Sid Meier's Civilization V

Sid Meier's Civilization V

Enhanced Eras
47 条留言
Emperor of Awesomeness  [作者] 6 月 26 日 下午 4:22 
also the instructions for applying the update:
Within the update there will be a folder with the same name as the mod (in this case Enhanced Eras(v 2)). Locate that folder and copy it into the Civilization 5 MOD file located here:

[WhereverYourDocumentsFolderIs]\Documents\My Games\Sid Meier's Civilization 5\MODS

Let it overwrite any files it needs to. Once it finishes doing so the update will be applied.
Emperor of Awesomeness  [作者] 6 月 26 日 下午 4:18 
PART 2
that said, i did make at some point a re-balancing update for one of the buildings which i never updated to this workshop item but just uploaded to my google drive for people to download and apply themselves (not sure why i did it that way but it is what it is). i was going to at least update this workshop item with that update (so i could remove it from my google drive) but i couldn't get the mod tools to work and i think i'd have to reinstall civ 5 to get the tools up and running which i'm not going to do so i moved the update over from my google drive to civfanatics.

it can now be found here https://forums.civfanatics.com/threads/enhanced-eras-mod.698812/ (assuming valve doesn't remove the link but if they do on civfanatics find the "Enhanced Eras mod" forum post is the Civ5 - Modpacks forum by EOAMods)
Emperor of Awesomeness  [作者] 6 月 26 日 下午 4:18 
PART 1
just a quick update the the assorted civ5 mods i have on steam can pretty much be considered abandoned at this point. i was hoping to come back to them and was getting close to being able to get into a situation where i'd actually have time to do so (close meaning a year or two). however, with the recent 2k situation i don't think i'm going to ever update any of these again, sadly,
Emperor of Awesomeness  [作者] 2023 年 10 月 20 日 上午 9:26 
sadly there's a low chance of that
Your Doctor 2023 年 10 月 1 日 上午 4:37 
any chance for a patch to get this working with Enlightenment Era and Future Era Mods?
Emperor of Awesomeness  [作者] 2023 年 1 月 24 日 上午 8:23 
sadly no, i planned to add stuff for those eras but this is one of those mods that idk if i'll have time to come back to and work on anymore
i hope to add more at some point but there's just enough other stuff i gotta get done first
Akinaba 2023 年 1 月 24 日 上午 8:08 
No renaissance or/and enlightment era compatibility?
crpssforetahbnugbugbugu 2022 年 11 月 12 日 下午 12:35 
Can you please make compatibility with future worlds? I would love it
Emperor of Awesomeness  [作者] 2019 年 12 月 31 日 下午 9:16 
Xyllisa Meem Paradox Station
I doubt it, prehistoric era would be more likely but trying jerry-rig this mod with either of those would be pretty complex.
Xyllisa Meem Paradox Station 2019 年 12 月 21 日 下午 3:04 
will there ever be compatibility with prehistoric era or future worlds? would atleast like to use the ancient and first contact era
Vunu 2019 年 11 月 28 日 上午 12:02 
i just think it would work well with the way this mod works that's why i asked
Emperor of Awesomeness  [作者] 2019 年 11 月 24 日 下午 2:27 
ci:
sorry for late reply:
technically, ideologies are unlocked in the industrial era if you can build 3 (I think 3) factories and unlocked in the modern era w/o needing the factories.

This is important because you can change the era of unlock w/ factories pretty easily in the XML code (though I haven't tested how that would work) but I can't find anywhere the "get it w/o requiring a specific building" era can be changed or anywhere the prereq building itself could be changed or removed. To get ideologies earlier you'd need to be able to change these.

It is possible I missed these in the XML but I looked into modding ideologies online and they are apparently very hardcoded so I think it's more likely that these properties are hardcoded as well.

If I'm right in that way someone would have to find a way in the DLL to achieve this.
Vunu 2019 年 11 月 3 日 上午 11:14 
how do i make it so the ideologies are discovered in an earlier era like the industrial era instead of the modern?
Emperor of Awesomeness  [作者] 2019 年 9 月 3 日 下午 5:44 
Yeah, you'll need BNW 'for this mod
Commandertoblow 2019 年 9 月 3 日 下午 12:21 
need bnw?
Emperor of Awesomeness  [作者] 2019 年 8 月 6 日 下午 7:49 
Kaiser Dog: thanks for the comment! I agree the ancient era is pretty awesome!
cath :3 2019 年 8 月 1 日 上午 11:52 
Honestly one of my favourite mods, only thing that i wish there were more of is ancient era techs, but its just my favourite period anyways.
Stain.mp3 2019 年 6 月 25 日 下午 8:42 
I digress, but thanks for considering the issue and dealing with it promptly. This'll definitely help the people who didn't go edit the mod files for a quick-fix, but I'll check the update anyway. (4/4)
Stain.mp3 2019 年 6 月 25 日 下午 8:42 
It probably has something to do with the upgrades and them being constructed in the capital, because that's where the crashes happen. I only noticed this connection with the upgraded buildings once recently. I liberated most of the civs excluding their capitals and they never crashed the game again, so it is related to the capital. Too bad IGE doesn't let you change the production of an AI city, that'd definitely help to fix these crashes if they relate solely to buildings.
By the way I play heavily modded (~40-50 non-civilization mods), so you might say I get what's coming. The runs work though, except for the two types of crashes I experience, so it really isn't that bad. But civ5 modding was addictive to add more and more mods and expand the game and now I have to deal with these issues if I want to keep playing the game.
Stain.mp3 2019 年 6 月 25 日 下午 8:41 
This is generally just an annoyance, because I can load an autosave for the next turn and move on past it fine, but one time the autosave was bugged and I couldn't fix the barb crash in IGE, totally killing a great 22 civ run with China.
I also struggle with civs crashing the game at random points in the game, sometimes not affecting some runs while other times forcing me to carve out a civ's cities into nothingness. I noticed another mod with building upgrades is connected to a civ that crashed the game at one point when it made a "Upgrade - Broadcast Tower" with one turn remaining before it constructed (their next turn), so I had to have another civ capture the capital and it fixed it. Similarly, a couple civs this current run (20 civ) I had to totally demolish and replace.
Stain.mp3 2019 年 6 月 25 日 下午 8:41 
I manually edited the penalty to 0% and cut the slave market production bonus down to 5%, and it seemed to have worked on a new run, but..

..Barb crashes seem to happen later in the game still, likely when barbarian resistances pop up, like with two civs that have opposing ideologies to the popular one. It got to the point where it'd crash every other two or three turns. It started crashing around that point. The penalty seemed to really make that worse, but it hadn't happened this run until the revolutionary waves, so it probably is the game not managing the resistances spawning well. It seems like manually killing each barbarian camp and unit doesn't help at all, so it probably is resistances OR misc. processes the game is said to do at the end of the barb turn each turn (which I couldn't circumvent).
Emperor of Awesomeness  [作者] 2019 年 6 月 23 日 下午 12:59 
Stain.mp3:
Just a heads up if you check the new discussion I set up you'll see where I posted a new update you can download that just changes the Slave Market. It should remove the penalty and should work pretty well.

Try it out if you want - if there are any issues at all feel free to let me know.
Emperor of Awesomeness  [作者] 2019 年 6 月 22 日 下午 6:43 
Part 2:
What I would be apt to do would be to remove the penalty but also debuff some of the benefits. I think that would be okay.

That said, I don't think I'll be able to update through workshop quickly because right now the mod's code has a lot of unfinished things I was working on so it'll take awhile to bring that to something I can publish BUT I should be able to make a patch that could be downloaded outside the workshop that I could put out more quickly.
Emperor of Awesomeness  [作者] 2019 年 6 月 22 日 下午 6:43 
Part 1:
Stain.mp3:
Hi - sorry I took so long to reply. I've kind of taken a very long hiatus from civ modding but I'm trying to get back into it as time allows but I will at least look into the slave market.

Just because I don't know - what are the barbarian crashes? Is it when there are too many barbarians on screen or something like that?

The reason I added the penalty was to force the sale of Slave Markets as players got farther into the game. That being what it is I reckon the AI isn't smart enough to do that.

I am thinking now there may be better ways to try to affect late(r) game removals of slave markets but that might be besides the point.
Stain.mp3 2019 年 6 月 16 日 下午 3:48 
Is it possible to just remove the slave market from the mod, or maybe just disable the horrendous +15% Unhappiness from population penalty? Because it really brings down other civs' happiness and might contribute to barbarian crashes which have utterly destroyed some of my runs and broke them. I tried disabling slave markets myself in the mod files, but that removed all the other buildings and made the techs in the tech tree bug out. I really like the mod, but I really hate the slave market. Even if I remove the slave markets in IGE for every city manually, they all make it again and it makes no difference. I assume this mod is abandoned though, so I guess I have no choice if I want to continue using this mod, unless I can change the penalty for the unhappiness..
Narrelama 2016 年 12 月 13 日 上午 3:41 
I feel swamped in the ancient era by comparatively OP buildings (take eks. the Ashera Pole and the Totem Pole as compared to the shrine and the monument - I feel you should parcel them out somewhat, or make them as culture-specific replacements, or buildings working on a different mechanic than the vanilla - say, giving a certain bonus in greater degree depeding on certain resources, the population of the city, or realm, or similar conditions. Or simply replacing some of the vanilla buildings with your own.

I like your mod, (although I'd like it even more if you swap some of the buttons in a later update), but as it stands I feel it bests suits a high fantasy setting on marathon speed =]
Mega 2016 年 8 月 27 日 上午 11:53 
The "Save The Earth Initiative" resolution is showing that the bronze achievement gives the same as the gold in the .txt file. Just me, or a mistake?
BigMeat 2016 年 8 月 8 日 下午 4:47 
this mod is compatible with renaissance era revised and enlightenment era, but the tech tree will glitch out.
warhammerfrpgm 2016 年 7 月 15 日 下午 8:16 
actually i finally solved it. got rid of all mods except it and then slowly one by one after updating all out of date mods and deleting some which had become unsubscribed when steam was trying to limit people to 50 mods a year and a half ago or so, and now it is working like a charm. no complaints at all. didn't want to go back to basics but i had to get to the root cause.
Emperor of Awesomeness  [作者] 2016 年 7 月 10 日 下午 5:18 
leobeo:
I'm currently trying to learn blender stuff so can add actually good units with good art. To that end, there are good alien units on Civfanatics for civ 4 if I can figure out how to convert them for civ 5. But yeah I'd love to do a (couple) alien civs oneday w/ unquie units and have some alien units unlockable at First Contact Era. One day hopefuly.

warhammerfrpgm:
I tested it and I was able to build stuff on marathon speed. So, if you wanna provide me a list of the mods you're using I can try to help you figure it out. Also, can you build stuff on other speeds?
warhammerfrpgm 2016 年 7 月 10 日 上午 8:37 
why is it that when i select marathon for game speed that i can't build anything in a city. i have it down to 20 mods or less. I am a little perplexed.
Worldbuilders' Ministries 2016 年 7 月 10 日 上午 7:23 
IDEA: ALIEN UNITS AND CIV!
Emperor of Awesomeness  [作者] 2016 年 7 月 9 日 下午 2:41 
PaulsTwoCents: nope
SirBottoms 2016 年 7 月 9 日 上午 11:06 
Is this compatable with mods like future worlds and enlightment era
Emperor of Awesomeness  [作者] 2016 年 7 月 4 日 下午 6:38 
btw, I should notes that update 2 removes the 600 str units - in case anyone was worried it didn't
Emperor of Awesomeness  [作者] 2016 年 7 月 3 日 下午 7:52 
So update 2 has been released.

Some highlights:

New Buildings:
--Coal Plant
--Film Studio
--Super Market
New National Wonders:
--Personalized Ad Hub
World Wonders:
--Tolerance Mosque
--New Rome

In addition, ton, and I mean a ton, of fixes.

Enjoy, and if you encounter any bugs or whatever tell me and I will so totally fix it!
Yoli 2016 年 6 月 5 日 上午 3:58 
thats cool :) nice and thank you!
Emperor of Awesomeness  [作者] 2016 年 6 月 4 日 下午 7:05 
I can't put down an extact date but I can say by the end of the month it should be done. I guess it could take longer but I really doubt it.

The update is mostly done; there's still a few things I still have to do before it's finished but I'm nearly almost there. :steamhappy:
Yoli 2016 年 6 月 3 日 上午 5:15 
when will the next update hit us ? Is there a date right now ? :) I would love to play with it, but the 600 str units destroy it
Emperor of Awesomeness  [作者] 2016 年 5 月 30 日 上午 7:37 
(Figured this out day or so after last comment and meant to post it then but it slipped my mind...sorry...)

The 600 str barbarians is a bug which also allows construction of 600 str units in your empire. Will be fixed in next update.
Emperor of Awesomeness  [作者] 2016 年 5 月 25 日 下午 4:23 
Srry that I was late to write these replies.

warhammerfrpgm:
I'm thinking it must be another mod that changes the tech tree. That would not work well with this one.

Xangelo7:
It is not compatable with those mods and this one has unique units and I am planing to, hopefuly, add uniquie models (fingers crossed). I do hope to also add some more units.

Anton Drexler:
I had the same thought, can't do it for the next update, but eventually, if it's possible, I would like to.

Spansk_Agurkesalat:
I guess you mean the new units from this mod are spawning as barbarians. That is an oversight on my part to be honest and one I will fix.
Spansk_Agurkesalat 2016 年 5 月 19 日 上午 10:42 
I have 600 str. barbarians spawning :steamfacepalm:
Zersetzung 2016 年 5 月 3 日 下午 7:32 
Would be nice if you made compatible with Prehistoric Era Reborn
Xangelo7 2016 年 4 月 16 日 下午 4:17 
is it compatible with Future Worlds, renaissance era revised, enlightenment era?
does it have unique units with new models and are you planning to make new units with unique models?
warhammerfrpgm 2016 年 4 月 13 日 上午 12:17 
i use a ton of mods, so i don't which one causes the conflict but i start out with a grave bringer and a geoengineer in ancient era. i also then can't access my city production queue. any thoughts?
Emperor of Awesomeness  [作者] 2016 年 3 月 18 日 下午 7:12 
Also please feel free to post ant feedback or criticism. And as always, if you like the mod please rate it up :steamhappy:
Emperor of Awesomeness  [作者] 2016 年 3 月 18 日 下午 7:10 
I am shipping out for basic soon and wanted to get my era mods into one pack. It was a rush job and i didn't have time to test this but it should work though it does not have the polish I would have liked. I wanted to add more to it but had no time but in the way-future when I finish training and have time I will. Hope you enjoy what I did finish.