Sid Meier's Civilization VII

Sid Meier's Civilization VII

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Enduring Empires - Base Game
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2.006 MB
23 Jun @ 10:19pm
22 Jul @ 8:17am
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Enduring Empires - Base Game

In 1 collection by Magister Ragun
Enduring Empires Complete
4 items
Description
Can you build a civilization to stand the test of time? With Enduring Empires you can viably take a civilization from the dawn of antiquity to the space age! Play out alternate history where Rome does not fall. Pit Mongolian Keshing against modern age tanks! Build a great wall through the trenches of the world wars! Entertain the absurd scenario of a modern day Spain.

Enduring empires is a civilization template applied to every pre-modern civilization that lets you play a version of that civilization in future ages. Each civilization provided is self-contained and does minimal modification of existing game data, so those not playing an enduring empire should see no changes from the vanilla experience.

This mod contains the Base Game civilizations, including delux DLC such as the shawnee. For other DLC grab these mods as well.
Enduring Empires - Crossroads of the World
Enduring Empires - Right to Rule

Required Library
Enduring Empires (Common Library)

Complete Collection
For subscribing to everything together: Enduring Empires Complete

Balancing​
Playing a civilization outside of it’s historical golden age has some natural challenges.
  • Civilization abilities are carried forward, but are likely weaker and less relevant than those found in future ages.
  • Unique units fall behind compared to modern alternatives, but no longer replace any of the base military units.
  • Unique buildings can be built in cities that didn’t already have them, but remain limited to a single copy per city.
  • Unique civilian units often provide bonuses that are no longer relevant or require buildings that are no longer buildable.
  • Traditions can only be unlocked once.
  • Associated wonders can be built in the new age only if not constructed elsewhere.
  • Victory condition changes like those of the Mongols no longer have any effect.
  • No new empire means no new seat of government. The capital cannot be moved.

To help enduring empires keep up a set of new civic trees have been granted to embody carrying forward an unbroken empire. The balance goals are to make retaining your empire advantageous if you wish to double down on an existing economic configuration, but disadvantageous if you wish to pivot into new strategies. Keeping your empire should feel powerful, but put you at risk for stagnation.
  • You retain all civics from the prior age under the same empire. This parallels the way you implicitly are granted all bonuses from the common civic and tech trees as you advance through the ages built into the base for the next age. Since your empire never falls, you never lose these bonuses.
  • A new civics tree is provided flavored based on your civilization’s attributes. If you take an antiquity civilization all the way to modern, the exploration age bonuses provided in this tree will also carry forward.
  • Your enduring capital provides bonuses based on your completed legacy paths, designed to synergize with the golden age bonuses.

Heritage Civic Trees​ and Enduring Capital bonuses
Civs are given new civics trees and bonuses for keeping their existing capital. For full details see
Discussion: Heritage Bonus Reference

Enduring Heritage Trees
The first age your civilziation endures you continue with your prior civics, and can unlock powerful new passives.

  • Unique Infrastructure gains new yields based on your attributes.
  • Unique unit comat bonuses.
  • Bonuses on slotted traditions.
  • Additional themed bonuses based on your attributes.

Twice Enduring Heritage Trees
The second age your civilization endures you retain all prior bonuses and may unlock more powerful passives. Special interactions exist between specific attributes and ideologies, which can be a double edged sword.

  • Double effect from your traditions
  • Double adjacency from unique infrastructure
  • Bonuses for population in your original city based on your attributes.
  • Economic and democratic civs made alliances a necessary cornerstone of their economy.
  • Expansionist and communist civs are granted wild food income during celebrations, but risk famine between.
  • Militaristic and fascist civs can grow wide with happiness bonuses, but can collapse without continued conflict.

Enduring Capitals

Human players must keep their original capital, but receive significant rewards for doing so based on the legacy paths completed on the prior run. (Just make sure you don't ever lose that capital, even in war.)

Feedback
Feedback is requested! This mod contains more content than is feasible to test and balance as an individual. If you give my mod a shot I would love to hear but reports or balance feedback. Let me know what civilization you were playing, and through what ages. If you do a full run with no problems please let me know that as well.

I encourage you to report bugs in the discussion section so it is easier to respond.

For fastest response reach out to me on the Civ VII Modding Helpline discord in #ragun-sanctum[discord.com]

FAQ
See the Discussion: FAQ for questions about precursor civs, computer players and more.
24 Comments
Jägermeister 7 Aug @ 2:12pm 
the idea is great. if done correctly, this mod could actually take civ7 to its core players who do not want to switch civs across the age. keep up the good work.
Magister Ragun  [author] 25 Jul @ 10:01am 
New update should address some comments here. It introduced new compatibility with NoCivUnlocks and fixed some bugs relating to civ transitions in the shell which may have been impacting AI selections.
metafa 22 Jul @ 6:49am 
@Magister Ragun Great concept — you clearly know your way around Civ modding! I have 2 suggestions:

1. For this mod: could you make everything take place in the modern age (no turn limit), but start with ancient tech and advance organically from there? This would remove "ages" entirely and create a seamless sandbox — my dream mod!

2. A separate idea: could you port the new 1.2.2 legacy path toggles to multiplayer? Right now, they only work in single-player, but probably function fine in MP — they’re just not selectable in the UI.

Hope you don’t mind the suggestions — love what you're doing here. Thanks and kudos!
Magister Ragun  [author] 15 Jul @ 8:53pm 
New version should address commanders retaining their unique unit through age transition. @Cerebral Paladin

@Danwar - have you checked for the bonus in the combat previews? The current method shows itself as a modifier instead of increasing the base strength on its own. (I may try and change the method on that in the future.)

@JamesLuciano Civilizations from every era actually specify antiquity, exploration, and modern versions for their building types. I don't want to remove any art specification that existed in the original data so I don't think this is something my mod is going to address, sorry.
JamesLuciano 15 Jul @ 1:22am 
I really like the idea, but what a disappointment when I chose to keep Spain for the third era, and the house graphics have still evolved towards a more modern style.

Is it possible to keep the graphics of the civilization you choose?

Similarly, if I choose Greece as my first civilization, I would like to be able to keep this graphic style until the end.

I noticed that the AI Civilizations that chose to keep the same civilization were the same; all the house graphics from previous eras have evolved towards a more modern style... what a shame.
meself23 14 Jul @ 4:33pm 
sounds like still some dialing in to do before i use, but i love thi sidea, and wanted to comment in support! Hopefully modders can save this game....
Cerebral Paladin 12 Jul @ 2:24pm 
Lovely Mod, But I've had one issue So far: When transitioning from Exploration Age Mongolia to Modern Age Mongolia, My Commanders (Many of them Very high Level) Were Very Suddenly Downgraded to Normal Army commanders, rather then the Mongolian Noyan. Is there a fix for this, or...?
Danwar 8 Jul @ 7:41am 
Playing a Rome game in this, and the Exploration Age variant Roman Legion uses the wrong sprites and isn't affected by the '+5 from UUs' from Roman Revival.
Danwar 5 Jul @ 3:26pm 
A bandaid fix might be to remove prior-age civs for the AI altogether, and have them be enabled in a separate submod?
Magister Ragun  [author] 28 Jun @ 3:01pm 
The AI should not be able to switch to a new prior age civ, but who knows what black magic they use to pick a civ. I'll keep an eye out for a way to enforce the requirement with the AI