Sid Meier's Civilization VI

Sid Meier's Civilization VI

Grand Eras (Project 6T Core)
842 条留言
李四 8 月 25 日 上午 7:09 
移除了近未来治理、文化霸权和变暖缓解。

兼容性和推荐

需要《风暴聚集》。其他DLC支持但非必需。兼容所有游戏模式。

不兼容修改科技公民法树模组——包括游戏玩法和用户界面,包括Better Tech Tree和CQUI。

请参见上方“使用Project 6T Overhaul游戏”集合以了解支持的模组。其他模组不一定需要特殊的兼容性,因此它们可能可以很好地协同工作。或者可能不行。请随时报告发现的问题。
我强烈建议与P0kiehl的《扩展时代》(在集合中找到)一起玩,以获得更好的节奏。

已知问题
还没有独特的艺术。
无法通过点击任何新图标来选择科技/公民法。点击科技/公民法本身或一个“普通”解锁
李四 8 月 25 日 上午 7:09 
新技术
捕鱼
日历
测量
马鞍
光学
冶金
纸张(取代学徒制)

炼金术
长矛战术
纺车
征用(取代军事工程)
卡卡农
线战术
生物学
焦化
医学

战斗机
制药
制冷
物理学
雷达(取代高级飞行)
生态学
基因组学
栖息地(取代海上城市)新公民
有组织的战争
领土
圣化
公民权
国教
隐居
商人联盟
地产
赞助
宽容
主权(取代焦土政策)

宪法(取代意识形态)
浪漫主义
消费主义
流行文化
地缘政治(取代冷战)
李四 8 月 25 日 上午 7:09 
改进的图标:根据产量对改进产量升级进行颜色编码。
技术树和公民法树中的图标现在即使有模组内容也会清晰地排序。
清理了技术/公民法树UI并可以选择添加自定义背景图像(参见“项目6T”集合),并具有更好看的线条。(正在进行中,即将发布)。
石板路和时代建筑风格现在持续两个时代,而不是只有一个,将沥青和摩天大楼推迟到原子时代。
不仅为后古典时期,而且为未来时代添加了高级开始选项。
李四 8 月 25 日 上午 7:09 
许多模组添加的解锁(建筑、单位等)已经从头开始手工放置在树中以获得均匀的进度和更好的主题适应性。特别注意避免“超载”任何单个技术或公民法,以使图标保持在UI提供的空间内。
图标:不再有带有技术/公民法描述的“星”图标,这些描述告诉您许多不同的事情。相反,现在从资源变为可收获到旅游到间谍槽到巨型死亡机器人升级都有自己的图标,减少了技术/公民法描述时的兼容性问题。
李四 8 月 25 日 上午 7:08 
特色
新时代:后古典时期。发生在古典时期和中世纪之间,这个时期增加了比赛在史前时期的时间,即对大多数人来说游戏中最有趣的部分。
25项新技术和11项新公民法:每个时代现在有10-11项技术,分为三列而不是以前的两个,以及7项公民法(除了古代,有9项)。
所有新技术和公民法都分配了一个现有的引用,由肖恩·比恩配音。还分配了适当的尤里卡和灵感。
手工制作的未来时代树,不再有随机性阻碍你的科学胜利。仍然可以通过混合模式获得随机。
树中先决路径的高密度,以避免直线前进。
李四 8 月 25 日 上午 7:07 
致谢
除了我上面已经提到的Infixo和Zegangani,我还想感谢所有教给我走到这一步所需的技能的模组制作者;感谢所有支持我并给我继续前进的动力的人;感谢所有通过提供反馈、错误报告和游戏测试让我成为一个更好的模组制作者的玩家。我非常感谢这个伟大的社区,希望我们能一起创造更多令人惊叹的东西!

关于捐赠 - 由于我不仅在这个模组本身上得到了很大的帮助,而且也受到了许多社区创作的指导,因此我不会在这里添加我的PayPal链接。如果你想用一个小礼物来表达你的感激之情,请考虑捐赠给慈善事业。
李四 8 月 25 日 上午 7:06 
翻译
《文明VI》的模组场景非常模块化,许多建筑、奇迹、单位等都是零散发布的。现在是时候:将它们联系在一起了!我呈现:项目6T - 以我的第60个模组“大时代”为开端。这是整个项目的中心部分(也是进一步组件的必备条件)。

项目6T是对科技和市政树的一次全面改革,这些树从一开始就是为模组内容而设计的。大时代添加了一个全新的时代,并扩展了现有的时代,增加了新的市政和科技。

大时代带来了基于Infixo的“更好的科技树(UI)”调整的科技树UI,以及更多由Zegangani(他还重写了从零开始选择研究科技的代码,使其更高效,没有这些,这个模组将不可能实现!)带来的UI调整。我对他们的工作非常感激;查看他们的工作坊页面,了解更多精彩的创作。

完整科技树图像[ i.imgur.com ]
完整市政树图像[ i.imgur.com ]
jeffdawgfan 8 月 14 日 下午 6:35 
Thank You, Thank You, Thank You. I hate Civ 7 with a passion, and Civ 6 was getting sorta boring. This makes it like a whole new game. Loving it.
JNR  [作者] 8 月 6 日 上午 9:21 
Sounds like you're behind on Science and Culture a bit, but it's fine. Progress will usually speed up towards the end. If the first 5 eras took you 450 turns, you should be able to get through the other 5 eras in 300 turns just so.
weirdalsuperfan 8 月 6 日 上午 7:50 
I'm playing with this and the Extended Eras mod on a huge map in Epic Extended speed mode, and I'm only in the 5th era (out of like 10?) even though I'm on turn 450/750. Not sure which mod or setting is the problem, but I feel like I'll need 1000 turns to get through everything...which would be fine, except the game will end after 750...
JNR  [作者] 7 月 28 日 下午 5:08 
What OS are you playing on?
Big Guy 7 月 27 日 下午 12:49 
Not seeing the new tech and civic tree icons. I don’t have any other mods enabled that change the trees.
JNR  [作者] 7 月 23 日 上午 11:54 
It doesn't disable that, just make sure you don't click on items of unlockables in the tech but on the tech itself.
ashes 7 月 23 日 上午 11:27 
How can i queue research and civics ? The Mod disables shift clicking on civic and tech tree to queue techs.
Santa9053 7 月 20 日 下午 11:37 
I tried this mod with Extended Eras as recommended, but the science and culture progression is painfully slow. Both AI and me are sometimes an entire age behind in tech and culture. Does this mod work best with a particular speed in Extended Eras (e.g. not marathon), or am I doing something wrong?
JNR  [作者] 7 月 18 日 上午 12:32 
Keep in mind that the industrial era is now the 6th era instead of the 5th, that's why I made them more expensive, but only a little bit. If they are impossible to earn, chances are that you're very far ahead of earning them. GP from an era later than the current one always cost a lot extra.
高亦轩 7 月 17 日 下午 7:25 
HELLO JNR ,first thake for your job and i have a question ,when I play with 6T ,the cost for all GP become more ,is it one of he changes in the MOD? I think the excessive cost has made it basically impossible to win over the great men of the industrial age. If I want to modify the cost of the GP, in which game files can I find them and make the changes
JNR  [作者] 7 月 9 日 下午 6:59 
Not sure what you mean its own mod. This *is* the "own mod" for the tech and civics tree...

You can pick them from the tree screens. Make sure to click the tech itself, not an icon of stuff it unlocks. If that doesn't work, you might have another UI mod interfering.
Kiddrangon 7 月 9 日 下午 6:39 
I love and hate the tech tree. Love the new techs/civics BUT I hate how basically everything is so interlinked! I can't skip one for a extended period of time anymore and how we can't pick the tech/civic in the trees but only the small popup menu...

Any chance that the tech and civic trees get its own mod instead?
Will we ever be able to pick the tech and civics from the trees?
Scryie 7 月 2 日 下午 4:31 
funny idea that might be bad,
When the Calvary addon is absent, have coursers be available at horse collar to represent early medieval Calvary, and move the farm bonuses moved to stirrups.
Shabutaro 6 月 18 日 上午 11:58 
@I dont speak to ghouls: The Mod Author for DCP wrote the following:

"Grand Eras is not compatible due to HSE modules which do not apply here.

The right way to do it is to remove lines containing "CivicsTree", "TechTree", "CivicsTree_Expansion1", etc. from ..\Steam\steamapps\workshop\content\289070\2471091953\HideStatsEvolvedCompatibility.modinfo. There are 31 lines to remove.

An easier but dirty fix is to remove .lua files matching the "*tree*" string in the mod folder."

I did as instructed and deleted all lines in the .modinfo and i have a working tech tree. Gonna play some time now to see if other issues arise, but there shouldnt be.
I dont speak to ghouls 6 月 18 日 上午 2:13 
@Shabutaro I am having same issue. Did you figured someting out ?
Shabutaro 6 月 17 日 上午 12:55 
I also tried it with my usual UI mods it is compatible with, still the same and i can't figure out why it loads last (or even as you said why at all). Isn't Load Order Priority "backwards" as in the higher the number, the earlier it gets loaded? HSE has 15001 and DCP 15000, meanwhile Grand Eras has stuff inbetween like 10-13000 range so it should overwrite everything, no?
JNR  [作者] 6 月 16 日 上午 10:53 
Yea based on the error log, it's the Hide Stats Evolved component of the DCP. No idea why it loads for you, I don't recall the patch itself activating it. Maybe that's only the case if you use the DCP but no other mod it's made for?
norph 6 月 16 日 上午 6:51 
Faced the same issue with 'Hide Stats Evolved' mod. It cut's 6T tech tree icons.
JNR  [作者] 6 月 14 日 上午 8:18 
Seems like that is happening, yes.
Shabutaro 6 月 11 日 上午 10:46 
Modding.log: Does this mean 6T loads the tech tree and than DCP (HSE) replaces it because it loads after?

[1611986.383] UpdateDatabase - Loading Data/6T_Technologies.sql
[1611986.408] Applying Component - 6T_ImportFiles_Tech (ImportFiles)
[1611986.411] UpdateIcons - Loading Icons/6T_Icons_TechCivics.sql
[1611986.413] Applying Component - 6T_ReplaceUI_TechTree (ReplaceUIScript)
[1611986.418] Applying Component - 6T_ReplaceUI_TechCivicCompletedPopup (ReplaceUIScript)
[1611986.435] UpdateDatabase - Loading Data/6T_TechnologyPrereqs.sql
[1611986.501] Applying Component - HSE_TechTree (ReplaceUIScript)
[1611986.505] Applying Component - HSE_TechTree_Expansion1 (ReplaceUIScript)
[1611986.511] Applying Component - HSE_TechTree_Expansion2 (ReplaceUIScript)
Shabutaro 6 月 11 日 上午 10:46 
I did, still the same issue, weird. (Modding.log)
[1610220.861] Deleted 2 mods.
[1610220.861] Discovered 2 mods.
[1610220.861] New/Reloaded Mods:
[1610221.855] 253b50fc-7b24-409d-a75c-5f34fe6a9c23 ([COLOR_LIGHTBLUE]Diplomacy Compatibility Patch[ENDCOLOR])
[1610221.951] 3ec8a6fb-2a3f-425f-bff5-b00146b7d5b0 ([COLOR:ResFaithLabelCS]6T[ENDCOLOR] - Grand Eras)


Should i try asking the Author of DCP? Could it be because DCP can change the Tech Tree and is loaded later?
JNR  [作者] 6 月 11 日 上午 8:58 
Ah yea I was wondering why it's that empty. No idea why DCP causes these issues, only thing I can think of that you could try is to unsub both mods and then subscribe again to get clean reinstalls.
Shabutaro 6 月 11 日 上午 8:13 
Win10, and no i just use that one to see if the tech tree is broken (without DCP the images are aligned properly). You see all the Tech with no rewards in that pic? Grand Eras should for example add 2 "rewards" for researching Genetics (some yield improvements iirc)
JNR  [作者] 6 月 11 日 上午 7:55 
Also, are the misaligned background images the only issue? If so, try deactivating only that mod.
JNR  [作者] 6 月 11 日 上午 7:54 
What OS are you playing on?
Shabutaro 6 月 11 日 上午 2:12 
I dont know how to change load order, i read you have to edit the workshop content xml files for priority for that? At least the ingame EnhancedModManager doesnt seem to have a loadorder function.

What i found out now is i have disabled everything except Grand Eras + Extended Diplomacy Ribbon and this works fine (obviously).
But as soon as i add DCP without any other UI mod or just 1 other UI mod (in my testcase Better Leader Icon (UI)) the Tech tree is broken.

Active Mods: https://i.imgur.com/jpXoMqX.png
How it looks: https://i.imgur.com/KxLT6kH.png

How can this be? Do i have corrupted files or something? Or is DCP broken? But @ChrisMartin says he has no issues..
JNR  [作者] 6 月 10 日 下午 2:02 
Yea I'm trying to remember if RGP had issues, might be the most likely candidate. Something was going on with that. The Tourism screen causes no issues for me.
ChrisMartin 6 月 10 日 下午 1:48 
Have you tried to change load order to see if it sort it self out?
The RGP UI might conflict, since it changes GP. This mod also alter those files in the game.
That and Tourism mod, are the only mods I don't have in my load-order. And I don't have your issues.
Shabutaro 6 月 10 日 下午 1:25 
I have been using this mod for 2+ years now. Had a long pause for ~6-9 months. Now i can't play (after 2h trial and error) with Grand Eras and Diplomacy Compatibility Patch enabled together (either Tech Tree is missing lots of tech or i cant interact with other Civs, depending on if i have DCP on or off). Can anyone think of why this happens? The mods i use together with the DCP are:

- Alliances Expanded - by JNR
- Better Leader Icon (UI) - by infixo
- Better Religion Windows (UI) - by infixo
- Better World Rankings (UI) - by infixo
- Extended Diplomacy Ribbon - by Aristos
- Quick Deals - by wltk
- Real Great People (UI) - by infixo
- Simplified Gossip - by FinalFreak16
- Sukritact's Tourism Overview Screen - by sukritact
- What Did I Promise? - by Technoluddite

Or is there something else conflicting?

I apologize in advance if this isnt the place to ask.
Maelstrom 6 月 6 日 下午 7:54 
Is this mod compatible with Real Eurekas? (eureka and inspiration randomizer mod)
Kharos 6 月 4 日 上午 11:06 
@JNR Apologies, I found it, it was Leugi's caravans and pilgrims. RIP my save
Kharos 6 月 4 日 上午 10:13 
What is the appropriate place to ask for help like this?
JNR  [作者] 6 月 4 日 上午 10:09 
I did not change formation classes, so idk what's happening, really.
Kharos 6 月 4 日 上午 10:04 
@JNR I have a question, i'm using a mod called TCUnitLimit, that limits the amount of units you can build for both player and AI. The way it achieves this is with internal tables added to gameinfo that adds buildings to all cities and those buildings allow unit creation by FormationClass and a lua script that adds or removes those buildings according to a count, and a limit which increases by districts/buildings(I use this to reduce the AI unit spam in the late game) the mod author said he couldn't find a way to respect the original unlock for the religious units so once you build a holysite and have a religion you can create any of the units, thing is i'm seeing a weird interaction with(I think) 6t the formation class for all religious units was changed to SUPPORT and I can't find why in the original code, so I wanted to ask you if you knew anything and were could I look into.
Here's the mod link too https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2037735359&searchtext=tcunit
JNR  [作者] 5 月 29 日 下午 8:29 
I use mostly Infixo's mods that aren't CQUI. You can also just search the collections, many UI-only ones are rated quite highly there.
Kharos 5 月 29 日 下午 8:23 
@JNR hey didn't know where to ask, you mention in these comments that there are more modular ui mods instead of cqui or cqui lite what are those? what are they called, also can you point to me where can i find proper documentation or help for modding?
Kharos 5 月 29 日 上午 2:53 
From a small test game when i had time, it worked without any issue after deleting my cqui lites tech and civic trees luas
Kharos 5 月 28 日 下午 5:45 
So, if im following right I just have to delete anything related to tech and civic trees in my cqui lite folder, right? gonna try that and see what happens, its the only thing that has stopped me from using this mod
JNR  [作者] 5 月 27 日 上午 12:48 
Biology tech
OccasionalNewb 5 月 26 日 下午 6:55 
Where has the Hill Farm tech been put?
ColonialEagle 5 月 11 日 下午 4:22 
It was wonderful and worked well for around two days. Randomly, today it decided to just stop working for whatever reason. The mod was working just fine for the past few days but now it refuses to work. Help.
Sharkologist 5 月 6 日 上午 1:50 
Thanks for the reply. I wonder if you know if the CQUI-Lite mod would work OK? It takes out some of the mods integrated into CQUI so users can choose to activate those separately. But, there is no mention of anything specific to the tech tree. I'll test it out when I get a moment but wondered if you knew. Also, the main thing I like from CQUI are the city panel changes, but I can't seem to find a separate mod which would cover this (the original integrated mod seems to not be available separately on workshop unless I'm missing it). Wondered if you have any suggestions for such mods? Anyway, thanks for all the mods you've uploaded here, I'm only just discovering them, a bit late I know...
JNR  [作者] 5 月 5 日 上午 9:48 
The incompatibility is in modifying the tech tree UI. The way around is to use other, more modular UI mods.