Sid Meier's Civilization V

Sid Meier's Civilization V

Enhanced Information Era
117 Comments
Emperor of Awesomeness  [author] 4 Jul, 2016 @ 7:20pm 
I've discontinued this mod in favor of my new(ish) mod - Enhanced Eras - which combines Enhanced Ancient Era , Enhanced Information Era , and First Contact and adds additional content as well.

This mod will no longer be updated. I recommend unsubscribing from this mod and subscribing to Enhanced Eras instead.

And if you do try Enhanced Eras and you like it remember to give it a thumbs up!
Emperor of Awesomeness  [author] 9 Jan, 2016 @ 3:34pm 
Strawberry Pie: while the Cyborg Warrior can fully heal each turn it is not as strong as the other units added by this mod (save for the bleeder) so I don't think its OP. You just need to make sure you have some units kicking around to deal with attacking cyborgs. Two Android Infantry or three Automatons would be sufficient. Also, I updated this mod's description to better show each new unit's strength.
chef vinny 9 Jan, 2016 @ 7:11am 
Uuh, do you think the Cyborg Warrior is OP?
merendero 25 Oct, 2015 @ 11:06am 
This mod is great. Have anyone tried it with CPP/CBP? It probably doesn't work well with all the Tech Tree changes. I can play a little but eventualy my game crashes and the log hints that this mod is the issue. But great job, I really liked this mod.
Lego Tire Enjoyer 8 Oct, 2015 @ 1:01am 
yah i don't thikn those would work together this is a good mod
Emperor of Awesomeness  [author] 17 Sep, 2015 @ 12:02pm 
cosimo: i'll assume that this and beyond the future would be playable together except that you'd get a really wierd tech tree and for that reason I'd mark them as uncompatable and say that you should only play one at a time
Cozimo 17 Sep, 2015 @ 8:35am 
How does this mod play with the 'Beyond the Future' mod?
Erastol 17 Aug, 2015 @ 7:24pm 
COooooooolssss Just got a whole bunch more awesome mods, now counting in at 94
Emperor of Awesomeness  [author] 10 Aug, 2015 @ 3:51pm 
-ALG- Metal: you do have to consider how weak the unit is; it can be easily killed in one turn.
Metal 10 Aug, 2015 @ 3:03pm 
Cyborg warrior is a little OP with the "heals every turn" ability
Jack Jackson 17 Jun, 2015 @ 9:57pm 
Oh! Alright thanks for clearing it up. I was a bit worried about that part hahaha
Emperor of Awesomeness  [author] 17 Jun, 2015 @ 9:46pm 
MaskLion
No what I meant was that the actual array could not be capture. Sorry for the confusion, I just put the buildings help text and yeilds and such in the mod decsription even though there's no reason to mention that its uncapturable in the mod desc. I'll fix this as soon as I can.
Jack Jackson 17 Jun, 2015 @ 9:33pm 
Question on satellite defense array; does this mean that cities cannot be razed/puppeted or annexed anymore? So they're essentially permanent cities once I get it?
Emperor of Awesomeness  [author] 26 May, 2015 @ 3:29pm 
jasa.mahkovec: actually, a while ago I did figure out how to do it.

The reason I haven't released an update doing so is that each era mod would have to be updated and I am working on separate stuff for this and Enhanced Ancient which I also want to finish before an update so I not releasing half-done stuff. Unfortunately, I've kinda been working slowly lately so I don't when the update(s)'ll happen.
jasa.mahkovec 26 May, 2015 @ 2:24pm 
can you make it work with the other enhanced era mods
Edward K 9 Apr, 2015 @ 3:27pm 
I tought you wanted something like that, or that suburbs cause unhappiness (more population)

I am actually just writting this other comment because I remembered something
having my tiles full of suburbs and trading estates makes the mad very ugly
maybe making them look like custom tile inprovements from BNW like the polder or that inca farm would make the mod even better!
but it would require BNW so maybe do that in another version of the mod
don't even reply to this I'm just trying to help with ideas
Emperor of Awesomeness  [author] 9 Apr, 2015 @ 2:53pm 
i wanted this mod to reflect that overpopulation will probably become a huge problem in the future (it kinda is now in fairness) due to all the ways we'll be able to feed everyone and prevent death so thats why theres so much food. I do relize its a lot and it might be an idea to add specialist slots to some of the buildings
Edward K 9 Apr, 2015 @ 2:05pm 
just one question
what am I supposed to do with all that food?
I don't really like to have 50% of my population unempolyed
still liked the mod though
Emperor of Awesomeness  [author] 28 Mar, 2015 @ 8:59am 
the quotes are from various sources; some i pulled from the internet , some i already knew.
Mu'Fussa Jones 27 Mar, 2015 @ 3:22pm 
What are the quotes from the AI techs and wonders from?
Soully 21 Feb, 2015 @ 11:40pm 
Gravebringers and Bleeders? Hehe, Afterworld anybody?
Emperor of Awesomeness  [author] 19 Feb, 2015 @ 10:04am 
moc835: unfortunatly not
moc835 19 Feb, 2015 @ 6:41am 
direct downlod link?
Emperor of Awesomeness  [author] 29 Jan, 2015 @ 5:09pm 
Update 1 has been released. Here are some highlights:
--Many new buildings
--Improvements to the tech tree: some techs have consolidated and tech placement is overall better
--Much better unit art for the Bleeder unit
--Victory Balancing


Note that Super Humans (now Advanced Humans) still does nothing. This is simply because what I wanted to do I could not due to my current computer situation. I do know what I want to do w/ the tech and when I am able will do something with it.
and drew 23 Jan, 2015 @ 2:02pm 
Nice work man! Great idea, the normal information era is boring asf.
Lexa 21 Jan, 2015 @ 9:29am 
Thanks
Emperor of Awesomeness  [author] 19 Jan, 2015 @ 1:30pm 
axelseptim: nothin' yet
Lexa 16 Jan, 2015 @ 3:11pm 
What does the super humans tech do?
Biohazard Gamer 1 Jan, 2015 @ 11:32am 
This mod simply takes original information era technologies and stretches them out over a longer period of time. Although alot of the units are original they can be quite overpowered compared to others.
Emperor of Awesomeness  [author] 1 Jan, 2015 @ 6:34am 
Warlordson: no, sorry it has to be through the workshop for now
warlordson 31 Dec, 2014 @ 11:10pm 
Is there a way to download this manually? :P
Emperor of Awesomeness  [author] 17 Dec, 2014 @ 9:28am 
Warlordson: The only advise I can think to give would be to try the process I mentioned in my previous comment again (although I might advise against that if the large amount of mods downloading crashed the game) and/or to unsubscribe then resubscribe to my mod.

Also I should note that some mods take forever for the game to start downloading them and I have in some cases had to leave the mod screen runing for a longish period of time because certian mods wouldn't download.

Finally, these two threads may be of use to you or anyone else having trouble downloading this or any other mod:
http://forums.civfanatics.com/showthread.php?t=469369
http://gtm.steamproxy.vip/app/8930/discussions/0/540743213082006108/
warlordson 17 Dec, 2014 @ 5:13am 
Somehow... After I deleted the file, and relaunched Civ 5, at first, it did say "downloading Enhanced Information Era", after that, most likely due to the amount of mods being downloaded at once, my Civ 5 crashed, after I relaunched, every mod that I sub to but failed to download had been downloaded... Expect for this...
warlordson 16 Dec, 2014 @ 7:51pm 
Thanks!
Emperor of Awesomeness  [author] 16 Dec, 2014 @ 10:39am 
Warlordson: Sometimes steam/fraxis doesn't feel like downloading mods you've subscribed to. The two options you have are to:
Go into the mods section and wait for the download to start (sometimes, at least for me, it takes a bit of time for the mods to start downloading)
OR go to C:\users\[your username]\my documents\my games\Sid Meier's Civilisation 5\cache and delete the file called Civ5ModsDatabase.db. This should definatly fix the problem.
warlordson 15 Dec, 2014 @ 8:07pm 
The Mod isn't being downloaded. ._.
warhammerfrpgm 9 Dec, 2014 @ 11:20pm 
thanks. glad to know. i always look out for your mods.
Emperor of Awesomeness  [author] 9 Dec, 2014 @ 12:52pm 
warhammerfrpgm: The only way to do that (that I know) is to put 'em in one mod which I will eventually do.
warhammerfrpgm 8 Dec, 2014 @ 10:16pm 
any chance that you will make compatible with enhanced ancient era. would be awesome to extend both eras of play.
Emperor of Awesomeness  [author] 3 Dec, 2014 @ 9:26am 
scdebaun: sorry but at this time no
scdebaun 3 Dec, 2014 @ 4:37am 
This looks very interesting. Is it available for direct download for us Mac Users?
Emperor of Awesomeness  [author] 2 Dec, 2014 @ 7:34pm 
chauncypahl: its from the Civ 4 BtS Next Wars Scenario. In that it makes a city not provide unhappiness instead of providing 25 happiness though. Its basicaly ment to provide an overly-high amount of happiness but have the reduced production as a debuff to offset the happiness.
FrustratedTurbine 2 Dec, 2014 @ 7:23pm 
I haven't played this mod, but imo the mind control center seems overpowered. Im glad that your doing this though, its a cool idea.
Emperor of Awesomeness  [author] 2 Dec, 2014 @ 7:07pm 
rgatzke: its not so much that theres a specific connetion to Uffie so much as I just used that wonder because its easy to get a theming bonus with it and if the bonus works with it then it should work for all the wonders that can provide a theming bonus.

When I tested for compatablity between Palace Addtions I started from the acient era and had multiple wonders providing the theming bonus and they all worked fine.

Also, thanks for all your testing and feedback.


Ishipp: thanks for telling me what to put the faith cost as; I wasn't sure and it was something I was going to have to look at and the reason I didn't make them Faith-purchasable.
lshipp 2 Dec, 2014 @ 6:58pm 
Your real issue with back-compatibility to Vanilla will be dealing with the fact that Vanilla has no Era # 7 (ERA_FUTURE in XML)
lshipp 2 Dec, 2014 @ 6:54pm 
You have "RequiresFaithCostEnabled" in your units. It need to be:

<RequiresFaithPurchaseEnabled>true</RequiresFaithPurchaseEnabled>
with
<FaithCost>xxx</FaithCost>

xxx being set usually to twice the <Cost> number.
rgratzke 2 Dec, 2014 @ 6:37pm 
Thanks Rob. I never realized their was a connection between artwork placed in the Uffie. I'll check that out when you release (V.2). Man, you mod-makers got a tough job. So many variables! If it was not for your efforts I'd have stopped playing this game a long time ago.

(The Iron Man mod is tons-of-fun.)
Emperor of Awesomeness  [author] 2 Dec, 2014 @ 5:01pm 
rgratzke: I tested my mod and iron man together and the double theming bonus worked properly. In case you're wondering I tested by starting in Information Era geting 3 works of art for the bonus and putting them in Uffie (or whatever its called) and getting all the Aesthetics policies. Uffie had the correct doubled theming bonus.

I was using the version I've been working on instead on the version currently released so hopeful that means when I release the update the glitch'll be fixed. If not I'll look at it again.

Also I may test the currently-released version of this mod with Iron Man just for curiosity's sake at some point idk.
Emperor of Awesomeness  [author] 2 Dec, 2014 @ 4:19pm 
rgratzke: yeah sorry what I meant was I would look the iron man mod to see a compatablity issue between it and this one could have caused the Aesthetics glitch.

In any event I have looked through its code and I didn't see anything that would have caused a compatability issue. But I quickly tried it out, starting a game at Information Era (not using my mod) and that caused no issue so it seems like it has to a compatablity thing.

I will test my mod with iron man as soon as possible.
rgratzke 2 Dec, 2014 @ 4:04pm 
You're addressing the later doubling in the Info Age. What you said was ok, but, there is another "doubling" that I mentiond in the Aesthetins tree that also no longer functions properly.'

Keep in mind, however, that all the victory conditions is available to all Civs in the game. So there is a parity among Civs. You can always turn off the this victory-type when starting a new map. When starting someone else's custom map/scenerio, the point is probably moot.