Sid Meier's Civilization V

Sid Meier's Civilization V

Eras - Industrial Age
176 Comments
Dr. Mantis Toboggan 3 Feb @ 10:46pm 
The end date and start date for this Era should probably be from 1830 to 1890 since that's when the both the First and Second Industrial Revolutions were at their zeniths. Having it end at 1850 is simply too early.

It would be like ending the Middle Ages in 1200. Good mod besides that strange timeline error.
Milan [BE] 7 Feb, 2024 @ 4:08am 
For some reason the eras still continue untill i reach the final one. I do have 2 other mods enabled with this one: scout at the start and airship & land ironclad. Any thoughts?
Copycat 23 Mar, 2022 @ 8:10am 
Hello.
Fan of your mods. Just recently tried this version though and feel that there's a bit of a balance issue in regards to infantry units. Their base power is the same as the horse units and they feel slightly weak to the artillery as well. This makes the infantry unit rather useless in my game which is a damn shame. I usually like the slow moving but powerful unit that is the infantry in some other eras, but in this version it feels like you just want those horse units and not much else.
I know that horses are weak on sieges, but as this version brings in the 3 range artillery, you don't really need the infantry for that either.
forlornfire 20 Dec, 2021 @ 11:10am 
Hello! I've been using your mods for ages but have recently started using vox populi and noticed that your eras mods are not compatible with it. Is there any way to make it compatible? I'd love my avatar game to stop in the industrial era. Thank you!
SlickOnMyCrown 2 Feb, 2021 @ 11:57pm 
it is
KingDavid 15 Dec, 2020 @ 2:16pm 
is this mod compatible with the englightenment era mod?
Warrenicus 3 Apr, 2020 @ 3:52am 
Brilliant mod. I just wish Howard's Tunnel-:steamhappy:mod could be used in this era though. I think it would fit in very well.
BlouBlou  [author] 10 Feb, 2020 @ 6:28pm 
@nicohen14

Thx for your comment, im glad that you like theses mods :)
LungJuice 10 Feb, 2020 @ 4:22pm 
These have been some of my favorite mods for years. Thank you for creating it
BlouBlou  [author] 7 Oct, 2019 @ 1:17am 
@HA-Senpai

Its my pleasure my friend :)

Thx for leaving a positive comment !
SenPie69 5 Oct, 2019 @ 5:08am 
For years...for many years, ive been lookin for this mod

Thanks You My good sir
happer 29 Sep, 2019 @ 10:26am 
Thanks, I found a solution
BlouBlou  [author] 9 Sep, 2019 @ 3:11pm 
@happer

(2/2)

To test correctly the mod, you will have to start a Fresh new game with only this mod enabled and try to reproduce the bug.

And since this mod is up and running for many years and civ5 havent changed since months, i suspect the problem is on your end.

Start with a fresh tests with only this mod enabled. if it still bug on your new save game, try the cache clearing and repairing described in the troubleshooting section of the mod.

Also remember to load your modded save game from the MOD menu and NOT from the single player menu.

Good luck!
BlouBlou  [author] 9 Sep, 2019 @ 3:11pm 
@happer

(1/2)

Hi happer! glad you like the mod.

There could be numerous number of reason for your game crash. I cant find it with so little context and it is far from sure that this mod is causing it.

1) You are using other mods, so any mods in the list (or an interaction between 2 mods if they are from different modders) could be the "Culprit".

2) i say Culprit but maybe there isnt even one. A vanilla civ 5 save game can become corrupt and exibit this behavior

3) Turning off mods after starting a game is too late, the mod data is written in the save game
happer 9 Sep, 2019 @ 9:56am 
Hello, thanks for a great MOD! But i have a problem - game crashes at turn 1783. (I've started in medival age and played industrial age mod). Tried to turn off all the other mods and some other things, but nothing helps. Any ideas?
Irish O’African 1 Nov, 2018 @ 7:16am 
Thank you man
TheBigMissel 11 Oct, 2018 @ 8:38pm 
@BlouBlou

You mention that Science Victory isn't possible due to the locking of the Tech Tree. Are Diplomatic Victories possible? It's April, 1755 and I haven't yet seen a vote for World Leader.
John_boy 12 Sep, 2018 @ 6:52pm 
Does the enlightenment era mod mess with this? It always works perfect for me, but when I did a play through with that mod a couple of civs got into the modern era
Spaceman27 16 Dec, 2017 @ 3:18pm 
Battleships and destroyers would be included, since the were in service in WW1 (well, dreadnoughts, not battleships but thats minor details) unless you would make a new battleship-class unit with an enlarged ironclad model
Spaceman27 16 Dec, 2017 @ 3:16pm 
I want to pitch an idea to you, leaving up to you if you want to implement it.

You see, im dying for a more authentic WW1 experience in civ5 and the modern era feels too "modern" to me to give the impression of the times at the beginning of the 20th century. My idea would be to simply move the WW1 units in the game into the industrial era, making up a third tier in that era. The structural design of cities in that era would go a long way to make things seem like they are taking place in the early 20th century and not mid to late 20th century.

Its just an idea though, and its up to you fi you want to try it :) it could be called Industrial era: extended/revised
Commander Vex 22 Aug, 2017 @ 11:35am 
Question: Does this work with Tech Tree overhauls?
Plati 13 Jul, 2017 @ 12:38pm 
Thanks for info! Love your work!
BlouBlou  [author] 13 Jul, 2017 @ 5:22am 
@Fortune Seeker

It will still advance but very very slowly compared to a normal game. II dont know how much more turn it would take to reach 2020 but just getting to like 1900 would take a long time.
Plati 12 Jul, 2017 @ 12:30pm 
Looks awesome!

One question: does years keep advancing if time victory is off after 1850 AD? Like, its 2020 and its still industrial era? Or the years stop advancing?
[Reactivated User] 17 Jun, 2017 @ 3:06pm 
I dont have the Airship and land ironclads downloaded but i have them in the game anyway do you know whats up with that because i dont really want them in my game and im not sure how they got there
fcsaba 22 Feb, 2017 @ 6:22am 
Does this work with Enlightenment Era mod?
zaselamel 5 Oct, 2016 @ 10:22am 
Does this mod work in Multiplayer if the other person has it?
Dray 15 Sep, 2016 @ 8:13pm 
please, Enlightenment Era compatibility would be awesome
Cookiescool2 11 Sep, 2016 @ 5:40pm 
I second Annoying Orange. Your's is the only up to date mod that allows anyone to do something like this atm. The only other option for us is to start the game within the Era, and with tons of units to manage it gets a bit confusing. I'd love to see a version of your mod for the Enlightenment Era, it'd be great!
Orange Diogenis the Annoying † 29 Jul, 2016 @ 7:06am 
Is it possible for you to make compatible versions of your Era mods with Pouakais Enlightment Era mod? Tech tree gets screwed when enlightment era is added.
BlouBlou  [author] 2 Jul, 2016 @ 11:55am 
UPDATE V.16

- Removed the 2 additional Great work slot from the 'Palace'.

- Technologies costs slightly increased for renaissance and industrial era technologies.
BlouBlou  [author] 24 Jun, 2016 @ 11:01am 
@KaijuJaegar19

Thx for reporting this bug, initial tests showed no problem. I just retested following your report and you are right. I will fix this and post an update today, and verify other era mods.

Stay tuned!
Spaceman27 21 Jun, 2016 @ 7:15am 
Your addded slots for works of art to the palace breaks my cultural overview. I cant view existing works of art or writing and cant switch them around or trade them.
Cloneguytwo 5 Jun, 2016 @ 9:18pm 
I can get in the game fine and it works. I do love the mod its just dissapointing that civ wont work on my new computer for some reason.
BlouBlou  [author] 5 Jun, 2016 @ 8:02pm 
@caesarleonidas

Glad you like the mod :)
Cagarustus 5 Jun, 2016 @ 5:43pm 
Great mod. I personally wouldn't go any further than the Industrial Age; I don't like the eras after this one. Choose a civilization with industrial units (not to mention Artillery) and you're on the way to becoming an industrial powerhouse.
BlouBlou  [author] 5 Jun, 2016 @ 11:49am 
@Cloneguytwo

Try the mod alone in a fresh new game and if you can see the blocked tech tree it works, you will have your answer.
Cloneguytwo 5 Jun, 2016 @ 11:24am 
Is anybody having a problem using this mod that has windows 10? Im hoping that its not just windows 10 having a problem with civ 5 itself but maybe some mod compatability issues.
BlouBlou  [author] 2 May, 2016 @ 10:16am 
@caesarleonidas (2/2)

Not every civ will progress equally in their tree, based on thing like game difficulty, civ unique bonus and such. So when you test the relation beetween the dates and the progress of your tree, you get very spiky and different result in every game. At some point i had to use average number wich may at first glance look a little besides official historical dates.

This aspect is really tedious to test and to tweak and i had all the era to cover with different curves. Of course it could always be tweaked more, but i think in general dates are much more fitting than in the original game and im satisfied with the result.

Again thx a lot for your feedback!

Good day!
BlouBlou  [author] 2 May, 2016 @ 10:15am 
@caesarleonidas (1/2)

hi Ceasar,

thx for your comment and glad you like the mod! :)

About date increment, heres is the little story :)

you have a better picture when you see this thing as a whole. The general rules for those mod was to make 3 phase that progressively get slower the more you approach the target Era.

So normally if an era is far from your target last era you will progress faster. Ive made a lot of test , curve and calculation to be as precise as possible for each mod but the fact is there is many factor that affect the math here and some variable you dont know in advance.
Cagarustus 2 May, 2016 @ 6:04am 
@Bloublou
Great mod. Like playing the game up to a certain technology point. If I may make a suggestion/comment. I used your mod and commencing from the Ancient Era, noticed that I quickly progressed to the Medieval Era by about 900BC. I understand Civ is not historical and that many players don't mind the arbitrary dates.

When I chose to start from the Industrial Era (in the Advanced Settings), the starting date was set at 1795, which wasn't too bad. I noticed that it took around ten to twelve years to research all the technologies of the Industrial Era, and by 1810 I had the Gatling Gun, which isn't too bad. Also, the date increment of one month might be a little too short.

My suggestion would be if you wished to keep the one-month date increment, you could start the Industrial Age around 1850-1855, and then by around the 1860s and 1870s, one would have all the technologies researched. This would be more in line with the technology at the time (again, only my view).
Silverfishv9 1 Apr, 2016 @ 1:55pm 
Ah, I see. It probably would brake compatibility with other mods too anyways. Well thanks for explaining the reason.
BlouBlou  [author] 1 Apr, 2016 @ 1:52pm 
@Silverfishv9

(2/2)

1) Altering the tech grid is more complicated since you gotta change the dependencies and deal with visual bug in the tree and the lack of space.

2) Also tech changes a lot in terms of reserach cost when changing era Also the total research needed to "finish" an era is the Sum of all tech in this era. i wanted to keep those numbers close to vanilla ones

Bringing a new tech from another era requires to arbitrary alter those value and affect the original game pace and balance fireaxis decided.

In the case of these mod i wanted to keep as much balance and pace from the vanilla game while blocking era for themed game or scenarios.

That why i choose this appraoch instead.

In any case i think we both agree that the important part is to be able to actually build railroad in Industrial Era, so you shouldnt be that sad :)
BlouBlou  [author] 1 Apr, 2016 @ 1:52pm 
@Silverfishv9

(1/2)

Ah, i see what you meant, but at this point, its just aesthetic since the railroad have been transfered to industrial. Unless you would want to be see one of the 2 wonders it provides in the industrial age? or an additional trade route?

There is some other case in other Era mod wich i prefered transfering the effect in an existing Era technology rather than bringing a new technology on this side of the tree. There is reasons behind this choice:


Silverfishv9 1 Apr, 2016 @ 1:37pm 
I know I can stil BUILD railroads, I did read the description -.- . My comment was about the fact that the railroad tech doesn't belong in the modern era but the industrial era, a change that would be good in another mod or this one. It'd make more sense than having it added to steam power to me I guess.
BlouBlou  [author] 1 Apr, 2016 @ 1:18pm 
@Silverfishv9

i dont know why you say that, because it is researchable, its one of the feature of this mod. its written in the Mod description and there is even a screenshot of this specific feature.

Second Feature in the mod description, and also second screenshot. :

- Workers ability to build Railroads have been transfered in the Industrial Age in the Steam Power technology

You should read those description before commenting :)

Silverfishv9 1 Apr, 2016 @ 10:16am 
Honestly, I'm sad railroad's not researchable because it makes sense more than anything. Never got why one of the first major industrial accomplishmensts was put in the modern era.
BlouBlou  [author] 18 Mar, 2016 @ 3:00pm 
UPDATE V.15

- Fixed a bug regarding last update that was causing 'Barracks' and 'Walls' to be disabled in games where the 'No Espionage' box was checked in the advanced setup.
BlouBlou  [author] 15 Mar, 2016 @ 5:00pm 
UPDATE V.14

- 'Barracks' and 'Walls' now also act as a early counter-espionage building by reducing enemy spy stealing rate by 15%.

- Building 'flavor' have been adjusted for 'Barracks' and 'Walls' to add espionage flavor, so the AI will also use them as counter-espionage buildings.

- These changes also affect all unique Barracks and Walls like Krepost, Ikanda or Wall of Babylon.
BlouBlou  [author] 12 Mar, 2016 @ 8:19pm 
UPDATE V.13

- The Future Tech "Advancement" now provides a +1 culture and +1 gold, along with bonus score, everytime it is researched.

- Added a Great Work slot to the Garden.

- Added 2 Great Work slots to the Palace.