Works really well until and including Medieval Era. From Renaissance Era and on the tech costs are back to normal again, as if the mod wasn't existing. Weirdly... Anyone got an idea?
I`ve installed the mod in the correct way, i think. But it does not seem to make a difference if i enable or disable the mod in the additional content menu (mods menu) How do i know if the mod is working? It takes 18 turns on half speed to develop the first 3 techs in the tech tree? Starting the game with 2.8 science on turn 1. Science x2 mod.
Is the mod working if it is shown ingame among other mods?
Sure, work in progress. It is on same Base File than Technologies but on Civic files I would create another mod for it. Players will can choose one ResearchTimeX and one different CivicsTimeX for they.
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I havent got internet today because i moving out.
Thanks for purpose.
Updated 14-12-2016: add ( X3 ) ( X4 ) files.
Enjoy Memorize101
Thanks for Purpose...
I`ve installed the mod in the correct way, i think.
But it does not seem to make a difference if i enable or disable the mod in the additional content menu (mods menu)
How do i know if the mod is working? It takes 18 turns on half speed to develop the first 3 techs in the tech tree?
Starting the game with 2.8 science on turn 1. Science x2 mod.
Is the mod working if it is shown ingame among other mods?
Make sure you have one of them activated.
Folder, ex : "ResearchTimeX2" who have the "modinfo" and other folder with "gamedata.xml" file have to be in the Mods folder in my document.
Thanks for keeping the civic speed changes in a separate mod as well.. I like being able to control them independently.
I would create another mod for it.
Players will can choose one ResearchTimeX and one different CivicsTimeX for they.
http://www.nexusmods.com/civilisationvi/mods/28