Sid Meier's Civilization V

Sid Meier's Civilization V

454 ratings
Eras - Renaissance
   
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2.579 KB
29 Jul, 2012 @ 6:35am
2 Jul, 2016 @ 11:33am
13 Change Notes ( view )

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Eras - Renaissance

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 Renaissance era instead of few turns.


Features:

  • Tech tree wont progress after Renaissance (so you wont reach other Eras). Also, some adjustment have been made to the tree to transfert some of the fonctionalities that would have been locked otherwise.
  • Dates increments have been adjusted so that when you reach Renaissance, the date will increment much slower since its the final age (like Future Age in normal games).
  • Technologies cost have been adjusted to scale properly for a full game in the Renaissance.
  • If 'Time' Victory has been selected, then after the 1500 turn, the date will fit perfectly with the historical end of the Renaissance (around 1700 AD)
  • AI Civilizations choices have been restricted to civilization that have their unique unit in Renaissance 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
  • Espionage is available at Classical age and you get an additional spies in Medieval Age and also the vanilla Renaissance spy (total 3 for the game).
  • 'Barracks' and 'Walls' now also act as a early counter-espionage building by reducing enemy spy stealing rate by 25%. (Also affect all unique Barracks and Walls like Krepost, Ikanda or Wall of Babylon)
  • Building 'flavor' have been adjusted for 'Barracks' and 'Walls' to add espionage flavor, so the AI will also use them as counter-espionage buildings. (Also affect all unique Barracks and Walls like Krepost, Ikanda or Wall of Babylon)
  • Museums can now be built in Renaissance era after researching 'Architecture'.
  • The Future Tech concept has been renamed to 'Discovery' and transfered to Renaissance. 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 the custom buildings and tech.

Compatibility:

  • Requires God and Kings Expansion
  • Compatiblie 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.
Popular Discussions View All (2)
2
9 Sep, 2020 @ 10:39am
Civ 6?
FelicitousFeline
0
20 Aug, 2022 @ 3:51am
Co-op?
JS
209 Comments
Raven 11 May, 2022 @ 8:01am 
is there a way I can modify this (or the industrial era mod) to either allow entering the industrial era with only a few specific techs, or limiting certain techs from the industrial version? I really love the military aspect of this era but want to get the industrial era version of the world congress plus the non-military techs of industrial
BlouBlou  [author] 17 Jul, 2021 @ 11:20am 
@AlanTheSuitMaker

XD thx for the comment! Glad it made you feel that way haha
spaglix 15 Jul, 2021 @ 9:15am 
this mod is straight up sexy af im drooling rn
walker 1 Jul, 2021 @ 5:24pm 
can you add ideology? because this mod cant get many happiness
BlouBlou  [author] 1 Jul, 2021 @ 8:29am 
@Enola Gay

Thanks !

I dont know about Vox populi, all my mods are compatible together but can be incompatible with mods from other modders.

If the mod you talk about touch any of the feature mentionned in this mod, there is a chance that there is a conflict. If thats the case, the mod that is loaded last will overwrite the code with his own, potentially affecting the effect or breaking it.

Good luck !
Enola Gay 7 Feb, 2021 @ 1:13am 
does this work with vox populi ?
Big fan of your work !
seven times 18 Nov, 2020 @ 10:26am 
Multiple AI using Gatling Gun (Inudstrial Era) Doesn't seem to go any further than that though.
Great mod! Any possibility of getting this on multiplayer?
BlouBlou  [author] 27 Aug, 2020 @ 5:10pm 
@Knask

Yes! it does requires at least god and kings expansion as stated in the mod description :)

Glad it worked! Both expansion are great additions so its a good buy in my opinion
Knask 27 Aug, 2020 @ 3:04am 
Actually, I just bought all the DLC's and it turns out that made the difference, so it's all good. But thanks again for responding anyway!
Knask 27 Aug, 2020 @ 2:27am 
Hi again BlouBlou and thanks for answering. I appreciate it! I did try and run it through the mod menu, but nothing happens. No error notices either though. It's as if it just doesn't register. I don't have any of the DLC's. Perhaps that's why it's struggling?