Sid Meier's Civilization V

Sid Meier's Civilization V

Longer Eras - Historic
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.
Chuck Finley  [author] 25 Sep, 2023 @ 12:28pm 
No it only changes the amount of science it takes to research a tech
Grundlator 21 Sep, 2023 @ 8:15pm 
Does this reduce the speed at which the years tick by, like marathon would?
Lord'Ssg.Doom 10 Sep, 2023 @ 3:35am 
Does not work with mod "Future Worlds" by bouncymischa. Game will crash to desktop
Earl of Warwick 31 Aug, 2023 @ 2:25pm 
Thank you for this response! I changed the research cost of the historic era by adding an extra 100% to it, things feel a bit slower than they should but the dates are only around 100 - 200 years off the mark thus far. I think that will be good enough, unless the balance gets thrown off after the renaissance/industrial era.
Chuck Finley  [author] 28 Aug, 2023 @ 3:40pm 
This mod only changes the amount of science required to research a new tech. Anything that modifies that would conflict with this mod. Also, you can get some big jumps because of great scientists. There is a way to fix it but you would have to edit some files.

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.
Earl of Warwick 18 Aug, 2023 @ 5:06pm 
I have the renaissance era revised and enlightenment era mods running as well, so it logically should have taken longer to get to these later eras, unless there is something these mods do that messes with the research rate? apologies for not mentioning it before, this is all very complicated to me.
Earl of Warwick 18 Aug, 2023 @ 5:02pm 
I love this mod, but I've ended up reaching the atomic era before 1200 AD rolls around. I would be fine if the eras were 100 years off their original counterparts, but reaching space robots around 1500 feels weird. Is there a way I could change it? do I edit the research rate or the turns for each month-per-increment value?
Pitreks 9 Apr, 2023 @ 4:49am 
It works for me, when i use this mod with more settings menu https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=135462594
SomeAverageJoe 16 Mar, 2023 @ 11:19pm 
Interestingly, the Historic Era does show up in the map editor, but not when starting a new game normally
SomeAverageJoe 16 Mar, 2023 @ 11:15pm 
It doesn't work for me either. It did work for me years ago, so I don't know why it doesn't work now.
Popo Spirit 23 Dec, 2022 @ 7:51am 
Anyone can get this to work?
Did the troubleshooting but I never get a historic option for game-speed when setting up a game
Chuck Finley  [author] 8 Nov, 2022 @ 7:11pm 
@charizard - You seem to be the only one with that issue. Though just typing "It doesn't work" doesn't help anyone troubleshoot the problem.
charizard 24 Oct, 2022 @ 8:40am 
It doesn't work. No matter what i do, sadly, can't get this mod to work.
Chuck Finley  [author] 8 Sep, 2022 @ 6:49pm 
@Bluetail - Pretty sure it does though I don't play anymore.
Bluetail 8 Sep, 2022 @ 2:34pm 
Does this mod still function out of curiosity? Im reinstalling this game after a long time, going through my mod list to see whats old and outdated, not sure if this one is but I did appreicate slower era's so things didnt go by so fast which was my only gripe about the base game Civilization games.
dejv 20 Aug, 2022 @ 1:47pm 
thx
Chuck Finley  [author] 20 Aug, 2022 @ 1:30pm 
@Rin Palora - there are a few how to guides on line on how to create mods. I would give them a look, you never know it might give you the bump to get into computer coding ;)

@perma automute bcs russians - Yes you have to play it on marathon for it to work.
dejv 20 Aug, 2022 @ 9:49am 
should i play it on marathon for it to work properly? im playing on normal and the tech cost for pottery is 44, so it only increased by 9
Rin Palora 27 Feb, 2022 @ 4:50am 
@Chuck Finley - I would mod it for my personal use if I knew what to modify :D but I have no clue.
Chuck Finley  [author] 26 Feb, 2022 @ 5:56pm 
@Rin Palora - If you want to alter the mod, be my guest. I only ask that if you make it public, you give acknowledgement to myself and Richard Conway.

@Agent A - Because the research takes so long, the AI will run out of things to build so they will start spamming units. Ships aren't too big of an issue, but when they spam settlers it can get annoying.
Agent A 21 Feb, 2022 @ 6:50pm 
Is it normal for AI to mass spam units with this mod? Was playing in a game with the Danish and the dude had what seemed to be an endless supply of Triremes And Galleases is his territories.
Rin Palora 21 Feb, 2022 @ 3:20am 
Happy to see this mod still works well but is there a way to slow research down even further? Maybe I'm too good at expanding and building up but I usually still end up with 6-10 turn needed to get the industrial techs.
GoonWarrior 7 Oct, 2021 @ 10:27pm 
@rudds2003 You can level them up by sending them to city states. Successfully performing a coup or just rigging the election can level them up.
rudds2003 13 Sep, 2021 @ 9:14am 
I see. The thing is, I have more technology than the other civilisations so I can't steal anything. Unless there are other ways to get experience.
Chuck Finley  [author] 12 Sep, 2021 @ 7:19pm 
I like to level up my agents in foreign nations and then when at max level, bring them home. I get better results that way.
rudds2003 12 Sep, 2021 @ 2:21pm 
I now know my agents are not levelling up because they have always failed to stop an enemy agent. I have the agent in the city that the tech was stolen from, but he seems to not do anything about it.

I might just be very unlucky, but it has happen 10 times now. Thanks!
Chuck Finley  [author] 11 Sep, 2021 @ 5:26pm 
Thank you everyone. As for agents, I haven't seen or heard anyone saying agents are not leveling. Also this mod doesn't change any of the scripts that deal with them.
rudds2003 11 Sep, 2021 @ 3:59pm 
I don't know if it's the mod, but my agents are not levelling up. They have been at recruit since they was introduced and I'm in the Year 2000s now!
spaglix 16 Jul, 2021 @ 12:50pm 
good mod
walker 12 Jul, 2021 @ 4:17pm 
this mod real good. u can into atomic era at AD 500~700
Torgo 18 Mar, 2021 @ 10:09pm 
Great mod
RouxAroo 21 Jan, 2021 @ 4:24pm 
I agree with @Max, I would love this mod, if it where just a little back. It is too extreme of a jump for me. :<
Joshua Graham 12 Dec, 2020 @ 8:42pm 
Does this mod work in multiplayer?
Max 2 Sep, 2020 @ 8:08pm 
I like this mod but would it be possible to get a sort of scaled back one? Like maybe putting science costs at 175%-200% instead of 300%

I realize the point of this mod is to make the game more evenly paced, but when it takes like 90 turns to even unlock pottery when the AI start with a bunch of free techs, it's too much of an advantage for them. It's essentially impossible to get a religion unless you play on difficulty 4 or below since they get pottery free otherwise
cboye19 22 May, 2020 @ 9:43am 
It doesn't seem to work with vox populi...
Chuck Finley  [author] 5 May, 2020 @ 6:24pm 
@Zach - This mod affects every civilization including the AI. This mod would also not enable the AI to create any wonder they have not researched yet.

@A Very Angry Garden Gnome - I no longer mod this game and do not update this mod. If you would like to create a mod that does what you ask, feel free to use this mod as a template.
Ziggy T 20 Apr, 2020 @ 8:52am 
I have a quick question for anyone, does this mod also affect the AI research times or just the player? I might be crazy but it seems like the AI are creating wonders that they shouldn't be able to have researched yet.
A Very Angry Garden Gnome 20 Apr, 2020 @ 6:28am 
This mod might be a bit "clunky" with Vox Populi. Every civ seems to have a huge army at all times because they don't have anything else to construct in their cities. Would it be possible for a file which has the epic normal speed with marathon research times etc.?
Chuck Finley  [author] 25 Feb, 2020 @ 8:04am 
@Mad Marx - No worries. Can't know what to do your first time. I hope you enjoy the mod.
Mad Marx 24 Feb, 2020 @ 9:25am 
@Chuck Finley it's quite silly. i thought i just had to have the mod active and return to the original menu and play the game. it was my first time playing with any mods in Civ V. sorry to bother you. really silly on my part. Thanks for the Mod!