Sid Meier's Civilization VII

Sid Meier's Civilization VII

Enduring Empires - Base Game
24 Comments
Jägermeister 7 Aug @ 2:12pm 
the idea is great. if done correctly, this mod could actually take civ7 to its core players who do not want to switch civs across the age. keep up the good work.
Magister Ragun  [author] 25 Jul @ 10:01am 
New update should address some comments here. It introduced new compatibility with NoCivUnlocks and fixed some bugs relating to civ transitions in the shell which may have been impacting AI selections.
metafa 22 Jul @ 6:49am 
@Magister Ragun Great concept — you clearly know your way around Civ modding! I have 2 suggestions:

1. For this mod: could you make everything take place in the modern age (no turn limit), but start with ancient tech and advance organically from there? This would remove "ages" entirely and create a seamless sandbox — my dream mod!

2. A separate idea: could you port the new 1.2.2 legacy path toggles to multiplayer? Right now, they only work in single-player, but probably function fine in MP — they’re just not selectable in the UI.

Hope you don’t mind the suggestions — love what you're doing here. Thanks and kudos!
Magister Ragun  [author] 15 Jul @ 8:53pm 
New version should address commanders retaining their unique unit through age transition. @Cerebral Paladin

@Danwar - have you checked for the bonus in the combat previews? The current method shows itself as a modifier instead of increasing the base strength on its own. (I may try and change the method on that in the future.)

@JamesLuciano Civilizations from every era actually specify antiquity, exploration, and modern versions for their building types. I don't want to remove any art specification that existed in the original data so I don't think this is something my mod is going to address, sorry.
JamesLuciano 15 Jul @ 1:22am 
I really like the idea, but what a disappointment when I chose to keep Spain for the third era, and the house graphics have still evolved towards a more modern style.

Is it possible to keep the graphics of the civilization you choose?

Similarly, if I choose Greece as my first civilization, I would like to be able to keep this graphic style until the end.

I noticed that the AI Civilizations that chose to keep the same civilization were the same; all the house graphics from previous eras have evolved towards a more modern style... what a shame.
meself23 14 Jul @ 4:33pm 
sounds like still some dialing in to do before i use, but i love thi sidea, and wanted to comment in support! Hopefully modders can save this game....
Cerebral Paladin 12 Jul @ 2:24pm 
Lovely Mod, But I've had one issue So far: When transitioning from Exploration Age Mongolia to Modern Age Mongolia, My Commanders (Many of them Very high Level) Were Very Suddenly Downgraded to Normal Army commanders, rather then the Mongolian Noyan. Is there a fix for this, or...?
Danwar 8 Jul @ 7:41am 
Playing a Rome game in this, and the Exploration Age variant Roman Legion uses the wrong sprites and isn't affected by the '+5 from UUs' from Roman Revival.
Danwar 5 Jul @ 3:26pm 
A bandaid fix might be to remove prior-age civs for the AI altogether, and have them be enabled in a separate submod?
Magister Ragun  [author] 28 Jun @ 3:01pm 
The AI should not be able to switch to a new prior age civ, but who knows what black magic they use to pick a civ. I'll keep an eye out for a way to enforce the requirement with the AI
TheCivEngineer 28 Jun @ 4:01am 
Interesting, it looks like all of the antiquity civs are pickable in Exploration, not just yours. I just noticed that Napolean who was Eqypt picked Maya in Exploration
Archibald_Barisol 27 Jun @ 9:51am 
If you do the "Precursor Empires", I think the Civ type (Economic, Culture, etc) gives the right clue. I don't think they have to be "better" just consistent. Take America, for example, in the Exploration Age "Manifest Destiny = +50% health and +1 movement for Settler units". Or taking a unique unit from Modern and nerfing it for earlier ages. The pre-cursor to the Prospector is the Trapper, who has the same ability but can only claim "Camp" resources.
eternien 27 Jun @ 8:53am 
So it's a no T_T
Guess i have to wait longer for a mod like that
Magister Ragun  [author] 26 Jun @ 9:45am 
I have considered doing some kind of "Precursor Empires" mod that would let you play modern age civs earlier, but since their civic and unit bonuses occur in the modern age I would have to give those civs some kind of compensation while they wait for all of their abilities to kick in. What bonuses can I give you that would be better than what comes with just playing a period relevant civ in the first place?

I personally like the idea that civs like Rome and America would represent different approaches to how civilizations evolve, and I think that makes conflict between those civilizations more interesting.
eternien 26 Jun @ 8:56am 
So, we can choose any civs from the start with this mods ?
TheGuerrilla 26 Jun @ 6:45am 
thanks and i just figured to tell it happens in later ages
Magister Ragun  [author] 25 Jun @ 10:50pm 
@TheGuerrilla I will look into it. Should be possible afaik
TheGuerrilla 25 Jun @ 8:41pm 
quick question can you fix civ symbol not appearing on the banner behind the leader
tmcghie5 25 Jun @ 5:01pm 
Make it so you can pick a modern civ in the antiquity age and then this mod is perfect.
SirTeepington 24 Jun @ 4:33pm 
@IR62, Thank you for the information/suggestion. I will try that out during my next play-through.
IR62 24 Jun @ 1:39pm 
Part-B The commanders will re-appear in the settlement you park them in before the age ends, but unfortunately what units they get is a bit of a muddle. Try placing some commanders in a vertical line, because I suspect the exe distributes units a class at a time, working through (world builder) map plot numbers. Hope that helps overcome the understandable frustration with this rather clumsy mechanism.
IR62 24 Jun @ 1:36pm 
@SirTeepington - [A] you can, by having enough commanders' slots (+6 or 9), at least keep all your troops, who then get a free upgrade. No siege units from antiquity though. Also, you only get 2/3rds (rounded down) of your ships at the end of exploration. So, count up your fleet commander slots, and spam buy/build ships to 150% capacity if you want to start modern at 100% fill. I have not seen that documented anywhere, but the 2/3rds rule works in practice. Note also that you sometimes get a free army commander in the age transition. This may possibly have something to do with building the Terracotta Army, but that is speculation.
百年歌 24 Jun @ 11:53am 
chinses pls
SirTeepington 24 Jun @ 6:35am 
Excellent Mod. Now only if there was a way to prevent the Age Transition reset of units, etc...