Eras – Modern Age

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Author: BlouBlou

Last revision: 18 Mar, 2016 at 21:03 UTC

File size: 2.55 KB

On Steam Workshop

Description:

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

Features:

  • Tech tree wont progress after Modern 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.
  • The ‘Anti-Tank Gun’ unit now have ‘Combustion’ as the prerequisite Tech, to enable Lancer to be upgraded, preventing this obselete unit (in modern age) to hurt gameplay. (Works with unique Civilizations Lancers too).
  • The ‘Infantry’ unit now have ‘Penicilin’ (Unreachable) as the prerequisite Tech since its the next era infantry unit, preventing ‘Great War Infantry’ to become Obsolete and hurt the WWI theme.
  • Dates increments have been adjusted so that when you reach Modern 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 Modern Age
  • AI Civilizations choices have been restricted to civilization that have their unique unit in Modern 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
  • Espionage is available at Medieval age and you get also all vanilla spies (total 4 for the game).
  • ‘Barracks’ and ‘Walls’ now also act as a counter-espionage building by reducing enemy spy stealing rate by 10% each. (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)
  • The Future Tech concept has been renamed to ‘Progress’ and transfered to Modern 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:
  • 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.