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It would be like ending the Middle Ages in 1200. Good mod besides that strange timeline error.
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.
Thx for your comment, im glad that you like theses mods :)
Its my pleasure my friend :)
Thx for leaving a positive comment !
Thanks You My good sir
(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!
(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
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.
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
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.
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?
- Removed the 2 additional Great work slot from the 'Palace'.
- Technologies costs slightly increased for renaissance and industrial era technologies.
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!
Glad you like the mod :)
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.
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!
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.
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).
(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 :)
(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:
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 :)
- 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.
- '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.
- 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.