Sid Meier's Civilization V

Sid Meier's Civilization V

Early Eras Fix
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
elotar  [author] 14 Jun, 2019 @ 10:41am 
New version uploaded. Weak beliefs buffed, social policy changes expanded and moved into separate mod:

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1769628175
elotar  [author] 5 Jun, 2019 @ 8:37am 
You are welcome!
Jibbles 4 Jun, 2019 @ 7:05pm 
Played a full game with Cities of Marble and everything seemed to work fine! Scouts through borders is also a nice addition. Thanks for the update!
elotar  [author] 28 May, 2019 @ 1:49pm 
New version uploaded. Scout can now move throw rival territory and Cities of Marble mod should be supported. I'm not playing with the latter mod, so it's better for somebody to check, if it is really the way.
elotar  [author] 26 May, 2019 @ 6:45pm 
"do not have the option to puppet or liberate cities, they are annexed immediately" - it's a known vanilla game bug (google "auto annex bug"), happens sometimes, should have nothing to do with my mod.

I'll think what can I do with Cities of Marble.
Jibbles 26 May, 2019 @ 4:05pm 
Hello again. I've done some minor experimentation and here's what I found:
Problems solved by removing "Cities of Marble"
1. Fishing ponds no longer give tech and scientist slots
2. Colosseum no longer gives 1 culture and no other benefit (because it doesn't exist?)
Issues not solved yet:
1. I do not have the option to puppet or liberate cities, they are annexed immediately (time for some more experimentation!)

If you decide to add compatibility with "Cities of Marble" I'm sure there will be other issues I didn't notice. Cities of Marble adds national wonders, and all the conquered cities I couldn't puppet prevented me from actually building them :-o
If you decide not to add compatibility, I'll stick with your mod because it's more significant in my opinion ;-)
elotar  [author] 24 May, 2019 @ 3:39am 
I've published a new mod, which makes guilds less, imo, stupid and fixes other inconsistencies in specialists and great peoples. You may be interested:

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1735861728
elotar  [author] 23 May, 2019 @ 11:41pm 
If you name the mod, I will add support to it in the next update ;)
Jibbles 23 May, 2019 @ 8:16pm 
I have an idea of which mod may be causing it, so I'll try it out in my next game and let you know.
elotar  [author] 23 May, 2019 @ 12:28pm 
I've checked, all works fine. It should be one of the two problems mentioned earlier.
elotar  [author] 23 May, 2019 @ 4:33am 
@Haftetavenscrap, it seems like a mod conflict or cache glitches. Totally not an intended behavior if i haven't screwed royally last update (I will check when I get home).

It may help if you clear a cache - quit game and delete contents of a
C:\Users\{username}\Documents\My Games\Sid Meier's Civilization 5\Cache
folder.

Then restart and try to start a game only with this mod. Just quick game on a duel map at renaissance era, build fishpond and see, if the problem still exists.

Then try to start with all your usual mods.

If it will work - great, if the problem reappears, than it is a mod conflict.

I will need a list of the mods you are using to check what is happening. Probably some of them also changes buildings at Classical or Medieval eras.
Jibbles 22 May, 2019 @ 10:15pm 
Fishponds also seem to have 2 scientist slots for some reason
Jibbles 22 May, 2019 @ 9:44pm 
So I started playing with this mod and I've been really enjoying it. However, when I got to the Medieval era I was surprised to find that I get a free tech every time I build a fishpond?? This seems pretty broken so I hope it can be fixed.
elotar  [author] 11 May, 2019 @ 1:18pm 
New version uploaded with rebalanced ancient policies, removed windmill requirements and minor fixes.

Hope new Honor and Liberty are not too overpowered ;)

As usual - do not upgrade until finishing current game.
elotar  [author] 28 Apr, 2019 @ 1:05pm 
@jonarneriise, thanks for the feedback, glad you liked it. I'll fix Honor tooltip in the next update.
jonarneriise 27 Apr, 2019 @ 1:14pm 
tried it again today, very nice and interesting! Gameplay through the eras now seems smoother than in the unmodded version. Will keep playing it for a while now.
One small cosmetic change you might want to make: I see you have renamed Statue of Zeus into Idol (something), but Honour policy tooltip still refers to Zeus.
elotar  [author] 22 Apr, 2019 @ 1:04pm 
Thanks to jonarneriise new version uploaded.

4 tiles between the cities removed, you may now use any change-distance mod.

Germany and Korean UA changed.
jonarneriise 22 Apr, 2019 @ 9:14am 
@elotar Thanks. Btw, is your mod compatible with the one enabling 2 tiles distance between cities? I am not sure what's its exact title (can check if needed).
elotar  [author] 22 Apr, 2019 @ 12:26am 
@jonarneriise, thanks for a feedback.

About Settlers - I'm playing with Smart AI + Artificial Unintelligence Lite, so haven't seen such behavior, but if it's a problem, I will remove this feature in the next update, there are several mods which are doing it separately for those who are interested.

About Germany - good catch. I think it'll be better to just switch German UA for something else - AI and most players can't use it effectively anyway.
jonarneriise 21 Apr, 2019 @ 4:04am 
Very interesting idea. However, please consider removing (or making optional) the 4-tile distance between the cities. It is really game-breaking, tons of AI settlers wandering around looking for a tile to found a city and not being able to.
On a different note, you added the invisible "tribe" barbarian units, and this is fine unless you are Germany and get these units from encampments. With 0 movement points these units are not too useful, please consider excluding them from joining Germany on occasion.
elotar  [author] 14 Apr, 2019 @ 1:14pm 
New version. +1 Food for the cities on flat ground and some other minor changes.
elotar  [author] 9 Apr, 2019 @ 10:24pm 
Upgrade from v35 to v36 was just graphical so, theoretically, it should work with old saves (works for me). But still it'll be safer to not update :/
elotar  [author] 6 Apr, 2019 @ 6:32pm 
New version uploaded with fixed Colosseum building requirements.
elotar  [author] 6 Apr, 2019 @ 3:00am 
New version uploaded.

Libraries, Universities, Gardens and Lighthouse changed to provide +Yields to some previously weak terrain features, Tavern bug fixed.
elotar  [author] 4 Apr, 2019 @ 1:15am 
New version with changes to some early unique units uploaded.

As usual you should finish current game before upgrading.
elotar  [author] 1 Apr, 2019 @ 1:48am 
There was like 5 updates during last day but don't worry if you started the game with not the most resent one - important one, which changes tech layout, was the first. Last four were about Ballista unit (I'm still not sure that I got it right). It's quite minor it you don't care too much about Rome.
elotar  [author] 31 Mar, 2019 @ 1:56pm 
New version uploaded.

DO NOT UPDATE UNTIL FINISHING CURRENT GAME!
elotar  [author] 20 Mar, 2019 @ 10:55am 
New version uploaded with minor modifications.

DO NOT UPDATE UNTIL FINISHING CURRENT GAME
elotar  [author] 19 Mar, 2019 @ 4:18am 
New version uploaded.

It should fix some city graphical glitches nobody reported, but still.

In theory you should be free to upgrade in the middle of the game, but in practice it works fine on one my PC, but not so fine on the other. So you may try it on your own risk or safely wait until starting a new game.
elotar  [author] 10 Mar, 2019 @ 2:47pm 
@QxeenElsa, no I think BNW is required.
elsa 10 Mar, 2019 @ 2:13pm 
is this vanilla?
elotar  [author] 10 Mar, 2019 @ 2:05pm 
New version uploaded with minor modifications.

DO NOT UPDATE UNTIL FINISHING CURRENT GAME
elotar  [author] 7 Mar, 2019 @ 3:02pm 
I've published small mod with the funniest name to date:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1675874821
elotar  [author] 6 Mar, 2019 @ 11:25am 
In Soviet Russia the mod is trying you!
Soviet Union 6 Mar, 2019 @ 7:53am 
im trying the mod
elotar  [author] 5 Mar, 2019 @ 12:14pm 
New version uploaded with minor modifications.

DO NOT UPDATE UNTIL FINISHING CURRENT GAME
elotar  [author] 2 Mar, 2019 @ 1:15am 
@htdang, thank you too.
htdang12 1 Mar, 2019 @ 4:44pm 
@elotar

No worries. Feature is fine. Everything else appears to be working as expected.

Thanks.
elotar  [author] 1 Mar, 2019 @ 3:34pm 
@htdang, I'll look at the barb evolved code to see, what may go on. If there are separate barbarian warriors, that it should be the case and only this barbarian unit will be ignoring terrain costs. But they will be just str6 - very weak, so maybe we should keep it as a feature?
htdang12 1 Mar, 2019 @ 11:37am 
@elotar

I use Barbarians Evolved so that might be the one with the distinction between warrior and brute; I believe both exist in the mod.

I'm testing the update now and will let you know.

Thanks.