Eras – Industrial Age

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Author: BlouBlou

Last revision: 2 Jul, 2016 at 18:52 UTC

File size: 8.36 KB

On Steam Workshop

Description:

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

Features:

  • Tech tree wont progress after Industrial (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.
  • Technologies cost have been adjusted to scale properly for a full game in the Industrial age.
  • Workers ability to build Railroads have been transfered in the Industrial Age in the Steam Power technology
  • Dates increments have been adjusted so that when you reach Industrial Age, the date will increment much slower since its the final age (like Future Age in normal games).
  • If ‘Time’ Victory has been selected, then after the 1500 turn, the date will fit perfectly with the historical end of the Industrial Age (around 1850 AD)
  • AI Civilizations choices have been restricted to civilization that have their unique unit in Industrial 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
  • No civ restriction is applied to the player, but i strongly recommend you pick a civilization that fit in this era.
  • Espionage is available at Medieval age and you get 1 for Renaissance and Industrial (total 3 for the game).
  • ‘Barracks’ and ‘Walls’ now also act as a early counter-espionage building by reducing enemy spy stealing rate by 15%. (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)
  • ‘Oil’ wont be revealed in industrial era since its unused.
  • A new Industrial age artillery has been introduced to replace the Modern era artillery since it was available with dynamite, an industrial era Technology. It uses the Rifled Cannon’s 3d Model from the 1861-1865 civil war scenario by Fireaxis. The uniform/color theme ressemble those of the Gatling gun (See Screenshot Above). Its combat STR has been scaled to proper values compared to other unit available in this era.
  • The Future Tech concept has been renamed to ‘Advancement’ and transfered to Industrial 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 ‘Airship and Ironclad’ Mod from my utility collection along with this mod if you want more various units from this era: Airship and Land Ironclad
  • 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 God 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.