Sid Meier's Civilization V

Sid Meier's Civilization V

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Historical Spawn Dates
   
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8 Jul, 2013 @ 5:13pm
6 Aug, 2013 @ 2:45pm
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Historical Spawn Dates

In 2 collections by Gedemon
Revolution modpack
3 items
YnAEMP collection
14 items
Description
This is the Historical Spawn Dates component of my Dynamic History mod project.
It can be used for RFC (Rhye's and Fall of Civilization) like scenarios on any TSL (True Starting Location) map
Compatible with Civ5, Gods+Kings, Brave New World and all DLC Civilizations.
Ready to be used with my G+K or BNW City States mod for YnAEMP, and works great on the Giant Earth or Large Europe maps.


How does it work ?
=================

All Civilization and City States spawn on the map at the real date.

For some Civilization, that does not change anything, like Egypt that is present on the map from the start. But Germany, for example, will spawn at the turn corresponding to 1000AD in your game.

If you've selected a Civilisation starting after 4000 BC (the first turn), the game will auto-play until the date of spawn of your Civilization.
You can select a later starting era (using YnAEMP for example) in the game setup to reduce the waiting time, but I'll suggest to select one or two era before your civilization start, to let the other civs fill some part of the maps for a better experience.
You may want to set autosave ON, so you can reload your game if it has crashed during the autoplay without restarting from 4000 BC. Very usefull if you decide to play USA. ...

To balance with the late start, some mechanisms are implemented, the spawning civilization get the following:
- A few units related to the current era
- All nearby barbarian units
- All very close units from City States, and the city itself can also be removed and converted to a Settler
- Ally relation statut with close City States
- All technologies that has been discovered by all Civilizations that have already settled a city (but no techs that are known only by a few civs)
- Science and Culture points based on the average number of techs/policies from other civs. Same for gold, faith, golden age turns and it can also get some free Great People based on the average cost of all other civs buildings.

There is one file to edit if you want to change spawning date or add date to custom civs: HistoricalSpawnDates.sql You can also change the balance mechanisms by editing HSD_Functions.lua and HSD_Defines.lua.

Isolated civs don't get free techs, (that's new world's civs, polynesia, indonesia, but not USA), it can also be changed in HistoricalSpawnDates.sql

And of course I recommend to combine it with the Revolution Collection for full effect...
Popular Discussions View All (6)
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21 Apr, 2023 @ 8:03am
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26 Jul, 2015 @ 1:14pm
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29 Jan, 2016 @ 9:23am
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376 Comments
minniefinnie 21 Apr, 2023 @ 7:59am 
if you want a chance when spawn late make sure to giver yerself 5-10 free techs at the start very fun with the barbarians expanded mod lets ya roleplay as a rebelious cheif who decides to build is own empire
LV-04 "Leelee" 3 May, 2022 @ 8:09am 
Did this break in a launcher update? I let a game go until 900 bc and I as China couldn't play.
AIPM 31 May, 2021 @ 2:17am 
I like the idea of the mod but the implementation is a bit lacking, later spawning civilizations seem to have problems with tech and also lack the population (as only the capital size scales with time, it seems) to compete with civs that have been around a bit longer.

For instance I played as the Netherlands, spawned in 1580 and only got some ancient era techs. The Netherlands had already been settled by the Celts so my three settlers had to move somewhere else. Then I was left with a size 8 Amsterdam, and two size one cities.

Combined with the bad tech, lack of infrastructure of cities, lack of economy to sustain the units I spawned with, it really doesn't make for a fun experience. Will just be playing true start location without this mod.
MFX_Media 30 May, 2021 @ 3:13am 
Choose Austria. Starts 1100:s. Spawns close to France and Arabia. All of us spawns same turn. All of us have barely any tech. Arabia already has pantheon and religion. All of us also spawn with 3 settlers, 1 worker, 2 warrior and 1 scout. Oh. Also 2 XCOM Squads, 3 Paratroopers and 1 Modern Tank. No other mods.
Kaotic Kanine 21 Jan, 2021 @ 6:59am 
I've tried using this mod alongside YNAEMP (Giant Earth) and Vox Populi, and for some reason it keeps having the Mayans only capable of building Brazilwood Camps instead of Pyramids (which are an Improvement in VP). Haven't tested to see if it does the same with other civs, but any ideas on how to fix this?
Moerte86 15 Sep, 2020 @ 10:02am 
So on auto play this crashes at 50 turn, can someone know how to fix?
gunnoeg17 11 May, 2020 @ 5:40pm 
By any chance does this mod work while trying to spectate on YNAEMP? Currently when I reveal the map, the only civs that end up in the game are the ones at the start.
IanJ 16 Apr, 2020 @ 2:58pm 
Just because i wish someone had told me....so I was having the same trouble as some of you. If you're using YNAEMP kill the DLL that fixes the leader screens and kill the YNAEMP CS add ons. Both of them screw everything up. And just some hints also be wary of any edited civ that has code that forces it to replace a regular civ. You can still play with those civs, but don't put their replacements in the game, and make sure that the TSL XML and the Spawn SQL are calling the right civ. (not all egypts are "CIVILIZATION_EGYPT" and so on). Often times the text that shows up in the game for a civ is not the same as the civ's call name. If you do those things, you should be golden. Mine works 100% now and I went through a pile of things that didn't work before i found the mods that were killing this one.
Slovacuban 24 Nov, 2019 @ 6:02pm 
Every time I use this mod, no other civs spawn in
アレックス 15 Aug, 2019 @ 5:21pm 
Does anyone know how the spawn dates are read in the sql file? Like does it match up a turn with the given year to spawn in, or does it just find the closest date to the year mentioned in the file and spawn them in at that date? I was trying to get this mod to work with a different calendar system I modded in and it stopped working. Sorry I don't have a lot of experience with sql or xml.