Sid Meier's Civilization V

Sid Meier's Civilization V

DynamicEras
176 Comments
nodal 5 Nov, 2023 @ 12:20pm 
Thanks now I have a lot more fun
Bear  [author] 15 Nov, 2022 @ 8:53am 
I haven't played civilization for a long time, but this mod should work for the eras listed in it (standard), also, modifiers are applied not for specific players, but for technologies, both for players and for AI
rolypoly 14 Nov, 2022 @ 6:43pm 
Does anyone know if this still works? Someone said that the AI ignores these rules? Is there a quick way to test that?
Illusion17 26 Apr, 2020 @ 5:19pm 
I played a game with this mod and the ai just researched tech as normal, while it was modified for me. Was supposed to take hundreds of turns, but they just researched it normally
Woodfall22 4 Jul, 2019 @ 5:26pm 
Don't know if you still check this mod, but my game crashed on turn 232 and this was the only mod i added to my list when starting that game. I was really enjoying it too, I haven't seen any other mods that make science take longer. Idk if you know of any conflicts with this mod but I also use community patch and barbarians evolved
MaxiMeow 13 Jun, 2018 @ 7:11am 
omg omg omg omg omg thanks! I have been searchign for DAYS to find a mod that will let me make an era stay that is compatible wit the Vanilla versio, UR MY HERO <3
Ravidalfs 16 Mar, 2018 @ 7:03pm 
Just subscribed to Civ 6 version. Tks
Bear  [author] 16 Mar, 2018 @ 1:05pm 
@Aiomega u can add this era to sql file in your game)
Ravidalfs 15 Mar, 2018 @ 9:02am 
@Bear
Port this MOD to CiV 6.
One for both Tech and Civics.
Mr. Rainger 15 Mar, 2018 @ 2:28am 
Would this work with a mod that adds an era? Such as the enlightenment?
TopGun❂ 22 Jul, 2017 @ 4:39pm 
This mod is so confusing, lol.
Bear  [author] 9 Apr, 2017 @ 11:19am 
yes
Nutty 8 Apr, 2017 @ 6:03am 
is it safe to change the multiplier while you're in the middle of a game? (I ended up putting the multiplier a 'bit' too high )
Blood-Tiger 20 Dec, 2016 @ 11:07pm 
That worked, thanks!
Bear  [author] 17 Dec, 2016 @ 11:39pm 
This happens with a workshop, try to open the mods folder and delete the folder or file with the name of my mod. If you do not work, you can clear the cache of mods and it will load them again.
Blood-Tiger 17 Dec, 2016 @ 6:19pm 
The mod isnt downloading from steam, any suggestions?
Bear  [author] 29 Oct, 2016 @ 12:22am 
Civ5 very whimsical, it's not in the mod, most likely. Try clearing your mods cache
MrBinna 27 Oct, 2016 @ 10:17pm 
This is a great mod! But it keeps resetting after a few load games. As in, it will work for several days just fine, but then suddenly it's removed from the list of "active mods" when you go to load a saved game, and then it no longer functions for that saved game. To be clear, I am always loading the saved game through the mods screen, so it's not that same mistake people often make . . . Any idea why this is happening?
Bear  [author] 27 Aug, 2016 @ 2:47am 
@Znihilist yes. @Serring I have long ceased to be engaged in modding civ5
ZNihilist 27 Aug, 2016 @ 1:43am 
I have a question, if I set the value at "1" for any era it wouldn't change anything (it is game speed dependent of course) and the era will proceed at the same speed, right?
Aboltus 26 Aug, 2016 @ 5:48pm 
Could you make a mod that multiplies a production costs of buildings/units from different eras as well?
Bear  [author] 21 May, 2016 @ 11:39am 
9702530 19 May, 2016 @ 10:15pm 
What's the very max, as far as a the multiplier value, that mod can go before research becomes one turn? Or roughly? I'm trying to establish a game that rides out the ancient and medieval periods for as long as possible.
Bear  [author] 17 Mar, 2016 @ 2:48am 
That's fine, good game :)
Pulcoco 17 Mar, 2016 @ 2:40am 
Ok my bad i fixed it by adding a line in the Eras.sql about Enlightenment Era and set it to x4, since i had the Enlightenment Era mod that adds an era and DynamicEras wasn't modifying this one =) Both mods are now working as intended, no compatibility problems !
Pulcoco 17 Mar, 2016 @ 1:38am 
Hey, great mod, i only have one problem so far : industrial era is set at x1 while all other eras are working fine. Like i have 30 turns on a renaissance tech and then 6 turns on an industrial tech, then back to 60 for modern era.
Bear  [author] 13 Mar, 2016 @ 7:13am 
This mod can not change the speed of research for specific civilizations
Ravidalfs 12 Mar, 2016 @ 8:40pm 
Is there a way to set tech speed per civilization? I was thinking on something like the Europa Universallis challenge, where if you play as the incas you dont get the same result as ENgland, for example.COuld you tell us, or create a mod like this yourlsef, pleasE?
Ravidalfs 28 Feb, 2016 @ 8:40am 
But make no mistake. I'll play this mod and maybe I'll edit the eras in a second game for a backwards scale. 1.00 speed in the end and 7.50 in the classical age.
Ravidalfs 28 Feb, 2016 @ 8:37am 
I believe there should be a version that increases the science cost in the older eras and cheapens the recent ones. Of course, inside reason. The point is that in the past science was very very slow, human race took thousands of years to properly cross oceans for example. Taking a look into recent discoveries, we found out more in 100 years than in our whole history. So, yeah, later eras should go faster by nature and yet be pleasing to play.
Bear  [author] 17 Feb, 2016 @ 9:21am 
Standart is 1.00 for all
sunsrfr 15 Feb, 2016 @ 3:03pm 
What are the default multipliers for the game before the mod? Like what would we set this mod to for it to act like the regular game? Alls ones for standard? I thought what you listed as the default were the original game defaults but I don't think they are.
Bear  [author] 19 Dec, 2015 @ 6:16pm 
try change config
Karo 19 Dec, 2015 @ 2:23pm 
Alright so it must be just because I have a lot of science. Thanks just wanted to make sure I didn't make the game easier for me than it should be, new to civ. :)
Bear  [author] 19 Dec, 2015 @ 6:13am 
This mod only changes the speed research
Karo 19 Dec, 2015 @ 1:45am 
Uhm so I used values like 4 for all eras cause...I don't know? Does this mod affect like how long it takes to build stuff, like I am in 1290 AD and a lot of stuff costs like 2 turns. I feel like everything is too quick although time is progressing slowly
Bluetail 17 Sep, 2015 @ 2:15pm 
Heheheh~ Long- Sorry..
Bear  [author] 16 Aug, 2015 @ 3:46pm 
small value = fast research. BUT very very big value = one-turn research. take from https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=251637899&tscn=1439734918 or use defaults, or customize)
War-Crimes 16 Aug, 2015 @ 7:21am 
sorry for this dumb comment but if i reduce those numbers value for tech, does it take longer to research? cuz i like my games to take a longgggg time
axatoramus 16 Jul, 2015 @ 3:38pm 
ANOTHER AWSOME MOD :)

SPASIBA DROOG!
Bear  [author] 16 Jul, 2015 @ 8:06am 
Sorry, I use Civ5 guidelines and just do not think about such trouble. But it's mod complete and it will not be updated. Your changes will be saved forever
firefrorefiddle 16 Jul, 2015 @ 3:39am 
Thanks for your mod. Unfortunately, on Linux (supposedly also on Mac) it doesn't work out of the box because your files reference Eras.sql, but the file is called eras.sql. After I renamed it, it works, but perhaps you should make that consistent. (Yes, there are case sensitive file systems in the real world... ;-)).
Morphox 14 Jul, 2015 @ 10:18am 
Dude, great idea. I ALWAYS hate it when medieval or renaissance take so long and modern age goes by so quick. Greatly appreciated. Without these mods Civ5 would start to suck. Thanks to you and others it does not :)
perors 18 Jun, 2015 @ 3:27am 
nice :) it is the best
ZenFeroce 28 May, 2015 @ 10:53pm 
Thx for answering
Bear  [author] 26 May, 2015 @ 4:58pm 
I do not know because it does not studied possibility of extension "advanced setup menu"
ZenFeroce 25 May, 2015 @ 11:03pm 
how much work would it be to build a mod with editable speed option on the start new game advanced setup menu of ( 1 for production, units, buildings, wonders, barbarians spawns, units healing time, etc ) & ( 1 for science' culture, faith, policies, city growth, borders expantions, etc) allowing to choose from very slow to very fast, so you could set science speed to very slow making very long eras (beyong marathon) with fast production making quick city and army build, could be combine with other mods like prehistoric eras, healt and plagues, culture diffusal and much more
Bear  [author] 10 May, 2015 @ 9:34am 
if it's mod change eras system, they will not work together
mrbot 10 May, 2015 @ 9:29am 
Hi Bear. Thanks for the super-quick reply. I set eras.sql to "read-only", started a new game, and it's still not being recognized. Perhaps one of my other mods is in conflict? The only mod I have installed that might affect this is Communitas Enhanced Gameplay, but I don't know what that does to eras.