Sid Meier's Civilization V

Sid Meier's Civilization V

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Eras - Atomic Age
   
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29 iul. 2012 la 8:04
18 mart. 2016 la 15:12
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Eras - Atomic Age

În 1 colecție creată de BlouBlou
Bloublou's "Eras" Collection
9 obiecte
Descriere
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 comentarii
Aviator11 20 ian. la 14:18 
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 la 18:50 
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 la 6:33 
When this mod are activated, I cant choose construction for my city, need help
Tricky Dick 21 sept. 2021 la 10:26 
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 la 8:40 
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  [autor] 7 dec. 2020 la 4:14 
@The Don Hong

GLADYA LIKEIT MAN! :D
Hongo 6 dec. 2020 la 18:24 
THIS SHEET IS FACKIN EEPIK BROUW
Mr Fallacy 7 oct. 2017 la 11:50 
Will you ever be adding your eras mods into civ 6?
Arik_Taranis 27 iul. 2016 la 4:22 
could you make a mod witch lets us start in any era but it starts at 0ad?
BlouBlou  [autor] 26 mart. 2016 la 20:43 
@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!