Sid Meier's Civilization V

Sid Meier's Civilization V

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Early Eras Fix
   
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26 Feb, 2019 @ 2:04pm
22 Jul, 2019 @ 9:13pm
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Early Eras Fix

In 2 collections by elotar
Essential Mods Collection
27 items
Elotar's Mods
12 items
Description
This mod started as a small fix to couple annoying early game problems, but it ended as a total rework of the first three eras.

Incomplete change log:
My two main priorities was gameplay and historical accuracy, as it can be reached in civ V.

- Flatland cities got +1 Food
- Sedentism and Fishing techs added to the Ancient Era, Trapping and Archery merged into Hunting.
- Mysticism and Standing Army techs added to classical era
- Tech prerequisites changed all over the place
- Ancient tech costs raised significantly (~30%), Classical moderately (~10%) so eras took more reasonable time to pass
- Library provides +2 flat science and +1 science to Forest
- University provides +15% science and +2 science to Marsh in addition to Jungle
- NC and Oxford merged, so overall science line should not be top priority
- Garden provides +1 culture to lakes and oasis
- Wonders moved around tech tree to correspond more with historical build times, effects changed to be more equal in power
- Several early buildings got less gold maintenance
- +Exp buildings got additional effects
- Classical buildings "re-skinned" to more accurately represent their purpose
- Monasteries returned to be a generic faith building, Mandirs took their place as a belief.
- Gaining pantheon cost rise only by 2 for each other pantheon
- Weak beliefs buffed
- Galley (weak ranged naval unit) and embarkment added to Sailing, Trireme (and corresponding UUs) buffed and moved to optics
- Warrior got scout abilities (upgrades to spearman thou), Scout buffed and moved to Philosophy.
- Gobekli Tepe wonder added to the Ancient Era
- Tournament Grounds (happiness building) and Fishpond added to Medieval era
- Buildings and units moved around tech tree to more logical locations
- Windmill is now generic +Production building between Workshop and Factory, no longer requires flat terrain
- Ironworks got +% effect in addition to plain +production
- Babylon, Byzantium, Cartage, Huns, Korea, Germany and Rome changed
- +2 move to embarked units, caravan range extends along rivers
- Caravans and workboats cost less
- Something else I've forgot to mention

The part, which I mostly didn't touched here - combat system. There are many possible approaches to fix civ combat, I'll publish mine in some time but I want this mod to stay compatible with any of them to not limit the choice.

Credits:
Barathor - Fishing and Mysticism techs, Mandirs, Galleys, some other minor elements.
Pouakai, Sukritact - Gobekli Tepe
htdang12, Haftetavenscrap - playtesting

Special thanks
ambrox62 for Ancient Wonders Timeline mod, which planted in me the idea of this project.
Tnesniv Yorel and other players here, at civfanatics forum and reddit, who voiced their opinion about early game problems.

Comparability:
Babylon and Polynesia DLC are required (or look at the "hack" in bug reports section)
Incomparable with "starting scout" type mods - Scout is classical unit now
It should work with any other mods which doesn't rearrange technologies at first three eras or earlier.
Enlightenment Era is supported (their happiness line of buildings will be changed if EE will be activated)
"Trading Posts Grow into ..." mods are supported
"Cities of Marble" is supported

List of all mods I'm using

It's a WIP:
There are new versions like each week - I still got new ideas regularly. But mostly they are not essential so you can freely play current game till completion with the version you have and then upgrade just for new game.
Popular Discussions View All (1)
2
5 Mar, 2019 @ 2:39am
Bug Reports
elotar
63 Comments
elotar  [author] 12 Oct, 2023 @ 10:16am 
@Tweaky, sorry for the late reply - was away from Steam for a while. The only change to Stone Works is removement of prohibition for a city on plains to build it. It should work fine.
Jabber 17 Jan, 2023 @ 10:08am 
Please check Stoneworks. It seems to ignore improvement requirement - avaliable to build in a ciy without improved stone or marble resource.

BTW i really liked your work. Please keep going, but keep it Renaissance and further eras compatible!
Jabber 17 Jan, 2023 @ 10:07am 
Please check Stoneworks. It seems to ignore improvement requirement - avaliable to build in a ciy without improved stone or marble resource.
elotar  [author] 4 Nov, 2022 @ 2:51am 
"- Warrior got scout abilities, Scout buffed and moved to Philosophy."

Main goal of this move was gameplay, but also scout model aesthetically not belonging to ancient era. You can reason it somewhere in the line, that Philosophy allows nation to understand that ability to observe something are worth resources, which can be spend on ability to destroy it.
Gavlar11 17 Aug, 2022 @ 5:23pm 
Why did you move scouts to be so late in the tech tree, what do they have to do with philosophy? it seems like a serious inconvenience since scouts are usually the first thing i build in my first city at the beginning of the game.
Thelightingking9000 4 Sep, 2020 @ 7:15pm 
Omg there I am trying to more the tech bar in the photo's above facepalm moment
elotar  [author] 28 Aug, 2020 @ 1:22am 
After a long hiatus I've published one more small mod:

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2211762211
elotar  [author] 9 Nov, 2019 @ 11:44pm 
@maxfoum, do you use any other mods? Especially any doing something with beliefs/monasteries?
maxfoum 4 Nov, 2019 @ 8:43am 
hi ! I just downloaded your mod and really like the overall. But i got a problem with the mandir religion belief . i can select it for the followers belief but does not appear in the city menu to buy with faith neither in the religion automatic purchase options .
elotar  [author] 24 Jun, 2019 @ 3:51am 
I've published kind of essential, imo, mod, which fixes the difficulty problems:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1779027121