Sid Meier's Civilization V

Sid Meier's Civilization V

Era Settlers
32 Comments
Jagd 15 Nov, 2023 @ 1:22pm 
Works for me, but unfortunately doesn't seem to work with the Sapiens Mod :(
NeonNobility 2 Aug, 2017 @ 7:58pm 
Doesn't work at all, just played an entire marathon game with no change
Black lotus 8 Jun, 2017 @ 2:22pm 
when i saw this mod i was hoping it would reskin them
BrJason 20 Dec, 2016 @ 10:28am 
This has been great - and I think it makes a lot of sense - thank you!
Darth Arminius 3 Jul, 2015 @ 11:20am 
@mjv96 I don't mean to poach their subscribers but I made a mod that does just that. You can check it out right here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=474417867
Icelord 28 Sep, 2014 @ 3:33pm 
Needs some work its a great idea but it does not seem to work with new civs added to the game i had 3 OP ones i was playing around with and it crashed every time i started it untill i removed them
lichen 23 Aug, 2014 @ 3:08pm 
Sounds pretty vanilla-friendly to me.
8Z 13 Mar, 2014 @ 5:57am 
Is this vanilla? Would love to use.
brainiac1530 28 Nov, 2013 @ 3:53am 
For clarity, it adds the buildings based on your current era and the building's setting for "FreeStartEra". For a full breakdown, open your Civ5Buildings.xml (or Civ5Buildings_Expansion.xml for G&K specific buildings) and check each building you are curious about. If you want to change specific buildings to be free sooner, make yourself a little mod in the SDK, it's pretty easy to do. I have done this and can verify that it works; changing the FreeStartEra for a building causes this mod to grant them at the newly specified era.

A minor issue is that it will grant some sea buildings to land-locked cities. Seems like the script should have built in some kind of check for eligibility.
lallportcohoon 24 Sep, 2013 @ 12:52am 
pretty sure this mod will just check what buildings are available and add them. that is, for BNW, if a city gets a free Ampitheater in that era it does anyway. this mod is not GK specific, the coding looks like it can apply seamlessly to BNW
falendor 17 Sep, 2013 @ 12:38pm 
was looking for a mod like this, but now i need one BNW compatable...
tommy61157 16 Aug, 2013 @ 8:15am 
Does this work with BNW?
Faoria 13 Aug, 2013 @ 6:12pm 
Thank GOD someone made a mod for this! I would like to bumb Sauron's request of making the settlers more expensive as eras go by. Maybe workers and work boats could get cheaper, too? The same way that they are when you start a game in a given era.
capperz412 1 Aug, 2013 @ 6:57am 
Does this work for Brave New World?
tommytankengine 25 Jul, 2013 @ 2:43am 
Can we get this updated to add all the BNW stuff. Definitely one of my favourite mods.
Sauron The Hippy 5 Apr, 2013 @ 10:02am 
love this mod but i feel like the later the game the more production it should take to build settlers
thorstein.wang 16 Mar, 2013 @ 11:45am 
Any chance you can make this affect the conquistador as well?
BayneRav 30 Dec, 2012 @ 4:46am 
what is a complete breakdown for cities in late era getting the buildings? does it only give the bare essentials to get food/production... YET the terrain that settle on is abit odd, i mean sure taking 1 year aka to make 1 granary is not to be expected in late game... so this mod just condenses the settlement sustaining structures, OR will it go into the more cruitial structures too (university-academy), not to mention is there set limits to shield cost per era? for each structure, id hate to have an option to get a building from a newly settled city only to have one have yet to research.

This is the trade-off that was noticed with earlier non moddable civs, and such a drastic change to expansion criteria needs to be sorted out. ( IE full mod details)
Ein Mann Armee 15 Nov, 2012 @ 5:47pm 
You read my mind with this mod, I have always had issues founding cities latter in the game. Thanks!
Cpt. Jonathon Campbell 20 Jul, 2012 @ 4:23pm 
Thanks! How difficult would it be to get it so that they'd start with all buildings (provided requirements were met)?
Ultimus  [author] 20 Jul, 2012 @ 2:04pm 
This mod does work with G&K. Updated description and tags to come once I stop traveling around so much.

@thadian Thanks!
@mjv96 Cities settled in later eras will begin with some buildings from previous eras, but not all.
Sol 19 Jul, 2012 @ 9:55pm 
Finally, i can settle late game. I find late game settling to be a "non-option" considering they can cause you to lose a game - slowing down culture train, not contributing to research or gold, and all the maintenance until you get that city ready...

This mod is nice and allows settling in the late game to not become a weak option - these later founded cities can "turn on" much quicker.
Cpt. Jonathon Campbell 19 Jul, 2012 @ 4:40pm 
Does this work with G&K? Also, if I'm playing a normal game and start in the ancient era, will this allow newly created cities to auto build buildings from previous eras. Say I create a city in the industrial age, will it auto create all ancient / classical buildings so I don't have to waste time building them?
scabiness 25 Jun, 2012 @ 12:59pm 
Does it work with G&K?
p-olastardusoccer 18 Jun, 2012 @ 4:27pm 
great
Ultimus  [author] 17 Jun, 2012 @ 9:19pm 
Nope - all effects happen when you found a city with a settler, so a city you annex won't have any of these benefits (although if that city was founded in Renaissance Era and you capture it in Renaissance Era, it might be similar, though you lose some things when capturing).
IICubeII 17 Jun, 2012 @ 8:13pm 
Does this effect a city you annex?
Ultimus  [author] 17 Jun, 2012 @ 7:13pm 
I have been out of office for a few weeks and will update tags when I get the chance...thanks for pointing that out MD! As for the space helmet, I just thought it was a funny addition which catches the eye and communicates the idea of the mod that these Ancient Era units can have updated effects in later eras.
New Dawn Sets 15 Jun, 2012 @ 8:52pm 
Whats with the space helmet?
MadDjinn 14 Jun, 2012 @ 3:42pm 
you should likely update your tags now.
Ultimus  [author] 21 May, 2012 @ 10:55pm 
Nope, though there is some logic already in place which increases the settler cost as the game progresses. I don't recall what that scales based on and am away from the code base right now. Feel free to take this and mod it further!
SamBC 18 May, 2012 @ 12:15pm 
Does this also up the hammer cost of settlers per era to match their cost in the relevant advanced start?