Tech Civic Progress [Boost Ratio Fix]

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Author: 号码菌Synora

Last revision: 1 Feb, 2024 at 12:59 UTC (3)

File size: 273.53 KB

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Description:
Real boost ratio!

Fixed an issue where only 40% "boost" was displayed, and now the Tech Tree and Civics Tree panels show the correct ratio! For example,if you choose the Chinese leader, the proportion will be displayed at 50%, and if you choose to Free Inquiry, the proportion will also be displayed by +10%.

Boost prompt

When a technology/culture can be directly unlocked by gaining boosts, a hint symbol is added to the name

Real Turns for research

Eliminated the issue of overflowing technologies causing all technologies to display a drastic reduction in the number of rounds. Locked technologies now do not participate in the overflow technology calculation, but only with the player’s turn ScienceYield


This mod is based Tech Civic Progress(Plus)

If you encounter a mod conflict, you can tryTech Civic Progress(Boost Ratio Fix)(Lite)


Civilization trivia:
The technology value given by Eureka that triggers the game = rounded down (technology cost × boost – 0.5)
For example, a technology costs 40 points, and if you select the Chinese leader to have 50% of the boost, the technology value after triggering the eureka is: math.floor(40*50% – 0.5) = math.floor(19.5) = 19. It’s not a manually calculated 20-point technology. This is an official feature, for which I have also been bothered for a long time.

Estimates = math.min(Progress + math.floor(math.max(Cost*BoostAmount-((Cost*BoostAmount%0.5 == 0) and 0.5 or 1), 0) ),Cost)

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Required DLC:

These DLC should be installed in order to use this item.


Sid Meier's Civilizationu00ae VI: Rise and Fall
Revisions:

Old revisions of this mod are available below. Click the link to download.