Sid Meier's Civilization V

Sid Meier's Civilization V

Age Of Coal And Iron
102 Comments
friend robocat 8 Feb, 2023 @ 2:22am 
hey HandyVac, could you resume updating this mod of yours? Its most terribly incomplete...
Auroar 14 Nov, 2022 @ 11:34pm 
Hello I wished to add you in order to talk about this mod and ask if I could take some ideas from it into my mod, such as naming an era Gaslamp or so.
friend robocat 16 Jun, 2021 @ 11:20am 
hey HandyVac, could you resume updating this mod of yours? Its most terribly incomplete...
STORMblooper 3 Oct, 2019 @ 10:28pm 
How do you progress past the gaslamp era? I dont understand.
wjbishop 16 Jan, 2019 @ 8:03am 
Has anybody actually built the Space Gun? If so how is it done? I can find no SC parts among the possible builds in any city's build queue after progressing through the Grand Idea the first time.
Altarya 16 Nov, 2017 @ 7:44am 
Will the version with the later eras be released? I woul love to combine this with future worlds alongside other era mods prior to the industrial era
friend robocat 11 Jun, 2017 @ 3:39pm 
Hey HandyVac, could you look into the eras enabled? I've just started your fine mod after a long hiatus, and apparently there's a Modern, Atomic and Information Era after the first two modded eras ?
Brick 10 Mar, 2017 @ 9:37pm 
"oh god my eye"
- moon
markpazz 9 Jul, 2016 @ 4:01pm 
Is there a way to advance past the gaslamp era?
sonihi 28 Apr, 2016 @ 9:50pm 
Hey man all the AI does is just built machine guns. how 2 fix?
HandyVac  [author] 10 Jan, 2016 @ 3:18pm 
New version uploaded.

Great Explorers are no longer consumed when doing archaeology, and can be gained through a new Joint Polar Expedition world congress project.

Also, any industrial era UUs added by mod civs should now unlock at an appropriate Steam/Gaslamp era tech.

See change notes for details.
Bohemian Dandizette 8 Jan, 2016 @ 11:23am 
thank you, this is one of my favorite mods
HandyVac  [author] 7 Jan, 2016 @ 4:36pm 
@electricspark2 Indeed yes, I'm already working on one in fact, but it isn't quite finished yet.
Bohemian Dandizette 6 Jan, 2016 @ 6:06pm 
can you make a version that lets you go past the gaslamp era,
HandyVac  [author] 17 Dec, 2015 @ 7:12am 
Ah, it seems I made a typo when updating art defines, causing the game to crash whenever a Great Explorer spawned. Fixed now.
zArkham4269 14 Dec, 2015 @ 1:56pm 
I've found a CTD error when you take up the right most, 1st tier Exploration option. Not sure what is conflicting.
HandyVac  [author] 13 Dec, 2015 @ 12:04pm 
The expansion packs are required because most of the graphics, sounds and icons for the mod's new units & techs come from those expansion packs. (mainly the Smoky Skies and American Civil War scenarios)

Making the mod work without expansion packs would require finding/making new art for all those units, so is not something I'm considering.
Moriachite 12 Dec, 2015 @ 10:50am 
is it possible for you to make a mod like this that doesn't require dlc?
Zany_One_Pip 6 Dec, 2015 @ 10:26am 
Hmm... Can you add a screenshot that has the units this mod introduces with all the units with custom models facing to the south east.

I also do mod reviews and let's plays with a character I thought of called NC-17 San and have already completed one mod let's play with the Xia Erlitou Civilization and are currently working on 2 more. Do you have any friends that are modders?
HandyVac  [author] 6 Dec, 2015 @ 10:16am 
@P!nk0 (Stalin) Six out of the ten screenshots above already show new units from the mod, both on the map and their civilopedia entries.

I didn't screenshot every single unit individually, because I figured that the average modern European is too busy to look at more than ten pictures before making their mind up about whether to download something. ;)
Zany_One_Pip 6 Dec, 2015 @ 6:48am 
Can you provide some screenshots of the new units or their Civilopedia descriptions?

"The modern American needs to glean information in a timely manner between sleep, sports, and work... Oh and pornography" -NC-17 San
zArkham4269 4 Dec, 2015 @ 9:39am 
Well I've found the More Luxuries mod to be finicky and sadly with vanilla Civ V unplayable, the amount of mods used in any game really make it difficult to figure out what is conflicting.
HandyVac  [author] 4 Dec, 2015 @ 3:56am 
@zArkham4269 Just tested with More Luxuries . Works fine for me, and there's nothing in the code that should conflict, so whatever problems you may be having with it are nohing to do with this mod.
HandyVac  [author] 3 Dec, 2015 @ 12:36pm 
Thanks for letting me know, will look into it.
zArkham4269 3 Dec, 2015 @ 12:27pm 
Well I tried a game and not only did no villages appear, few resources or city-state were found either. I started again w/o it but with the Asian-American luxuries mod instead and everything is working fine.
HandyVac  [author] 3 Dec, 2015 @ 12:26pm 
@zArkham4269 Quick answer. I imagine it would work, let me know after you've tried it and found out.

This mod doesn't actually change any resources, it just prevents you from researching the techs that reveal them on the map.
zArkham4269 3 Dec, 2015 @ 11:03am 
Quick question. Given the resource restrictions of the late game, does this mod conflict with the very commonly used "More Luxuries" mod? I would think not given that this mod fiddles with strategic resources over luxuries.
zArkham4269 2 Dec, 2015 @ 7:20am 
Excellent! I've found that it is rare a game of mine goes past developing atomic weapons if only by that time of the game it's either a conquest or UN victory.
HandyVac  [author] 2 Dec, 2015 @ 6:15am 
Updated for better compatability with other mods.

Age of Coal and Iron now works with the Enlightenment Era and Prehistoric Era (Reloaded).
(Not both at the same time however, since those mod's aren't compatible with each other )
zArkham4269 5 Nov, 2015 @ 7:07am 
I would think that this mod would be great if a variant was adapted to fit with the new Enlightenment Era mod given how it would extend the game more towards its original length. That and all the new civ mods coming out which are centerer mor on the 1800-1930 time frame.
Nothh 21 Aug, 2015 @ 8:03pm 
I see, thank you for the reply! I'll bring some wheelforts along then. I've been enjoying the mod a lot, great job on everything!
HandyVac  [author] 21 Aug, 2015 @ 4:41am 
If I recall correctly, there are no melee naval units in the gaslamp era. Just remember to bring some embarked land units along with your navy when you want to capture a city!
Nothh 20 Aug, 2015 @ 7:24pm 
Great mod! I love the steampunk flavor! Unfortunately I'm having an issue. It seems in the Gaslight Era I'm not able to build any melee naval units at all. The only two naval options available are the Gunboat and the Dreadnaught, which are both ranged. My fleet won't be able to capture coastal cities at all without any melee units so I'm wondering how I can build any melee units for my naval fleet, thank you!
zArkham4269 12 Jul, 2015 @ 3:11pm 
Plus it didn't look like JFD's Tojo mod or Meji mods added the Steam mecha
zArkham4269 12 Jul, 2015 @ 3:11pm 
A few comments. Any possibility of making the Reforestation mod compatible with this? Secondly while the steam era is great even in the steampunk books there isn't a full transition. Given Civ V resource limitations, being able to build certain units past their normal time would be nice. Holland losing the ability to build Sea Beggers so quickly is a real lost to them.

Also, given how important iron is, I think you need to make steel a requirement and create a steel mill were X amounf of Iron generates XXXX amount of steel. Thus you're not dead in the water if you only have so much iron. (Can't see this being done w/coal given how there isn't a historical way to do this)
friend robocat 25 Jun, 2015 @ 11:18am 
As for modded civs, figures. Would love to see Kyrat's Royal Guard or De Gaulle's Char B1s converted for AoI&C; guess I'll have to ask the respective modders to see if they could do that and stick to the indu civs at the moment.
friend robocat 25 Jun, 2015 @ 11:11am 
@HandyVac Many thanks for the updated version. Had to open a new game to see the change, but the promotion is there. Gonna test it out later. Currently still continuing the old game, an epic 500 years war (with intervals) that seems to have no end in sight. The AI loves spamming Cloud Cruisers; I've seen them used for convoy interdiction, antiship duties, raiding forces (oh boy the pillaging) and flanking units to deadly effect. One of the civs (Great Britain) grouped them in threes to patrol the seas and station them at certain oceanic tiles around the map, as if they've already owned the entire world!
HandyVac  [author] 25 Jun, 2015 @ 7:51am 
Regarding compatability with modded civs, I've played this with many mod civs, including ones by JFD and Vicevirtuoso, and never had any problems.

The only caveat is that a civ's unique will not be buildable if the unit/building it replaces is not buildable, so I suggest avoiding civs with industrial or modern era uniques.
HandyVac  [author] 25 Jun, 2015 @ 7:39am 
After a bit of testing, it turns out the bug with Nautili not capturing enemy cities is an unintended (but unavoidable) consequence of them having the "invisible" promotion.

I don't want to remove their invisibility, so I've given them the "can't capture cities" promotion instead. Enjoy.
friend robocat 25 Jun, 2015 @ 2:13am 
This happened couple times now. My own Nautilius can't capture enemy cities, but the AI's can. Can you please help troubleshoot this? Pretty please? I'll provide screenshots and save file if needed.
friend robocat 24 Jun, 2015 @ 3:06am 
@HandyVac I see. I figured you could do with more mod compatibility, especially with JFD's and vicevirtuoso's civs, and maybe some tweaks - like being able to build Privateers a little while longer. As it stands, its pretty much what I wanted from the original Smoky Skies scenario. Quite fun. :)
HandyVac  [author] 23 Jun, 2015 @ 3:21pm 
@Bush. No, I have no plans to work on this any further. I'm quite happy it as it stands and have moved on to modding Civ BE.
friend robocat 23 Jun, 2015 @ 2:52pm 
Is this mod still being worked on?
The Lorax 29 May, 2015 @ 9:55am 
wow, i've scrolled over this mod at least a dozen times before but now i wish i had checked it out so much sooner. this mod is both awesome and amusing. Great job!
HandyVac  [author] 4 May, 2015 @ 6:12am 
See my reply five posts down.

Deleting "Civ5ModsDatabase.db" cache file should fix the bug where Steam doesn't download mods.
Downloading the mod manually from civfanatics means you can ignore the bug where Steam doesn't download mods.
szrn 3 May, 2015 @ 8:32pm 
It won't show up in my subscribed addons folder.
R0CKHARD0 30 Mar, 2015 @ 4:16pm 
Thanks, it works great now!
HandyVac  [author] 26 Mar, 2015 @ 4:13pm 
@rtberryenterprises
That might be caused by a conflict with another mod... does the problem still occur when you're running *only* this mod, and not any other mods at the same time?
R0CKHARD0 26 Mar, 2015 @ 4:03pm 
The techs work, but I can't recruit any of the units. And they're pictures don't show up anywhere.
HandyVac  [author] 21 Jan, 2015 @ 2:36pm 
@Theoneandlonely. There is a general bug with Steam where it will sometimes just randomly not download a mod. Deleting the file "Civ5ModsDatabase.db" from "Documents\My Games\Sid Meier's Civilization 5\cache" should fix the bug and get steam downloading again.

You can also download this mod from CivFanatics and manually unzip it to your MODS folder.
Link: http://forums.civfanatics.com/downloads.php?do=file&id=23464