Epic Pace
(v3.2)
This mod tunes balance and pacing across all of Civilization VI, making era progression more smooth, challenging and immersive. The result gameplay is both fair and hardcore experience, but not overwhelming.
Playing on Epic speed now truly feels epic, with enough time for war, politics, economy, building and exploration.
Mod improves most of the game systems: eras, economics, tech, civics, AI, districts, units, combat and much more. No drastic changes, this is still a classic Civilization experience.
Tuned specifically for coop on big maps with epic speed, all you need is a friend and a whole weekend.
- Adjusted technology and civic costs based on game eras.
- Modified era brackets for a more gradual progression.
- Increased age requirements for Dark and Golden Ages.
- Slightly slower population growth for a more strategic game pace.
- Delayed first World Congress to medieval era.
- Adjusted project costs for consistency with longer eras.
- Greatly increased Great Person costs.
- Increased technology and civic costs across all eras, up to x2.5 of the vanilla price.
- Eureka boost effects reduced to 30%.
- Global warming slowed by 30% (please, no standing ovation).
- AI prioritizes maintaining at least some military defense force. Aggressive leaders should make big armies.
- Enhanced AI preference for unit production and combat effectiveness.
- Increased flanking and support combat bonuses, 2 -> 3.
- Adjusted healing rates in various terrains.
- Reduced war weariness by 50%.
- Increased terrain-based combat bonuses to be more meaningful.
- Increased minimum city placement range from 3 to 4 tiles. This encourages AI to build larger empires and better utilize map resources.
- Farms receive +1 food from freshwater after researching Irrigation.
- Increased housing from farms from 0.5 to 1.
- Greatly reduced gold costs for bribing, inciting, and ransoming barbarian clans (bribe and incite are drastically cheaper; hire costs slightly lowered).
- Barbarian raids grow stronger (+1 siege or melee unit), and global spawn rates are increased.
- Barbs grant extra XP: soft level cap raised to 3, and post-cap XP increased to 2.
- Dispersing a barbarian clan yields +15 XP (was 10).
- Slower city-state conversion (180 points needed), with bigger conversion shifts from raids, hires, and bribes.
- Barbarians become more aggressive over time, losing less boldness when defeated but more when scouts are killed.
- Defensive behavior adjusted, making them attack more often.
- Max raid actions increased, making large-scale barbarian invasions more common.
- Removed AI combat scaling across difficulty levels.
- No free technology or civic boosts for AI on higher difficulties.
- Only Deity AI receives a free starting settler.
- Adjusted difficulty scaling for AI bonuses in science, culture, faith, gold, and production.
- Roads are significantly faster at each era tier (Ancient: 0.8, Medieval: 0.75, Industrial: 0.5, Modern: 0.4).
- Railroads now cost 1 Military Engineer charge to build, reflecting the massive infrastructure investment.
- Traders cost 30 production (down from 40), and base trade route duration is halved (10 turns, was 20).
- Gain +1 trade route capacity for each city-state where you are Suzerain.
- District trade yields rebalanced: domestic routes provide more food/production, while international routes are more lucrative in gold, culture, faith, or science.
- Artillery gains +1 range but has reduced damage.
- More realistic bombardment effectiveness.
- Reduced melee combat strength for ranged units, making them more vulnerable in close combat.
- Increased vision range for siege towers for better tactical use (and funzies).
- Reduced sight range for civilian units, except settlers.
- All units (except traders and spies) gain +1 movement speed. Doesn’t affect embarked units.
- All walls HP are halved (100/400 -> 50/200).
- Increased food yields for ocean and coastal tiles.
- Improved food and gold output from oasis.
- Great Generals now provide +5 loyalty in a two-tile radius.
- Some strategic and luxury resources provide additional yields.
- Monuments provide +1 faith at a slightly increased cost.
- Increased resource harvest yields by 25% to make resource sacrifices more rewarding.
Required DLC:
These DLC should be installed in order to use this item.
Sid Meier's Civilizationu00ae VI: Gathering Storm