Sid Meier's Civilization V

Sid Meier's Civilization V

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Extended Eras (Beta)
 
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0.003 MB
Jun 24, 2012 @ 11:26pm
Jul 18, 2013 @ 4:08pm
11 Change Notes ( view )

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Extended Eras (Beta)

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Description
Release Status: Beta
Compatability: Should work with Vanilla, Gods and Kings, and Brave New World

**IMPORTANT NOTE**

In order for this mod to function correctly, you must select the game speed Historic.

This mod uses a new game speed entitled Historic (the name used in the original mod) to extend the time spent in each period of history. Research times have been increased, however, the production of buildings and units have been reduced. This should allow the player to wage full scale wars throughout each era in history and allow them to build most of the buildings for each time period.

Thank you to Dustin for originally creating this mod. It really is a gem.

==PRIMARY CHANGES==
-Increased Tech needed, reduced unit/building production and gold cost.
-Unlimited EXP from barbarians
-Reduce cost to upgrade units
-Gold from capturing cities increased
-Increased number of barbarians
-Allows Wealth and Research Focus to be available earlier in the game as city production
-Wealth and Research are now set to 75% of city production instead of 25%
====================

====CHANGELOG====
- - -
6/25/2012 - v1 - Release
- - -
6/25/2012 - v2 - Changed Science needed for Techs to the same as Marathon. After looking over some of the original mod's files, that WAS in fact the setting used.
- - -
6/26/2012 - v3 - After a rather major overhaul of some the scripting, this mod should now be fully compatible with Gods and Kings AND Vanilla. You can delete v2 and v1 from your mod list.
- - -
6/28/2012 - v4 - Barbarians were not giving unlimited exp and still capped at 30. This has been corrected.
- - -
6/28/2012 - v5 - Added language support for all language versions. Historic game speed should now show up properly on the list even if you're not using an English/US version of the game.
- - -
2/1/2013 - v6 - Mod still broken despite attempted fix. The mod is going to be re-written completely and will be christened as v10
- - -
7/18/2013 - v10 - Mod rewritten from scratch to hopefully fix any problems it was having as well as making it compatible with Brave New World. Setting it to beta until any problems are found and flushed out.
=====================

Constructive criticism and suggestions are always welcome.

I will re-add the multiplayer files and tutorial when this build is confirmed to be stable. Or if it works, and you're clever enough, you can figure it for yourself before then.
Popular Discussions View All (3)
2
May 12 @ 2:27am
Thoughts on changes to wealth/ research production
samhudson333
1
Oct 22, 2014 @ 3:52am
Civ 5 crashing with extended eras
6shootah
0
Jun 13, 2015 @ 4:03am
How do you set historic game speed on a scenario map?
Nigel Farage
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483 Comments
Curious Croissant May 21 @ 3:59pm 
This mod is great, even if I am in the Middle Ages in 1700 BC
Yofro9879 May 12 @ 2:32pm 
Does this mod work well?
Chasp Apr 27 @ 2:49pm 
Is this mod very similar to what we see in the into the renaissance scenario?
Shrapnel Mar 25 @ 4:34pm 
USE ADVANCED SETUP! For people this is necessary for it to load properly, just wanted to let some of you guys know :).
th-undercover Mar 13 @ 10:55am 
Liked the idea, however this implementation lucks balance. Too bad it seems like this mod is not updateing anymore
Ravidalfs Mar 12 @ 8:44pm 
Is it possible to set the tech speed per civ instead of era?
Kurmia Feb 19 @ 9:01pm 
I can find historic game speed. Am I blind?
Bjerregaard Feb 10 @ 7:55am 
Carracks in 2180 BC. 10/10 would nuke pikemen again.
Fragproof Jan 16 @ 9:14am 
Why change Wealth and Science production to 75%? Was it necessary for balance or just a way to increase your power?
Chappy Jan 16 @ 12:00am 
are there any slow science mods that work in multiplayer?