Sid Meier's Civilization V

Sid Meier's Civilization V

Eras - Modern Age
81 Comments
threat 25 Nov, 2022 @ 4:41pm 
is this multiplayer compatable
Fedup 22 May, 2022 @ 1:19am 
@Turbotowns: I have done that and ... it wasn't perfect to be honest. Sure it took many turns to get out of the era in question but without any real progress for a great many turns.
A side-benefit however was that since the "Advancement" tech required was a ton of science required, espionage (that is based on your most expensive tech) was very slow for the other civs.
warren.piss 14 Aug, 2018 @ 9:06pm 
love it
TiraboTurbos 19 Apr, 2017 @ 9:39pm 
could you make a mod that allows you to progress from era to era like you can naturally, but before you can, you HAVE to research the "progress" tech which takes A LOT more science than many other techs, so you can have the best of both worlds: super long eras, and still advance from ancient to information.
Rei Dos Moluscos 2 Apr, 2017 @ 4:26pm 
Oh, and the same goes to Anti-Aircraft
Rei Dos Moluscos 2 Apr, 2017 @ 4:24pm 
I'm having a small problem, the Anti-Tank Gun is just as strong as the Great War Infantry, making the latter obsolete, maybe you can nerf the ATG a little to fix this?
BloodRaven 24 Feb, 2017 @ 6:56am 
plz make these mods for CIV 6. plzplzplzplzplzplz
sonihi 19 May, 2016 @ 11:14am 
Hey man there is a problem that the combat strength of Anti-aircraft is the same as Great-War Infantry so the AI builds AA instead of the infantry. Which just seems weird.
BlouBlou  [author] 18 Mar, 2016 @ 3:03pm 
UPDATE V.12

- Fixed a bug regarding last update that was causing 'Barracks' and 'Walls' to be disabled in games where the 'No Espionage' box was checked in the advanced setup.
BlouBlou  [author] 15 Mar, 2016 @ 5:18pm 
UPDATE V.11

- 'Barracks' and 'Walls' now also act as a early counter-espionage building by reducing enemy spy stealing rate by 10% each.

- Building 'flavor' have been adjusted for 'Barracks' and 'Walls' to add espionage flavor, so the AI will also use them as counter-espionage buildings.

- These changes also affect all unique Barracks and Walls like Krepost, Ikanda or Wall of Babylon.
BlouBlou  [author] 12 Mar, 2016 @ 8:42pm 
UPDATE V.10

- The Future Tech "Progress" now provides a +1 culture and +1 gold, along with bonus score, everytime it is researched.
BlouBlou  [author] 13 Sep, 2015 @ 8:54am 
@SniperGW

I just rememberred too, dont forget to make sure your load order is logical when combining mods from different modders:

In this particuliar case:

<Update>
<Set ObsoleteTech="NULL" />
<Where Class="UNITCLASS_GREAT_WAR_INFANTRY" />
</Update>

Will update the units that are in the game at the moment this mod is activated, if your unique civ mod is loaded after the change, of course it wont get the change.

To ensure this mod is loaded last, Unsubcribe your civ mod and this one then subscribe, download and activate your custom civ mod, then subscribe download and activate this mod after.

If its not the 2 case scenarios mentioned below then its the load order issue.

Again, hope it helps!
BlouBlou  [author] 13 Sep, 2015 @ 8:42am 
@SniperGW (3/3)

So what you are experiencing could be caused by 2 things coming from your other mods:

1) You ae using another WWI mod that alter the technologies that is incompatible with this one, probably by overwriting the code i wrote in the first part of the message about infantry obsoleteness

2) The custom civilization you are using didnt tied their UU to the great war infantry unit CLASS properly, wich is a design problem.

Test the mod alone with the Chateau mod i described (located in the utility list) and you will see a working unique great war infantry in action when used in conjunction with this mod.

So about the 2 case scenario: if its 1) you will need to decide wich ww1 mod you prefer beetween the 2 that are incompatible togheter. If its 2), you should check your custom civ mod code to fix the incorrect unit class inheritance

In both cases, your problem doesnt come from this mod, it is indeed, 'unique great war infantry ready'

Hope it clears it up!
Regards
BlouBlou  [author] 13 Sep, 2015 @ 8:39am 
@SniperGW (2/3)

What this mod do about Great war infantry Class and plastic is this:

<Update>
<Set ObsoleteTech="NULL" />
<Where Class="UNITCLASS_GREAT_WAR_INFANTRY" />
</Update>

It removes the Plastic Technology as a tech that render Great war infantry unit class obsolete, including unique ones, so it wont become obsolete and disappear when researching plastic.

For example, if you are using my Chateau mod, wich replace the unique chateau from France and give them back the Foreign Legion (a unique great war infantry) you can see that they receive their legion properly and doesnt become obsolete while researching plastic.
BlouBlou  [author] 13 Sep, 2015 @ 8:19am 
@SniperGW (1/3)

Hi SniperGW, what you describe isnt a side effect of this mod but an incompatibility with another mod you ae using (maybe another WW1 mod that change tech requirement) or a poor design in the custom civ you are using.

Let me explain, If a custom civ use the great infantry has unique unit, its supposed to be designed in a way that the Unique Unit is tied to the base 'UNITCLASS', indicating that, for example, Foreign Legion is a unique Great War infantry class.

Its a clever way Fireaxis implemented those units since its inherits every properties of its unit class. So if for example i change the tech requrement for Great war infantry CLASS, it will automaticly affect any Unique unit based on this class.
Snippps 13 Sep, 2015 @ 5:10am 
There's a little issue with this mod in conjencture with other mods. Specifically, any mod that has a Civ with a UU that replaces Great War infantry. When you research Plastics, you'll lose your UU but not get Infantry, because you moved it. Then you will be stuck without an infantry unit. Playerside fix is simple enough as to not use these civs, but this replacement is common in WW1 civs, which is kinda what this mod seems to be aimed at. Can also avoid researching Plastics, and just go for Progress. Alternatively, you could move plastics over to the next era altogether, since you really do not need research labs at this point.
Build_n_stack 26 Jun, 2015 @ 7:52pm 
Yay!!! I can finally use Landships!!!
The Nega Druid 27 Jan, 2015 @ 11:57am 
Ah ha. Thanks, BlouBlou. Will do!
BlouBlou  [author] 27 Jan, 2015 @ 9:04am 
@The Nega Druid

Nope, its a classic cache problem described in the trouble shooting section of the mod description. Follow the step there.

Regards.
The Nega Druid 27 Jan, 2015 @ 7:24am 
Small problem, Bloublou. This mod isn't showing up on my modlist. It isn't even DLing from Steam. Is there a problem with the upload? Because I've subscribed and unsubscribed trying to get it to download but it doesn't work.
Micky Mikado 23 Dec, 2014 @ 4:11pm 
Can you play with one era and then stop that and then enable the next era mod? Or does that stuff up the game?
Human Jerky 20 Dec, 2014 @ 10:55pm 
@BlouBlou Thank you so much! I did a dumb. Sorry about that >.<
BlouBlou  [author] 20 Dec, 2014 @ 9:37pm 
@Williamson

Its because you must only enable One Era mod at a time, the one your are currently playing in your game.
Human Jerky 20 Dec, 2014 @ 8:11pm 
@BlouBlou This is a great mod btw! tahnk you :D
The only problem is that for some reason the modern age is the industrial age :C
BlouBlou  [author] 21 Oct, 2014 @ 1:51pm 
@setevoy

i confirm you that these mods are functional, i suggest that you double check your mod list first. At first glance you just have more than one Era mod enabled.

Then, if its not that, do all the steps described in the troubleshooting section in the mod description.

Also, veryfy the integrity of your steam civ 5 files with the library tool to do so before resubscribing.

When you resubscribe, only subscribe to Modern Age and start a fresh new game with only this mod enabled. Finally, if you can manage, delete your old save game.

Good luck!
setevoy 20 Oct, 2014 @ 10:29pm 
@BlouBlou It's blocked, but after Atomic age (I have all your Ages installed): i.e. - I start game with Marines, in Research tree - I have Computers, Rocketry etc. Althought - all mods disabled and only Modern Age enabled.
BlouBlou  [author] 20 Oct, 2014 @ 9:07am 
@reg

i dont understand what you are asking sir

you mean the tech tree isnt blocked for you?
setevoy 19 Oct, 2014 @ 11:08pm 
Modern Age `endwith` Atomic age :-( Computers, etc... I disabled any other modes, restart game... What needs do else?
BlouBlou  [author] 12 Oct, 2014 @ 4:55pm 
UPDATE V.9

- Adjusted and scaled the Future Tech Cost to this era.
BlouBlou  [author] 28 Sep, 2014 @ 7:48pm 
@Kaiju

Np, thx for your suggestons ans interests about these mods :)
Spaceman27 28 Sep, 2014 @ 3:13pm 
Thanks for all your hard work! :D
BlouBlou  [author] 27 Sep, 2014 @ 8:56am 
UPDATE V.8

- A bug where the Future tech cost was higher than intended has been corrected.
BlouBlou  [author] 27 Sep, 2014 @ 8:56am 
@KaijuJaegar19

Its released, see the Atomic Era Mod page :)
Spaceman27 13 Sep, 2014 @ 8:11pm 
Will you realease the update on the Atomic era soon ?
BlouBlou  [author] 21 Aug, 2014 @ 9:05am 
@TearsInRain

I agree with you and im glad you like the change :)

Thx for your comment!
TearsInRain 21 Aug, 2014 @ 7:01am 
Been playing a game with this since the update. It feels much more balanced and less anachronistic. Thanks for making it.
BlouBlou  [author] 21 Aug, 2014 @ 3:44am 
@Kaiju

thx for your suggestions!

ill realease Atomic this week :)
Spaceman27 20 Aug, 2014 @ 7:35pm 
Thanks for all your hard work, i look foward to all the world wars to come from this point onwards! You are awesome! :D
BlouBlou  [author] 19 Aug, 2014 @ 9:38pm 
UPDATE V.7

The 'Infantry' have been moved to the next era and wont replace 'Great War infantry' anymore:

- Infantry now requires 'Penicilin' (unreachable in modern era)
- Great War Infantry wont become Obsolete upon researching 'Plastic'
BlouBlou  [author] 19 Aug, 2014 @ 9:38pm 
@Kaiju

Heres some personal explanation about latest patch since you contributed with suggestion :)

- After testing and fiddling with all the balance, compatibility and theme possibility for this Era, it was clear the the major theme and balance breaking of the era was the Infantry since it was clearly belong to the next era in term of Unit Combat Strength and Flavor and also because it caused the Great War infantry to become Obsolete. That was the most important and mandatory change for this patch.

- About your suggestion in naval units, i decided not to change them for 2 reason, the industrial ironclad unit wouldnt live up to the task of representing this era as battleship, both the graphics (too small) and the soundset werent fitting for the unit. Also, when you dig into texture swapping, the risk of causing some unexpected bug or ctd goes up. I did it for Ancient era and Classical era and had to repair it many times before it became stable.
Spaceman27 9 Aug, 2014 @ 5:51pm 
Good to know, and have fun and enjoy your vacation! ^^
BlouBlou  [author] 9 Aug, 2014 @ 12:25pm 
@Kaiju

Hi kaiju, im currently on vacation for 1 week, ill releae an updated version around 19-20 August
Spaceman27 9 Aug, 2014 @ 6:37am 
Hows your progress ? :)
Mina Miko 30 Jul, 2014 @ 12:25pm 
does it absolutely has to have gods and kings ? i'd really like to play in the modern era but i dont have any dlc at all
Chag ThunderRock 29 Jul, 2014 @ 7:03pm 
Hey man, I love your era mods. I was wondering if there is a way to disable an era mod midgame. I want to continue forward in the tech tree at this point, because I am in the Industrial Era on a giant earth map. I hadn't realized how long it would take to get my units around and it's getting tiring. I really want to disable the Industrial Era mod, and use the Modern Era mod. If I just delete the Industrial Era mod, will that work?
Spaceman27 29 Jul, 2014 @ 2:20pm 
I take it you are close to finishing the update ? :D
TearsInRain 28 Jul, 2014 @ 11:12am 
Looking forward to it!

I'd suggest removing the rockets and helicopters and buffing the damage of the earlier artillery/anti-tank/anti-aircraft guns to somewhere between the damage of the two.

Mobile SAMs in particular are massively OP against WWII era bombers.

Thanks again. Work much much appreciated.
BlouBlou  [author] 28 Jul, 2014 @ 10:13am 
@TearsInRain

Thx for your suggestion, it will certainly be useful since these 2 mods are currently being updated :)

Stay tuned!
TearsInRain 27 Jul, 2014 @ 11:33pm 
Oh, and I'd like to have bomb shelters in the atomic era. I'm a nervous wreck when AI civs surround my empire with atomic bombs.
TearsInRain 27 Jul, 2014 @ 11:32pm 
I have been playing with this mod and the atomic era one a lot recently. Thanks a lot for making them, awesome stuff.

I just wanted to echo a few of those suggestions. Modern infantry don't go well with WWI tanks and planes, and, for the atomic era, helicopter gunships, rocket artillery, and mobile SAMs are too 'modern'.

I'd love to see these updated, but don't want to seem whiny. In your own time and in your own way. Thanks again!