Sid Meier's Civilization V

Sid Meier's Civilization V

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Eras - Atomic Age
   
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3.438 KB
29 Jul, 2012 @ 8:04am
18 Mar, 2016 @ 3:12pm
15 Change Notes ( view )

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Eras - Atomic 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 Atomic era instead of few turns.


Features:

  • Tech tree wont progress after Atomic Age (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 Atomic Age, the date will increment much slower since its the final age (like Future 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 Atomic Age
  • AI Civilizations choices have been restricted to civilization that have their unique unit in Atomic 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 Medieval age and you get also all vanilla spies (total 5 for the game).
  • 'Barracks' and 'Walls' now also act as a counter-espionage building by reducing enemy spy stealing rate by 10% each.(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)
  • Added a WW2 Theme to the mod by changing and balancing the final unit set and technology available:

    • Techonology : 'Computers' and Appolo project have been moved to the next era.
    • Units : 'Rocket Artillery', 'Mobile SAM' and 'Helicopter Gunship' have been moved to the next era.
    • Units : an improved version of standard Artillery has been introduced and is available when researching Rocketry, to compensate the removal of 'Rocket Artillery'
  • The Future Tech concept has been renamed to 'Progress' and transfered to Atomic 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 the custom buildings and tech.

Compatibility:
  • Requires Gods 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.
83 Comments
Aviator11 20 Jan @ 2:18pm 
Will there be a future era one made at any point? I want to play a full game with the tech tree maxed out and based on warfare but cant do it currently because of the future tech constantly increasing maintenance cost to the point no one can afford units anymore. Information age as well for the age of jets and modern tech but without GDRs, XCOM, and Stealth bombers
Daymanic 8 Nov, 2023 @ 6:50pm 
If you're an idiot like me, you have to start the game from the mod menu. Don't go back to the main screen after selecting the mod.
ZerKa 26 Oct, 2023 @ 6:33am 
When this mod are activated, I cant choose construction for my city, need help
Tricky Dick 21 Sep, 2021 @ 10:26am 
Can you make the same mod but instead of removing all of the techs just remove all of the stuff you get from the tech in information era so that it can be used in modded multiplayer?
Gandalf3019 18 Aug, 2021 @ 8:40am 
In v13 isn't added +1 gold and culture when Future Tech is researched. I think it is because of missing these parameters in the xml file:
<Buildings>
<Update>
<Where Type="BUILDING_PALACE"/>
<Set EnhancedYieldTech="TECH_FUTURE_TECH"/>
</Update>
</Buildings>

<Building_TechEnhancedYieldChanges>
<Row>
<BuildingType>BUILDING_PALACE</BuildingType>
<YieldType>YIELD_GOLD</YieldType>
<Yield>1</Yield>
</Row>
<Row>
<BuildingType>BUILDING_PALACE</BuildingType>
<YieldType>YIELD_CULTURE</YieldType>
<Yield>1</Yield>
</Row>
</Building_TechEnhancedYieldChanges>
BlouBlou  [author] 7 Dec, 2020 @ 4:14am 
@The Don Hong

GLADYA LIKEIT MAN! :D
Hongo 6 Dec, 2020 @ 6:24pm 
THIS SHEET IS FACKIN EEPIK BROUW
Mr Fallacy 7 Oct, 2017 @ 11:50am 
Will you ever be adding your eras mods into civ 6?
Arik_Taranis 27 Jul, 2016 @ 4:22am 
could you make a mod witch lets us start in any era but it starts at 0ad?
BlouBlou  [author] 26 Mar, 2016 @ 8:43pm 
@Ravidalfs

Unfortunatly, Ive already tried multiple times to do a mod like this for personal scenarios but ive failed. It would be a much more complicated mod if its even possible!