Sid Meier's Civilization V

Sid Meier's Civilization V

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Longer Eras - Historic
   
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24 Jan, 2014 @ 5:21pm
28 Feb, 2014 @ 8:49am
7 Change Notes ( view )

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Longer Eras - Historic

Description
*UPDATE*
For those of you who loved this mod and are not playing CivBE I have created a new version of it for that game. You can find the download here:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=340587827



Creates a new era called Historic that takes the base game stats of a Normal game and increases science requirements for technology by 300% to be on par with a Marathon game. It also:
-Moves "Convert Production into Wealth" to mining so you are not forced to make a large amount of units
-Increases Wealth and Science research to 50% of cities production (was 25%)
-Increases Happiness of all buildings that supply Happiness by (1) with the exception of buildings that provide a Unhappiness Modifier.
-Decreases the AI's want for building settlers so that they don't cover the map in bases due to not having anything else to build in the longer eras.
-Increases Religious costs for several units/buildings so you don't become overrun with missionarys (both yours and theirs) and keeps everyone honest with the ability to buy great people with faith.

I got the original idea for this mod from Richard Conway's mod Extended Eras:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=78516377

Unfortunately for us it seemed he stopped updating his mod and it suffered from various crashes. I recreated that mod from the ground up but left out some of the extras he had included in his mod to make sure I did not run into conflicts.

The things Extended Eras included that I have not are:
-Unlimited EXP from barbarians
-Reduce cost to upgrade units
-Gold from capturing cities increased
-Increased number of barbarians
-Allows Research Focus to be available earlier in the game as city production

I attempted to just keep the nuts and bolts of the original mod so that I could minimize the issues with crashing that Extended Eras had.

This mod is for G&K/BNW, I am not sure if it will work unless you have both expansions. If I get enough people who need a different version (or I stop being lazy) I will do up the other versions.

If you enjoy this mod please rate it up so I know I did something right! Thanks for checking it out.

TROUBLESHOOTING

First Try:
1) Unsubscribe from the mod. Exit Steam and Civ 5 completely
2) Empty your mod folder (create backups) located at: 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.

If that doesn't work try this next:
1) Go into your Steam setings and set it so Steam does not start up on computer start.
2) Restart your computer
3) Do the above Troubleshooting again.
4) Restart your computer again.
5) Run Civ 5 and check.

I no longer update this mod. If you want to change or update this mod feel free. And if you upload it for others to use just please give me credit.

That being said, here are some ideas people have given to fix certian "undesirables"
1) teccomin - To fix the Great Scientist issue (when GS spawn they can usually research 2-3 techs), change the research percentage back to normal, but go to the technologies.xml and change every single tech cost by 3 times. This is very tedious but it is the only way to make it work.



320 Comments
heusi.cyril 3 Jun @ 2:58pm 
Hello, i love this mod and recently i start to play whit sapiens mod, but when i try to play whit both my game crash do you know if i can do something ? Or if this is incompatible maybe because sapiens mod change technologique tree ?
walker 17 Apr @ 7:34pm 
is there way to play quick speed?
Maiki 15 Apr @ 4:08am 
Does It work for multiplayer?
FatMax1492 19 Feb @ 8:04am 
Does anyone know if this mod is compatible with Vox Popular and the Enlightenment Era?
Chuck Finley  [author] 23 Oct, 2024 @ 9:04pm 
Are you sure you are picking Historic as the game length?
ionopachys 26 Sep, 2024 @ 9:42pm 
I have the same problem as toonster: just seven turns for the first three technologies.
yt.toonsterbb 8 Aug, 2024 @ 5:23pm 
Hey, for some reason part of the mod is working (can convert production into gold at mining) but it doesn't actually slow down the science. Has anyone experienced this issue?
Chuck Finley  [author] 29 Oct, 2023 @ 3:15pm 
The amount of research needed is set to marathon but everything else stays the same. This is to make it so that units that are built do not become obsolete the second you finish making them.
Grundlator 3 Oct, 2023 @ 8:21pm 
Wait what
No offense, but that's completely contradictory to what the dev himself just said. Yet you've made me doubt now.
Flazz 2 Oct, 2023 @ 8:55pm 
It does actually reduce the speed. It's set to the same level as marathon.