Sid Meier's Civilization VI

Sid Meier's Civilization VI

Ocen: 687
Grand Eras (Project 6T Core)
19
6
4
5
2
2
2
2
2
   
Przyznaj nagrodę
Ulubione
Ulubione
Usuń z ulubionych
Rozmiar pliku
Zamieszczono
Zaktualizowano
17.890 MB
1 marca 2022 o 12:49
7 stycznia o 6:13
Listy zmian: 31 ( zobacz )
Musisz posiadać DLC, aby użyć tego przedmiotu.

Zasubskrybuj, aby pobrać
Grand Eras (Project 6T Core)

W 3 kolekcjach stworzonych przez JNR
JNR's Playlist (Gameplay-only)
Przedmioty: 116
Play with Project 6T
Przedmioty: 28
JNR's Project 6T
Przedmioty: 13
Opis
The modding scene for Civ VI is very modular, with many buildings, wonders, units, etc. being released here and there in bits. Now it is time for: The Thing That Ties Them Together! I present: Project 6T - starting with my 60th mod "Grand Eras". This is the centerpiece of the whole project (and will be required for further components).

Project 6T is a comprehensive overhaul of the tech and civics trees, which were designed from the ground up with modded content in mind. Grand Eras adds a whole new era and expands the existing ones with new civics and technologies.

Grand Eras comes with an adjusted UI for the trees based on Infixo's "Better Tech Tree (UI)" and more UI adjustments thanks to Zegangani (who also rewrote the code to select a tech to research from scratch to make it more efficient, something without which this mod would not have been possible!). I am very grateful for their work; check out their Workshop pages for more fantastic creations.

Full Technology Tree Image[i.imgur.com]
Full Civics Tree Image[i.imgur.com]

Credits and Acknowledgements
Apart from Infixo and Zegangani, who I already mentioned above, I'd like to give my thanks to all the modders who have taught me the skills needed to get to this point; to all the people who have supported me and gave me the energy to keep going with this; to all players who have made me a better modder by providing feedback, bug reports, and playtesting. I am truly grateful for this great community and hope that we can create many more amazing things together!

For donations - since I not only had big help for this mod itself but was also guided by the many community creations out there, I am not adding my PayPal link here. If you want to show your gratitude with a little gift, consider donating to a charitable cause instead.

Features
  • New Era: Post-Classical. Taking place between Classical and Medieval, this era increases the part of a match spent in pre-modern times, i.e. the most fun part of the game for most.
  • 25 new technologies and 11 new civics: each era now has 10-11 technologies, split into three columns instead of previously two, and 7 civics (except for ancient, which has 9).
  • All new techs and civics are assigned an existing quote, voiced by Sean Bean. Proper Eurekas and Inspirations have been assigned as well.
  • Handcrafted trees for Future Era, no more randomness getting in the way of your science victory. Randomization still available via Shuffle mode.
  • High density of prerequisite paths in the trees to avoid beelining.
  • Unlocks (buildings, units, etc.) added by many mods have been handplaced from scratch on the tree for an evenly paced progression and better thematic fit. Special attention was giving to avoid "overloading" any individual tech or civic as to keep icons within the space the UI offers.
  • New icons: no more "star" icons with tech/civic descriptions telling you about many different things. Instead, everything from resources becoming harvestable to tourism changes to spy slots to Giant Death Robot upgrades has its own icon now, reducing compatibility issues when it comes to tech/civic descriptions.
  • Icons for yield upgrades of improvements are color-coded by yield.
  • Icons in tech and civics tree are now sorted cleanly even with modded content.
  • Cleaned-up tech/civic tree UI with the option to add custom background images (see "Project 6T" collection) and with better-looking lines. (Work in Progress, release soon).
  • Stone-paved roads and with them the industrial-era building styles now last for two eras instead of just one, delaying asphalt and skyscrapers to the Atomic Era.
  • Advanced Era start options are added not just for the Post-Classical but also Future era.

New Technologies
  • Fishing
  • Calendar
  • Surveying
  • Saddle
  • Optics
  • Metallurgy
  • Paper (replaces Apprenticeship)
  • Compass
  • Alchemy
  • Pike Tactics
  • Spinning Wheel
  • Requisitions (replaces Military Engineering)
  • Caracole
  • Line Tactics
  • Biology
  • Coking
  • Medicine
  • Dynamite
  • Warplanes
  • Pharmaceuticals
  • Refrigeration
  • Physics
  • Radar (replaces Advanced Flight)
  • Ecology
  • Genomics
  • Habitats (replaces Seastead)

New Civics
  • Organized Warfare
  • Territory
  • Consecration
  • Citizenship
  • State Religion
  • Monasticism
  • Merchant Leagues
  • Estates
  • Patronage
  • Tolerance
  • Sovereignty (replaces Scorched Earth)
  • Parliamentarism
  • Constitution (replaces Ideology)
  • Romanticism
  • Consumerism
  • Pop Culture
  • Geopolitics (replaces Cold War)

Removed Near-Future Governance, Cultural Hegemony, and Global Warming Mitigation.

Compatibility and Recommendations

Requires Gathering Storm. Other DLC supported but not required. Compatible with all game modes.

Not compatible with mods changing the tech/civics trees - both gameplay and UI, including Better Tech Tree and CQUI.

See "Play with Project 6T Overhaul" collection above for supported mods. Further mods do not necessarily require special compatibility, so they may work together just fine. Or they may not. Feel free to report findings.

I highly recommend playing this together with Extended Eras by P0kiehl (found in the collection) for better pacing.

Known Issues
  • No unique Moment art yet.
  • Techs/Civics cannot be selected by clicking on any of the new icons. Click on the tech/civic itself or a "regular" unlock instead.

JNR's Mod Series




Popularne dyskusje Zobacz wszystkie (5)
8
25 marca o 10:39
Mods don't load
swdedm
3
16 maja o 5:09
Bug Report
tinfoil_tophat
3
23 lipca 2023 o 2:16
First game / My feedback
DaniAngione
Komentarzy: 854
pauloel7 10 października o 10:12 
Or... it's my mistake for using outdated mods...
pauloel7 10 października o 8:04 
Right. I must be using an older version of UC - District Expansion: Industry, which is why the code did not work for me then. No worries.
More important is the issue with the Carbon Recapture project. Beforehand, I must say that I am using the other mod that gives it additional favour and doubles the recapture amount with Global Warming Civic. Now, in this mod, which I like very much but am struggling with mod conflicts, not only the text is off, but also, there is no Global Warming civic anymore. It looks like you have to fix this mod interface, substituting the Global Warming Civic for Smart Power Doctrine (it seems), and fixing the text (either replacing or deleting+inserting new). Anyhow, let me say that rooting out and fixing these myriad of similar issues is tiresome. I just hope that sharing theses findings may ease off the burden upon next time you the author decides to review the mod. Cheers.
JNR  [autor] 10 października o 4:56 
The unlock in line 49 is intended for when the Industry District Expansion is used. This is meant to place the unlock of the Industrial Zone's Water Mill building, not the vanilla "Water Mill" (which gets renamed to "Irrigation Wheel" with that mod).
pauloel7 10 października o 1:47 
Regarding ,txt matter, I've stumbled into another issue: 'LOC_PROJECT_CARBON_RECAPTURE_BONUS_JNR_CB' in file 6T_ExtraUnlockables_Populate_Mods.sql is nowhere to be found in the .txt files, for which reason (I am assuming) instead of its text, you see exactly LOC_PROJECT_CARBON_RECAPTURE_BONUS_JNR_CB (as in that exact code instead of its explanation text) as the HUD popup when hoveing the cursor over that project icon in the civic tree on CIVIC_SMART_POWER_DOCTRINE. I'm not sure if I'm missing something on how the mod should work, or indeed the text should exist in the txt files.
pauloel7 10 października o 1:42 
I'm not asking. I am letting you know that 'BUILDING_JNR_IZ_WATER_MILL' in 6T_Unlock_Buildings line 49 does not work as intended: that was the purpose of that short note. If you swap it to 'BUILDING_WATER_MILL' then it works.
石井雪 7 października o 22:11 
Why can`t I open the tech tree?
JNR  [autor] 7 października o 14:14 
BUILDING_JNR_IZ_WATER_MILL is correct, or what are you asking?
pauloel7 6 października o 18:45 
BUILDING_JNR_IZ_WATER_MILL or BUILDING_WATER_MILL?
See 6T_Unlock_Buildings line 49.
JNR  [autor] 6 października o 9:37 
Ah thanks, will check. Probably a good time to change the file from XML to SQL anyway.
pauloel7 6 października o 4:59 
Yes, LOC_JNR_CLOTHIER_LATE_GAME_BONUS.xml was not loading, due to the error. As a consequence, its text content was not wokring as intended.
I believe, though, I've rooted out the cause: 'LOC_JNR_CLOTHIER_LATE_GAME_BONUS" and 'LOC_JNR_BREWERY_LATE_GAME_BONUS' already existed for me because I am using RIB mod#2497071692.
I tried to comment out those entries in RIB_TechCivic_BTT_6T.sql and the Database.log error entry cleared.
Now something else came up instead:
[3109034.338] [Localization]: While executing - 'insert into BaseGameText('Tag', 'Text') values (?, ?);'
[3109034.338] [Localization]: In XMLSerializer while inserting row into table insert into BaseGameText('Tag', 'Text') with values (LOC_PPC_TECH_ITEM_CC_1, Cities require 1 [ICON_Power] Power by default., ).
[3109034.338] [Localization]: In XMLSerializer while updating table BaseGameText from file 6T_Text_UnlockablesUI.xml.
[3109034.338] [Localization] ERROR: UNIQUE constraint failed: LocalizedText.Language, LocalizedText.Tag