Eras – Medieval Age

If you liked this item, please rate it up on Steam Workshop page.

Author: BlouBlou

Last revision: 2 Jul, 2016 at 16:18 UTC

File size: 3.07 KB

On Steam Workshop

Description:

This mod reshapes the game parameters to let you experience a complete game in the Medieval age instead of few turns.

Features:

  • Tech tree wont progress after Medieval age (so you wont reach other Eras). Also, some adjustment have been made to the tree to transfert some of the fonctionalities that would have been locked otherwise.
  • Dates increments have been adjusted so that when you reach Medieval age, the date will increment much slower since its the final age (like Future Age in normal games).
  • Technologies cost have been adjusted to scale properly for a full game in the Medieval age.
  • If ‘Time’ Victory has been selected, then after the 1500 turn, the date will fit perfectly with the historical end of the Medieval age (around 1400 AD)
  • AI Civilizations choices have been restricted to civilization that have their unique unit in Medieval Age or fit in historically, allowing much more diversity for Warfare with unique units fighting each other. So when an AI is set on random, or when you dont go through advanced setup, Ai will always pick a civ that fit this era. No civ restriction is applied to the player, but i strongly recommend picking a civilization that fit in this era
  • All naval unit and embarked unit are allowed to cross ocean with the Compass tech (medieval) instead of Astronomy, so you can still play islands map.
  • The ‘Great Wall’ wonder has been transformed into a National Wonder (every player can build one) called: ‘Fortifications’. It require Walls in every city and can only be built in your capital. Visual will apply to your border like the great wall. The idea behind this feature, combined with the Fort improvements and Citadels from great generals, is to recreate medieval landscapes and to force Siege battles when attacking Capitals.
  • The building is properly flavored and will be used by the AI.
  • Espionage is available at Classical age and you get an additional spies in Medieval Age (total 2 for the game).
  • ‘Barracks’ and ‘Walls’ now also act as a counter-espionage building by reducing enemy spy stealing rate by 33%. (Also affect all unique Barracks and Walls like Krepost, Ikanda or Wall of Babylon)
  • Building ‘flavor’ have been adjusted for ‘Barracks’ and ‘Walls’ to add espionage flavor, so the AI will also use them as counter-espionage buildings. (Also affect all unique Barracks and Walls like Krepost, Ikanda or Wall of Babylon
  • 1 additional trade route have been added to this era after researching ‘Physics’. Also, ‘Optics’ now extend the range of sea trades routes instead of ‘Compass’. (Brave New World Users)
  • Since no non-unique building of this era could host Great Artist Works, a Slot was added in the ‘Garden’ as well as removing the river or lake requirement. Included all unique Gardens. (Brave New World Users).
  • The Future Tech concept has been renamed to ‘Mentoring’ and transfered to Medieval age. A repeating technology that will increase your score and give +1 Culture and +1 Gold in your Capital each time it is researched.
  • Since you cant build a spaceship, scientific victory isn’t an option, but having a high science can make you win Timed game from score and progressivly increase your Gold and Culture output when researching the Future Tech.

Notes:
  • I recommend using the ‘Motte-and-Baily Fort’ Mod from my utility collection along with this mod if you have Danemark DLC: Motte-and-Bailey Fort Mod
  • Enable only one Era mod at a time, depending on what era you want to play
  • Civilopedia is fully fonctional with the custom buildings and tech.

Compatibility:
  • Requires Gods and Kings Expansion
  • Compatible with Brave New World Expansion
  • You have to play with one Eras mod enabled at a time

Other Mods from the same author:
  • You can find all my ‘Era’ mods here, along with other collections:
    If you want to rate the mod at the top of the page, it’s always appreciated =)

Troubleshooting:
  • Here are the basics if you are a beginner with civ 5 Mods: Mod Install Tutorial [forums.civfanatics.com]
  • If you have a problem with a mod, the first step is always to test the mod alone before reporting any bugs.
  • All mods from all my collections are compatible together.
  • If you have troubles downloading the mod in game, it’s a common cache issue, follow these steps to fix it:
    1) Unsubscribe The mod, exit steam and civ 5 completly
    2) empty your mod folder : C:Documents and Settings[YOUR USERNAME]My documentsMy GamesSid Meier’s Civilization 5MODS
    3) Delete the ‘Civ5ModsDatabase.db’ file located at: C:Documents and Settings[YOUR USERNAME]My documentsMy GamesSid Meier’s Civilization 5cache
    4) Restart steam, subscribe, restart civ 5.