年 7 月 27 日 上午 11:57 
Sadly this Mod crash my game all the time , after first round.
Unhandeld Exeption Error in Line 0 .
mauporte  [作者] 2020 年 6 月 28 日 下午 2:40 
First of all, I'll say sorry for taking so long, but around the time of the September patch I stopped playing Civ. The Mod has been compatible all this time, but I hadn't manually added the tag to tell the game that it was in fact compatible. That is now done in case anybody cares.
Mask of Humble 2020 年 2 月 10 日 下午 1:15 
So this is not compatible currently at this post's time stamp
Molty 2019 年 9 月 21 日 下午 2:23 
Is it compatible with the latest patch?
StelYoBish 2019 年 8 月 21 日 下午 4:21 
♥♥♥♥♥♥♥♥♥ I thought marathon was slow enough damn!