Sid Meier's Civilization V

Sid Meier's Civilization V

[v.4] Renaissance Era Revised
218 Comments
Perhirmor 16 May, 2022 @ 3:29am 
it doesn't work with Vox Populi mod
Chrisy15  [author] 3 Aug, 2021 @ 10:51am 
would probably come down to load order, I'd imagine
Archibald Meatpants 3 Aug, 2021 @ 10:49am 
Is this mod compatible with mods like Ethnic Units or Ethnic Diversity? I'm asking because I noticed that the musket-man model has been changed. The model for the musket-man in those other two mods has also changed.
Niishjaa 28 Apr, 2021 @ 4:59pm 
not sure if its an incompatibility or something but the Tercios are just the musketmen, no pikemen. only mod i have that modifies unit models is ethnic units but you mentioned that shouldn't cause issues
Chrisy15  [author] 27 Nov, 2020 @ 5:03am 
How'd you work that one out, wise guy? What makes the conditional support need to be removed?
nicovallejos 27 Nov, 2020 @ 12:59am 
@Nutzzz
@Pouakai
@Zwei833

I'm very sorry that Mercenaries mod, along with Cities in Development and Piety, all that is used to be part of JFD's Rise to Power is no longer supported. As such, Renaissance Era Revised needs to be updated in order to remove references to the old versions of RtP.
Dandy Drake 14 Mar, 2020 @ 6:20am 
Yummy juicy, make it fresh plz...........vp comp ?
Caden335 22 Jan, 2020 @ 2:27pm 
RED compatible?
Chrisy15  [author] 1 Dec, 2019 @ 8:58am 
Probably
Invictus123 30 Nov, 2019 @ 5:09pm 
Is it compatible with Future Worlds and the Advanced Air-Land-Sea Megamod?
хомяк 3 Apr, 2019 @ 11:32am 
Thanks. Great good work!
Sir Draskar 22 Nov, 2018 @ 9:12am 
Hi! I would like to translate this mod in Italian language...can you send me the localization files?
Darklord Morius 26 Sep, 2018 @ 7:43pm 
Ok, thanks!
Chrisy15  [author] 26 Sep, 2018 @ 1:22am 
This is Zwei's mod, you should talk to him about conceptual and design stuff.
Darklord Morius 25 Sep, 2018 @ 6:24pm 
Chrisy15, i just want to say that this one is my MUST HAVE mod. Thank you so much for your trouble creating it!
I'm just a little upset about Tercio's aren't spanish exclusive anymore. I have some ideas about this mod i wanted to share with you, may i? Maybe in Civ Fanatics?
Chrisy15  [author] 14 Sep, 2018 @ 2:14am 
Well you can't just delete a file for it, no, but if you poke around it should be reasonably obvious what you need to change
Evil Paragon 14 Sep, 2018 @ 2:07am 
I asked if it's editable mostly because I have no clue how to mess with code. Some mods have the feature to just delete files that aren't wanted or drop in different ones.
Chrisy15  [author] 13 Sep, 2018 @ 1:32am 
you cando w/e you want to the code on your end, it's not like we can stop you or would even know if you hadn't said...
Evil Paragon 12 Sep, 2018 @ 7:10pm 
Seems neat. Your picture of the tech tree with the enlightenment era is broken, but I guess I'll take your word for it.
I am concerned about the pikeman changing lines to rifleman. If knights become tanks (mounted > armoured), then it'd make sense for pikeman to become anti-tank guns (anit-mounted > anti-armoured).
Is it editable or anything?
Lucius, the Heavenly Dragon 28 Aug, 2018 @ 11:11am 
Because we did, muskets were invented before cannons. They had them, they just didn't use them...
elotar 24 Aug, 2017 @ 4:11am 
Extremely cool mod, renaissance became much more enjoyable now.

But there is one little annoyance - why, for Baals sake, we still got muskets before cannons?

TrucBleu 1 Apr, 2017 @ 5:11pm 
beast resaisance team fr
Marshall V 17 Feb, 2017 @ 4:41pm 
what parts of RER are included with CBP? Is it the units, the techs, or both?
Chrisy15  [author] 13 Feb, 2017 @ 11:13am 
It is fully compatible with the Core CP.
It isn't compatible with the CBP, although I believe he actually incorporates some parts of RER in the Balance Patch...
zArkham4269 12 Feb, 2017 @ 6:30pm 
Is this compatible with Gazebo's Community Patch mod?
Erocco 20 Jan, 2017 @ 8:28pm 
I figured it out. I changed the musketeer, musketman etc. stats to my liking. The only thing I couldn't figure out is the Reiter unit and the same line UU's.
Chrisy15  [author] 17 Jan, 2017 @ 11:49pm 
Older versions also didn't involve SQL updates and triggers as core functions; changes to vanilla numbers are handled through update statements that subtract totals from the original values, so they function correctly if another mod changes the numbers before RER. If you're changing the numbers of any vanilla unit, chances are you're working in the wrong place.
Erocco 17 Jan, 2017 @ 6:12pm 
Why can't I change the numbers in this mod? We are talking just simple numerical changes. I did it on the previous version of this mod and it worked fine.
Chrisy15  [author] 15 Jan, 2017 @ 3:54pm 
Tbh the easiest way to achieve this would be to create your own mod, reference RER, and use various UPDATE statements to make your changes.
Erocco 15 Jan, 2017 @ 11:47am 
Just trying to change the combat stats and costs for various units. For example I want to make Reiter cost 180 instead of 185, musketman combat strength 20 instead of 22, crossbowman obsolete with gunpowder instead of rifling etc.

The changes I make in the .xml files work. For example RER_Units.xml changed the stats for the 2 handed swordsman and they work fine. The changes I make in the .sql files DO NOT WORK.
Chrisy15  [author] 15 Jan, 2017 @ 11:27am 
The changes might be getting overridden by the triggers - what exactly are you trying to do?
Erocco 15 Jan, 2017 @ 10:17am 
Great mod. I am trying to modify simple combat stats for some units on this mod something that I've done in the past but it doesn't work on this version. Any ideas?
Chrisy15  [author] 4 Jan, 2017 @ 9:54am 
@elias no
Chrisy15  [author] 4 Jan, 2017 @ 9:51am 
@Doge nothing will break, but at the same time 2Handers and Reiters don't have civ-specific models.
elias_sic 4 Jan, 2017 @ 9:21am 
it works with Realistic Unit Resource Consumption mod?
Doge Bot 3 Jan, 2017 @ 5:33am 
Does Ethnic Units compatible? Thanks.
Chrisy15  [author] 2 Jan, 2017 @ 6:34am 
Why isn't it compatible? There shouldn't be anything that conflicts...
laurentst57 1 Jan, 2017 @ 9:10pm 
Good mod, but the v4 is not anymore compatible in addition with "future era" mods, the v3 was compatible. May i ask for a link to download the V3 again ?
kudu 5 Oct, 2016 @ 12:02pm 
this mod is soo awsome thank you so much guys.
Chrisy15  [author] 1 Oct, 2016 @ 9:28am 
Either clear your cache or download through steamworkshopdownloader.com
hungluong9x 1 Oct, 2016 @ 9:25am 
after the update the mod doesnt show up in my mod list anymore. Is there any wáy to fix this?
Chrisy15  [author] 14 Sep, 2016 @ 3:06pm 
CBP includes multiple bits of RER, doesn't it? I'm pretty sure the Tercio and 2Hander are included as standalone units.
Cheggs 14 Sep, 2016 @ 2:02pm 
Will you add support for the CBP?
Dat Fishe 6 Sep, 2016 @ 4:31pm 
I guess they could be named after the men with the very first gunpowder hand weapon (I think they called it a hand cannon?). They had very short range, so it would make a lot of sence to make them into a melee unit!
MosileZ 16 Aug, 2016 @ 3:46pm 
It would be cool if we could have both Lancers and Reiters. Either getting the Lancer eairlier in the game and upgrading into the Reiter or having both unlocked at Metalurgy, Reiters being faster and ment for skirmish offences while Lancers return having more stronger strengh but slower movement and being more vunrible than their Vanilla counterparts.

Vanilla Musketman could be reused and repurposed as some sort of eairly gunpowder melee unit along side the new ranged musketman , but I am uncertain what a unit could be called.
Zwei833 the Buggy Modder  [author] 5 Aug, 2016 @ 7:26pm 
Hello everyone! I plan to update RER in the near future, if you found any bug/balance issue/campatiablity issue in RER, report it please.
Chrisy15  [author] 26 Jun, 2016 @ 11:04am 
IMO, the Cuirassier needs to be moved down to the military half to the tech tree; might make that suggestion to Pouakai some day.
zArkham4269 26 Jun, 2016 @ 10:08am 
Just an observation; depending on your tech choices, it seems you unlcok Cuirasseurs before unlocking the Reiter. Maybe move the Reiter forward a tad?
Chrisy15  [author] 13 Jun, 2016 @ 12:41am 
Base CP: No
CBP: Yes
TrainingAI 12 Jun, 2016 @ 6:14pm 
Does the community patch interfere with this mod at all?