Sid Meier's Civilization V

Sid Meier's Civilization V

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Eras - Ancient Age
   
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15 Jun, 2014 @ 11:10am
12 Mar, 2016 @ 11:55am
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Eras - Ancient Age

In 1 collection by BlouBlou
Bloublou's "Eras" Collection
9 items
Description
This mod reshapes the game parameters to let you experience a complete game in the Ancient age instead of few turns.


Features:

  • Tech tree wont progress after Ancient age (so you wont reach other Eras). Also, several adjustment have been made to the tree to transfert fundamental features that would have been locked otherwise.
  • Dates increment have been adjusted so that when you are near the end of Ancient age, the date will increment much slower since its the final age (like modern 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 Ancient Age (Around 600 BC).
  • AI Civilizations choices have been restricted to civilization that have their unique unit in Ancient 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
  • All of the 'diplomacy' options that were after ancient age have been regrouped into a Tech Called 'Diplomacy' that was incorporated into the Ancient age tech tree, so you can do research agreement, Defense Pact and Open borders in Ancient age.
  • Technology costs have been adjusted to a viable scale for Ancient Era.
  • Agriculture must be researched at the start of the game. Agriculture also enable cities to convert their production to gold and science earlier when they have nothing left to build to prevent a city to be forced to produce millitary units when you dont want to.
  • Accessibility to 'Patronage' and 'Piety' policies in the Ancient age.
  • 'Sea' tech tree has been altered with Embarkation available a earlier and Harbors transfered to the end of Ancient age tree to allow Sea trade route and naval warfare and embarkation.
  • Also, an additional Sea tech have been added at the start of the Tree: Fishing, to balance the Harbor and Embark changes.
  • the Technology 'Sailing' Now allow 2 Ship type (melee/ranged) to be built instead of just Trireme. (see below)
  • A custom unit has been added to Ancient Age Naval: The Battle Galley (Naval Melee). Trireme have returned to Naval Ranged, making Naval Melee and Ranged possible at Ancient age. (The custom Icons of diferent Size are made by JBAR81 and used with his permission. The same apply for the 'Fishing' Technology.)
  • All Naval and embarqued unit are allowed to cross ocean with the 'Sailing' tech (ancient age) instead of Astronomy, so you can still play islands map.
  • Unfortunatly, with current state of the game, it seem that Espionage cant be enabled sooner than Classical Era due to some game mechanic wich require a triggered age change for espionage to take effect. Therefore there is no espionage in Ancient Era. On the brigth side, due to technology cost changes made by this mod, tech stealing would be an unbalanced feature in the current Ancient Era setup anyway.
  • Since the Ancient Era was missing a lot of fundamental feature from classical age, several buildings were borrowed from the early-classical age and transferred in Ancient Age, in order to make this era viable for an Entire game:
  • Colosseum have been transfered to Ancient Era (Masonry) to deal with the lack of happiness source.
  • Courthouse have been transfered to Ancient Era (Writing) to deal with the lack of occupied city management.
  • Temple have been transfered to Ancient Era (Calendar) to deal with the lack of faith source wich diminished the Religion mechanic in an era where it is important.
  • Market have been transfered to Ancient Era (Trapping) to deal with the lack of Gold source wich caused a lot of problems vs unit maintenance and also to enable great merchant for this age.
  • Early-classical age Wonders have been transfered to Ancient Era to offer a larger choice of wonder and prevent every player to race the same few wonders available.
  • Bridge building have been transfered to Ancient Era (The Wheel) to prevent cities near rivers from beeing isolated forever.
  • Regarding cultural victories:
    • BNW users: Writing guilds have been transfered to 'Writing' tech from Ancient era, and the library now have a great writing work slot. This new culture source from specialist and great work act as as cultural offense and defense for this age.
    • G&K users: With Patronage and Piety enabled, you can finish your 5th policy tree for a classic cultural victory.
  • 2 additional trade routes have been added to this era, One after researching 'Writing' and one after researching 'Diplomacy'. Also, 'Sailing' now extend the range of sea trades routes instead of 'Compass'. (Brave New World Users)
  • Caravansary have been transfered to Ancient Era (Trapping) to prevent land trade routes from being limited to few neighbors. (Brave New World Users)
  • The Future Tech concept has been renamed to 'Enlightenment' and transfered to Ancient 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 custom units and tech.

Compatibility:
  • Requires God 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 documents\My Games\Sid Meier's Civilization 5\MODS
    3) Delete the 'Civ5ModsDatabase.db' file located at: C:\Documents and Settings\[YOUR USERNAME]\My documents\My Games\Sid Meier's Civilization 5\cache
    4) Restart steam, subscribe, restart civ 5.
142 Comments
borussia1979 21 Jun @ 12:41am 
Disadvantage - in ancient times it is impossible to capture many cities, the population is not happy, cities cannot build zoos and stadiums
Amuro 19 Jun @ 8:08pm 
Based and Bronze-Age pilled. Ashurbanipal approved.
therapist floyd 4 Apr @ 4:57am 
Would you ever consider making a full-scale version of all your era mods combined? (Or making them all compatible with eachother?) I already found the concept of this mod really interesting and would love to play an entire game where each era is effectively the length of a normal game.
BlouBlou  [author] 15 Dec, 2022 @ 6:11am 
@Marcus

My pleasure Marcus!
Glad you enjoy :)
Marcus 14 Dec, 2022 @ 1:35am 
Sorry I just noticed that you have done mods for all the eras. Thank you for all your hard work.
Marcus 13 Dec, 2022 @ 11:58pm 
I love the simple concept, but I'm just wondering would it be possible to do a Classical Era version of this mod? Would be great to play as the Romans etc.
BlouBlou  [author] 27 Aug, 2019 @ 3:02am 
@Hex: Best Caribou

Unfortunatly you will have to chose, they use some of the same variable and they cant both change it.

Hope you still enjoy anyway! Good day :)
Trigedakru 26 Aug, 2019 @ 5:07am 
@BlouBlou thank you for the response! I actually figured out the cause was the vox populi/community patch modpack, but hadn't had the time to report back.

Is there anyway to get them to work together?
BlouBlou  [author] 26 Aug, 2019 @ 5:03am 
@Hex: Best Caribou

Remember, the new game must be with only this mod enabled, for the sake of the test.
BlouBlou  [author] 26 Aug, 2019 @ 5:01am 
Please do that carefully (no cheating)

1) Close civ5, unsubscribe ALL your mod (keep them in favorites in steam if you dont want to lose the reference)

2) Empty your mod folder : C:\Documents and Settings\[YOUR USERNAME]\My documents\My Games\Sid Meier's Civilization 5\MODS

3) Delete the 'Civ5ModsDatabase.db' file located at: C:\Documents and Settings\[YOUR USERNAME]\My documents\My Games\Sid Meier's Civilization 5\cache

4) Resubscribe only to this mod

5) Start civ 5 download the mod and enables it.

6) Start a FRESH new game with standard setting and this mod enabled using the MOD MENU , NOT the Single player menu.

7) Check the tech tree and it should look like in the screenshot above.