Sid Meier's Civilization V

Sid Meier's Civilization V

Game Speeds - Ironman (Brave New World)
45 Comments
vonboysp 28 Sep, 2023 @ 1:47pm 
Does the first ironman speed listed keep everything else at marathon costs?
Cavalier Roy 15 Oct, 2020 @ 1:05am 
This mod doesn't show up in mods folder or in the mod options, any idea's i have unsubscribed and resubscribed in case it some how was corrupt the first time
Ironreaver 2 Aug, 2018 @ 4:38pm 
Unfortunately, I can't seem to get this mod to work.

Going through the mod menu, enabling the mod, and starting a new single player game, but the option for the ironman speed is not available.
Don_Wooter 21 Oct, 2016 @ 9:07pm 
Envoy,
I love the mod! One question, I'm playing Ironman II, are all factors applied to the AI?
Luna Eclipsed 3 Aug, 2016 @ 2:17am 
note to self dont use a ton of mods in conjuntion it causes insta crash
DerigarsChairman 9 Jul, 2015 @ 11:59am 
won't download
|MW|TIBA666 丹麦人 4 Apr, 2015 @ 9:06am 
it seems i cant get this mod to work at all .. :(
NocturnalEye 21 Oct, 2014 @ 8:08pm 
if you add moda with extra eras (like prehistoric era), all the information era techs get reduced to 1 turn. I think that if the science requirement exceeds 200K, the numbers revert to a negative value
GrandMaster-RamRod 12 Jul, 2014 @ 4:11pm 
Barbarians have ships 3080BC.
aunthemod 17 Jun, 2014 @ 6:37am 
I would love to play this mod more with the huge japanese map that just came out but the great scientists are a game breaker ^.^"
kensw 28 Apr, 2014 @ 11:20am 
I do not know if this has been mentioned before so I thought I would mention it. I have found a problem with great scientists when you create one of these they have a SPECTACULAR amount of science points in modern era I jumped through 4 Techs after using one.
jcooper11 24 Mar, 2014 @ 2:51pm 
Love it - BUT! I was playing my best game EVER! The balance was great. Things going well. And then, research required went negative. I assume from an overflow error. Right around combustion, research required for each tech was negative. Each tech took one turn to completre. BUMMER! { Huge world, this mod and a couple others loaded } I am soooo bummed!
Computer 16 Mar, 2014 @ 10:02pm 
holy shiat
themoonflow 13 Feb, 2014 @ 2:50pm 
Has anybody actually reached the Atomic or Information era with this mod?
dave 19 Sep, 2013 @ 12:24am 
Thank you for the prompt reply Envoy.
I have done as you said, and will get back to you in a week-ten days to let you know if it worked.
Sorry for the delay, unfortunatly I don't get enough Civ time as I would like
Regards
Dave
Envoy  [author] 18 Sep, 2013 @ 3:52pm 
@dave That issue should have been fixed with the last update, version 2. Ironman is set to <LeaguePercent>300</LeaguePercent> and Ironman II is double that at 600. Maybe clear your mod cache out and re-download and let me know if it is still broken?
dave 18 Sep, 2013 @ 2:37pm 
Hi Envoy.
Just want to say that I love the Ironman Mod. Can I ask a question though? Does it also affect the frequency of the World Congress proposals and votes? I am getting a proposal every other turn, with the vote being the alternate term.
I am actually finding this quite annoying; it distracts from the game, and in my opinion unbalances things too
I understand that in the unmodded game, you originally got a proposal/vote every 90 turns, but I gather that has been changed to every 30 turns from that last patch.
If that is the case, could the patch change have messed up the maths for your Ironman Mod?
Duna 5 Sep, 2013 @ 12:11am 
It's true, the periods don't match up at all. I still love the mod :)
Infantry4Life 20 Aug, 2013 @ 10:52am 
"You are assuming that you know how events are predicted to unfold. The contrary, your very presence in Civ 5 has altered the flow of history; begining with the landing of your culture on a stange land, culminating in the initial researching of new technolgies, thereby creating an entirely new chain of incidents that cannot be anticipated by you......an alternate reality.

Whatever your cultures lives might have been before if the time continuum was distrupted, your destinies have changed."


Spock has fixed the problems with the timeframe appearing to be wrong. As your culture is beginning all over again.

I'm such a nerd!!
Roachgelion 18 Aug, 2013 @ 9:15pm 
I love this mod! It is just a suggestion, but could there be a deceleration of time as years pass by (and bigger leap of time in earlier phases of the game) instead of passing two years by for every single turn from the beginning to the end? I found it awkward to enter the Medival period in the second millenium BC. It is just a suggestion - anyway I love and will love this mod XD
Duna 18 Aug, 2013 @ 8:45pm 
Well now, I did discover the problem. I had a second copy of civ 5, each within its original parent folder (for instance, the mod folder had mod(2) within it). This second copy was corrupted and remained after uninstallation. I had to boot in safe mode to delete it. I do not think this was the fault of your mod, though the problem DOES coincide with it's installation. I did have the Extended Era v10 mod and the Ironman mod installed (though not active) at the same time. I'm going to see if I can replicate this problem.

At any rate, can't wait to get this mod working. Looking forward to some long, long games.
Envoy  [author] 18 Aug, 2013 @ 7:27am 
Duna 17 Aug, 2013 @ 9:15pm 
Cant seem to get this to work. The Ironman game speed does not show up after the mod is loaded. Any ideas as to what I'm doing wrong?
zoommooz11 17 Aug, 2013 @ 9:17am 
Before I saw this mod, I made many of these changes myself. While I love the pace of the game, playing on Emperor level, I am miles ahead of the ai in terms of research. Did you have this problem, and if so how did you get around it (as the ai, from civ 4 even seems to struggle with long research times). Cheers
Envoy  [author] 16 Aug, 2013 @ 1:34pm 
@Bob I am not really sure as I have never done that. :/
Rabs Warren 16 Aug, 2013 @ 8:39am 
Cool thanks for the fix! One more question, when you start in a later era is there a way to adjust the year so it correlates with your starting era (e.g. medeival would start in 500 ad or so...) I'm not sure if this is possible or not, every era seems to start at 2300 bc
Envoy  [author] 15 Aug, 2013 @ 3:57pm 
Finish your games before updating!

Version 2:
- Fixes <ReligiousPressureAdjacentCity> for BNW. Thanks to @Bob Bop Perono
Envoy  [author] 15 Aug, 2013 @ 3:56pm 
@Bob Already found the issue. They changed the <ReligiousPressureAdjacentCity> value in BNW to be 10x what it was in GAK. Update coming shortly. THANK YOU!
Envoy  [author] 15 Aug, 2013 @ 3:53pm 
@Bob Also, which Ironman are you playing?
Envoy  [author] 15 Aug, 2013 @ 3:47pm 
@Bob Keep me posted. Thanks.
Rabs Warren 15 Aug, 2013 @ 3:46pm 
Sure, I just started the game in the classical era so I didnt have to wait around to research all the worker tasks, (alot more fun in my opinion), I just noticed that no even in your holy city there is only 1 pressure and it never seems to go up from there. Just odd considering things like culture and production went unchanged...maybe it was just the one game I was playing, I'm about to start another one and if it keeps up I'll post a screenshot.
Envoy  [author] 15 Aug, 2013 @ 3:41pm 
@Bob Can you be more descriptive of the issue you are seeing? Also, what other mods do you play with? Thanks.
Rabs Warren 15 Aug, 2013 @ 3:37pm 
Hey, I really like the mod but I think the +1 religous pressure might be a bug, I played for about 400 or so turns, starting in classical and it never rose. Has anyone else noticed this while playing?
kon2kon3 11 Aug, 2013 @ 4:28pm 
@envoy nah its fine
eds_117 5 Aug, 2013 @ 10:44am 
Thank you for the explanation. And you are welcome. I have been impressed with all of your mods. With this one, I guess you could say we prefer taking Civ's mantra "just one more turn" to a whole new level. ;)
Envoy  [author] 5 Aug, 2013 @ 10:19am 
@eds Great question! That is the modifier the UI uses to order the game speeds in the menu, so I had to do that to make it show up in the right place. Stinks, but that's how it works. Thanks for the compliment -- not everyone is as crazy as we are. :)
eds_117 5 Aug, 2013 @ 8:09am 
Quick question: why add 1% to growth percent in your Ironman (Envoy) version? Btw, I think your mod overall is just what I was looking for.
Envoy  [author] 20 Jul, 2013 @ 11:58am 
@Rainbow is that really yours? Message me if you'd like art credit
kon2kon3 20 Jul, 2013 @ 10:36am 
Heh, look at that, I made that arc reactor picture :P
Envoy  [author] 19 Jul, 2013 @ 10:54pm 
@Jinzor I AM mad. :)
slightly_jaded_95 18 Jul, 2013 @ 4:11pm 
120 turns? not if you start raiding villages early get your technology the old fashioned way....Steal someone elses.
Benjin 18 Jul, 2013 @ 6:49am 
At first, I was like "yeah, this is going to be awesome!"... and then I saw the research costs; 120 turns at the beginning for husbandry? Someone has got to be mad to play it like this. Around 40 would be better, hence I'm sticking to Marathon.
ldvarga123 15 Jul, 2013 @ 7:37am 
Thanks so much, I can't say I'd enjoy civ without this mod anymore. I don't know if this is brave new world or this mod (or another I'm using) but the religious pressure in my holy city is 1 (other cities its generally zero). Is that to slow down the spread for the long game time?
Envoy  [author] 14 Jul, 2013 @ 8:24pm 
Standard Ironman settings are identical to Marathon outside of the research increase.
Helluin 14 Jul, 2013 @ 7:46pm 
FYI - standard Ironman setting is quadrupling the build costs for Units and Wonders. Buildings (seem) to be fine.