Sid Meier's Civilization V

Sid Meier's Civilization V

DynamicEras
tinywhitecat 14 May, 2021 @ 8:39pm
How to use this with modded eras (GUIDE)
This mod almost works with modded eras - here is how to get to work.
I am using https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=596919865 as an example.

Step 1. Add a load order flag to DynamicEras (v 2).modinfo
In the same folder as Eras.sql is DynamicEras (v 2).modinfo, open this with a text editor.
Under the properties section, add a LoadOrder flag of an arbitrary low number. This number needs to be lower than the mod that adds the new era, but most mods default to using 0 so it's unlikely to matter.
Before:
<Properties> <Name>DynamicEras</Name> <Stability>Alpha</Stability> <Teaser>This mod allows you to dynamically change cost research within different eras</Teaser> <Description>This mod allows you to dynamically change cost research within different eras</Description> <Authors>grumblerbear</Authors> <HideSetupGame>0</HideSetupGame> <AffectsSavedGames>1</AffectsSavedGames> <MinCompatibleSaveVersion>0</MinCompatibleSaveVersion> <SupportsSinglePlayer>1</SupportsSinglePlayer> <SupportsMultiplayer>1</SupportsMultiplayer> <SupportsHotSeat>1</SupportsHotSeat> <SupportsMac>1</SupportsMac> <ReloadAudioSystem>0</ReloadAudioSystem> <ReloadLandmarkSystem>0</ReloadLandmarkSystem> <ReloadStrategicViewSystem>0</ReloadStrategicViewSystem> <ReloadUnitSystem>0</ReloadUnitSystem> </Properties>

After:
<Properties> <Name>DynamicEras</Name> <Stability>Alpha</Stability> <Teaser>This mod allows you to dynamically change cost research within different eras</Teaser> <Description>This mod allows you to dynamically change cost research within different eras</Description> <Authors>grumblerbear</Authors> <HideSetupGame>0</HideSetupGame> <AffectsSavedGames>1</AffectsSavedGames> <MinCompatibleSaveVersion>0</MinCompatibleSaveVersion> <SupportsSinglePlayer>1</SupportsSinglePlayer> <SupportsMultiplayer>1</SupportsMultiplayer> <SupportsHotSeat>1</SupportsHotSeat> <SupportsMac>1</SupportsMac> <ReloadAudioSystem>0</ReloadAudioSystem> <ReloadLandmarkSystem>0</ReloadLandmarkSystem> <ReloadStrategicViewSystem>0</ReloadStrategicViewSystem> <ReloadUnitSystem>0</ReloadUnitSystem> <LoadOrder>-99</LoadOrder> </Properties>[/spoiler]

Step 2. Add the new era to Eras.sql
To do this you need to identify the era ID, which is most easily found by opening the mod file for whatever added the new era.
Future Eras installed to ~/Documents/My Games/Sid Meier's Civilization 5/MODS/Future Worlds (v6)
I found the era definition in XML/FutureEras.xml, the exact location will vary by mod.
<Eras> <Row> <Type>ERA_FW_FUTURE</Type>
This, "ERA_FW_FUTURE" is the new era ID.
Finally, add a new line to Eras.sql in the same format as the others with the new era ID.
My eras.sql:
UPDATE Technologies SET 'Cost' = Cost * 1.00 WHERE Era = 'ERA_ANCIENT'; UPDATE Technologies SET 'Cost' = Cost * 1.20 WHERE Era = 'ERA_CLASSICAL'; UPDATE Technologies SET 'Cost' = Cost * 2.00 WHERE Era = 'ERA_MEDIEVAL'; UPDATE Technologies SET 'Cost' = Cost * 2.00 WHERE Era = 'ERA_RENAISSANCE'; UPDATE Technologies SET 'Cost' = Cost * 2.00 WHERE Era = 'ERA_INDUSTRIAL'; UPDATE Technologies SET 'Cost' = Cost * 3.50 WHERE Era = 'ERA_MODERN'; UPDATE Technologies SET 'Cost' = Cost * 5.00 WHERE Era = 'ERA_POSTMODERN'; UPDATE Technologies SET 'Cost' = Cost * 4.50 WHERE Era = 'ERA_FUTURE'; UPDATE Technologies SET 'Cost' = Cost * 5.00 WHERE Era = 'ERA_FW_FUTURE';
Last edited by tinywhitecat; 14 May, 2021 @ 8:42pm
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tinywhitecat 14 May, 2021 @ 8:49pm 
As a note to BEAR, you could add the load order flag to the base mod to simplify this, but that will wipe the values of everyone using this mod, and there's a good chance people won't remember what values they used.
So that might be annoying.
Last edited by tinywhitecat; 14 May, 2021 @ 8:50pm
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