Sid Meier's Civilization V

Sid Meier's Civilization V

Aeon GameSpeed
48 Comments
'Dr' Domy 26 Nov, 2021 @ 8:23am 
I just wanted to thank you for the single most fun game of civ i've ever played.
took nearly an entire week to finish but it was VERY fun!
thanks mate
SyxTheDragon 4 Mar, 2020 @ 2:15pm 
Aeon is crashing my game whenever I load it with other mods, Even though this wasnt the case before.
BobZ95 25 Jun, 2019 @ 4:25pm 
Is this compatible with Vox Populli?
SyxTheDragon 10 Sep, 2018 @ 5:10pm 
The Aeon option dosent appear anymore, even though I have the mod installed.
joel.west 23 Mar, 2017 @ 12:02am 
adding this mod but not activating it messes up normal civ 5 BNW game
The Polar Expression 12 Oct, 2016 @ 5:38am 
@Troffleshriek It's always nice to see an AI steamrolling everyone else just because it had a bit more science and the Enlightenment Era mod was enabled alongisde this, no?
jimpp888 30 Aug, 2016 @ 7:25am 
Have option for cities min 2 space apart. In Aeon speed 2nd cities created ok at 2 spaces, but 3rd gave message min 4 spaces. My system glich or Aeon glich?
Cynther 14 Feb, 2016 @ 6:37am 
Using this mod with la-lyre-noire's WW2 scenario. The science per turn from trade routes seem to be broken; it says I have researched around 1 million techs more than most of the other civs and they receive anywhere between 5k and 150k per turn. And for some civs, the science received by me rolls into negative numbers (in the tens of thousands).
Cynther 14 Feb, 2016 @ 6:01am 
Ah, I see I misunderstood you. I thought it would make the Aeon speed available by default, i.e. without manually loading the mod.
Cynther 14 Feb, 2016 @ 5:36am 
I tried overwriting the SelectGameSpeed.lua as explained, and it does show up on the Set Up Game screen. But if I click on it, it will not get selected (it stills shows Quick or whatever) and many of the options in the Advanced view will go blank. In the Advanced view > Game Pace option, Aeon speed does not show up at all.
PinHead 17 Jan, 2016 @ 9:17pm 
I'm trying to get this mod working in multiplayer. I'm using a method linked below. You add the mod folder to the brave new world DLC folder and edit the civ 5 pkg file ("Expansion2") to include the XML files. But it's not working. Aeon gets added as a game speed, but when i launch the game the research times are normal.

Any advice?

http://forums.civfanatics.com/showthread.php?t=519066
What a fun party... 10 Nov, 2015 @ 2:37pm 
Also happening to wonder whether this works well with JFD's gameplay mods, like Exploration Continued Expanded, Piety, etc.
What a fun party... 10 Nov, 2015 @ 2:36pm 
Seconding the Enlightenment Era thing, would love to use this because of how outdated the other two longer eras mods are.
zArkham4269 2 Nov, 2015 @ 2:14pm 
Will this mod work with the new Enlightenment Mod?
BootyShootin 9 Sep, 2015 @ 9:51am 
Installed, enabled. didn't appear. Ended up using the "Extended Eras" Mod instead, which worked fine.
monju125  [author] 9 Sep, 2015 @ 8:49am 
@CaptainFaptastico Did you make sure you actually enabled the mod?
BootyShootin 8 Sep, 2015 @ 7:42pm 
Added this mod, sounded perfect - Civ said it installed no probs. Tried to select Aeon speed in advanced option, no option to do so. Think this mod no longer works.
monju125  [author] 23 Jul, 2015 @ 10:05am 
@zArkham4269 Hmm, that's so strange. Reform & Rule and Race for Religion don't touch anything having to do with research or technologies. Beyond the Future changes the tech tree, but not in a way that should affect research times. I'll try turning all three on and run a simulation to see if there's something in those three. Otherwise I'm at a total loss.
zArkham4269 23 Jul, 2015 @ 8:00am 
I'm not sure which mods I might be using which are conflicting. Most of them are either new civs, new wonders, a few mods to fiddle with buildings. The only "major" mods are Reform & Rule, Race for Religion & Beyond the Future, none of which I believe fiddle with turn length.
monju125  [author] 22 Jul, 2015 @ 8:14am 
@zArkham4269 Something else has to be going on there. I ran a few simulations and, even though it's slow going at first because of low population, it only took the AI 200 turns to get up to speed and had researched 2-3 new techs at that point. Slow, but understandably so, because if I make the research rate quicker, the later eras go super fast.
zArkham4269 21 Jul, 2015 @ 8:25pm 
Don't break out the bubbly yet. Started a new game w/o that mod in a different profile. Again, started at King in the Medieval era. It's turn 480 and I still have 61 turns to complete my first technology!
RiverFish 21 Jul, 2015 @ 2:48pm 
Oh whoops, just realized what that meant XD
RiverFish 21 Jul, 2015 @ 12:05pm 
wait, why does all the science-boosting stuff decrease science yield?
monju125  [author] 21 Jul, 2015 @ 9:40am 
Ha, no worries if so. I do that all the time.
zArkham4269 21 Jul, 2015 @ 9:22am 
Nope, I'm definately on Aeon speed. Don't think any of the many mods I'm using would affect your mod...wait. Don't freak out. I just realized I have the Slower Scince, Longer Era Mods click in my current game. I thought I had disabled that. I'm sure that's what's going on.
monju125  [author] 21 Jul, 2015 @ 9:01am 
@zArkham4269 Ouch, okay, I'll take a look. That's definitely not what I saw. Make sure you're not playing on Marathon or something like that; I often forget to select Aeon from the GameSpeed drop down when I'm testing and have to restart. Doing that applies all of the SQL changes to the tech costs, but makes the research speed Marathon.
zArkham4269 21 Jul, 2015 @ 7:28am 
Actually I think it's closer to 800 turns given how I started in the Medieval era with two free techs, got another free tech via the Oxford University and it *still* took me till turn 776 to get into the Renn era.
zArkham4269 19 Jul, 2015 @ 2:47pm 
It doesn't look like it. Just loaded my current game which started in the Medieval era and I'm on turn 587 and still research Theology which is taking 55 turns.
monju125  [author] 16 Jul, 2015 @ 10:16am 
@zArkham4269 Does it speed up enough later on so that it meets my approximately 200 turn goal?
zArkham4269 16 Jul, 2015 @ 8:47am 
Well I have been starting in the Renn era because starting in Industrial meant no religions. Have since moved it back to the Medieval era to see how that works. The only issue is the initial tech build is really late since the 1-2 initial cities generate so little science,
monju125  [author] 16 Jul, 2015 @ 8:45am 
@zArkham4269 Great, thanks. Your feedback was very useful, by the way. Glad you spoke up, kicked me in the butt to figure out how to fix that issue. Let me know how a late starting era game works as well, there are specific settings for late era starts that I may not have gotten perfectly tweaked.
zArkham4269 16 Jul, 2015 @ 8:05am 
I will give this mod another try in a bit (lots of content writing to do today) since I like starting in the later eras since too often the game barely gets to WW II tech before someone wins a cultural and/or domination win. W/o a mod like this, the late game is silly stupid with "mass quantities" of culture, gold and faith.
zArkham4269 16 Jul, 2015 @ 8:04am 
It's too bad Firaxis never took the obvious step of having CS have a "flavor" which would tie them to specific Civs for units thus Hong Kong could use/build China's UU/UB. Or allow you the mechanism to do it. Would be cool to have a CS like Geneva use JFD's Swiss mod for it's units.
monju125  [author] 15 Jul, 2015 @ 11:57pm 
@zArkham4269 Change committed. The issue was that there are growth and production percent settings specifically for minor civs that I had to make slower.
monju125  [author] 15 Jul, 2015 @ 8:57pm 
I think I've found a possible solution to the minor civ military spam issue. Testing it now and will release soon if it seems viable.
monju125  [author] 15 Jul, 2015 @ 12:08pm 
@zArkham4269 Oh, I just realized something. I did most of my testing with with "No Barbarians" turned on to get it to run faster. I bet that's why the minor civs didn't go crazy with military in my games; they didn't feel threatened by barbarians. All right, next test game will have to have barbarians in it.
monju125  [author] 15 Jul, 2015 @ 12:02pm 
@zArkham4269 Interesting, when I was playtesting this I found that settlers were way more expensive early game than late. To be fair, I only personally playtested it a few times before realizing that I wouldn't get anywhere without testing it on AI-only games. I'll have to go back in and see what's going on there. I totally agree with your point about uncontested land in the Rennaissance era; that's why I usually play with the faster border expansion mod.

Pretty sure there's a mod out there that does the Barbarian -> minor civ thing, but I haven't actually tried it.
zArkham4269 15 Jul, 2015 @ 11:06am 
I do if only in the early game, creating a "city" is pretty easy. I mean it's not like you're starting with much infrastructure. Now as the game continues, I see settlers becoming far more expensive to build.

Of course it's sort of too bad that Civ V can't use the Civ:BE concept of colonies which hold lang but take awhile to become cities enough to build units/buildings.

If anything I find games where there is still a lot of uncontested land into the Renn+ era to be unhistorical. But then again I wish there was the old Civ IV mod which allowed barbarians to grow into "minor civs" - It would be nice if those barbarian camps left alone would spawn new CS.
monju125  [author] 15 Jul, 2015 @ 11:01am 
@zArkham4269 Early game settlers do take a ridiculously long time, but I was on the fence of whether or not that's a good or bad thing. Feel too long to you?
monju125  [author] 15 Jul, 2015 @ 11:00am 
@zArkham4269 In the meantime, I'm going to completely erase the CS military flavors to see if it helps. Thanks for all the feedback! If you find anything else that you think needs tweaking, let me know.
zArkham4269 15 Jul, 2015 @ 11:00am 
Well the game I was in had me taking advantage of some terrain chokepoints so while one Civ "has an army which can wipe us off the planet" they coulnd't get to me effectively. Plus building settlers takes a long time. And yes, I was cranking out things like Wonders but mostly because I didn't have to worry overly much about war...except if a CS went against me.
monju125  [author] 15 Jul, 2015 @ 10:56am 
@zArkham4269 I honestly think I might just make a version that also edits the DLL. That would hurt its compatibility pretty greatly. Are you finding your own unit production to be too slow or are you just focusing more on wonders/buildings/etc? I would think you'd have more than 30 units by the Medieval era. Keep playing (I mean, if you want, you don't have to); it sounds like they're pretty close to their max units and you and the other civs should surpass them soon. Oh, also, what difficulty do you play on?
zArkham4269 15 Jul, 2015 @ 9:30am 
What is worse is the maritime CS. It's no big deal going to war when most of the land-based CS I'm at war with are on the other side of Pangea. It's another when suddenly 10-20 (!!!) ships show up on my coast line.
zArkham4269 15 Jul, 2015 @ 9:29am 
Well I'm just into the Medieval era and Geneva has almost 30 units. More than I have and I have five cities!

Perhaps there could be a "default" building that only city-states can build which attractive for them to build and immediately is stopped when the CS goes to war/is attacked. The building wouldn't do anything but it would keep the CS busy. Or, if possible, the building would increase in culture/gold over time after X amount of turns a CS is "building" it so that if conquered, the player doing so would gain that bit of culture/goal.
monju125  [author] 14 Jul, 2015 @ 8:50pm 
@zArkham4269 How far into the game are you? I found that they spam military units early game, but quickly hit their maximum units and cool off from mid-game to the end. Have you had that experience? I agree with you about them early game and I spent a bit of time trying to tweak this, but without editing the DLL there's not much I can do. I already decreased their flavors almost into nothingness.
zArkham4269 14 Jul, 2015 @ 3:09pm 
The only problem I see with this mod is something I think is a problem with most mods with this aim: the City-States spam armies which would make a mockery of human/AI players. So in many ways, the game becomes sucking up to certain city-states.

In my current game, if I lose Geneva and they go to war with me, I'm just screwed as they have more troops w/their one city than I have in my entire army. You can barely prosletyize CS because there are too many units around them to get you missionaries past.
Hudson 4 Jul, 2015 @ 7:46pm 
Thank you so much, OP
A Fun Name 4 Jul, 2015 @ 12:08pm 
I will be looking forward to playing this. Good job OP!