Sid Meier's Civilization V

Sid Meier's Civilization V

196 ratings
Eras - Classical Age
File Size
0.050 MB
Jul 28, 2012 @ 8:22pm
Jul 2 @ 8:36am
30 Change Notes ( view )

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Eras - Classical Age

In 1 collection by BlouBlou
Bloublou's "Eras" Collection
9 items
This mod reshapes the game parameters to let you experience a complete game in the Classical age instead of few turns.


  • Tech tree wont progress after Classical age (so you wont reach other Eras). Also, several adjustment have been made to the tree to transfert fundamental features that would have been locked otherwise.
  • Technologies cost have been adjusted to scale properly for a full game in the Classical age.
  • Dates increment have been adjusted so that when you are near the end of Classical age, the date will increment much slower since its the final age (like modern age in normal games).
  • If 'Time' Victory has been selected, then after the 1500 turn, the date will fit perfectly with the historical end of the Classical Age (Around 500 AD).
  • AI Civilizations choices have been restricted to civilization that have their unique unit in Classical Age or fit in historically, allowing much more diversity for Warfare with unique units fighting each other. So when an AI is set on random, or when you dont go through advanced setup, Ai will always pick a civ that fit this era. No civ restriction is applied to the player, but i strongly recommend you picking a civilization that fit in this era
  • All of the diplomacy options that were after classical age age have been regrouped into a Tech Called 'Diplomacy' that was incorporated into the Classical age tech tree, so you can do research agreement, Defense Pact and Open borders.
  • Cities can convert their production to gold and science right from the start with 'Agriculture' to prevent a city to be forced to produce millitary units when you dont want to.
  • Accessibility to 'Patronage' and 'Commerce' policies in the classical age
  • Adds the ability to build trading post in the classical age after researching 'Currency'.
  • 'Sea' tech tree has been altered with Embarkation available a earlier and Harbors transfered to the end of Classical age tree to allow Sea trade route and naval warfare.
  • Also, an additional Sea tech have been added at the start of the Tree: Fishing, to balance the Harbor and Embark changes.
  • the Technology 'Sailing' Now allow 2 Ship type (melee/ranged) to be built instead of just Trireme. (see below)
  • A custom unit has been added to Classical Age Naval: The Battle Galley (Naval Melee). Trireme have returned to Naval Ranged, making Naval Melee and Ranged possible at Classical age. (The custom Icons of diferent Size are made by JBAR81 and used with his permission. The same apply for the 'Fishing' Technology.)
  • All Naval and embarqued unit are allowed to cross ocean with the 'Optic' tech (classical age) instead of Astronomy, so you can still play islands map.
  • Espionage is available at classical age and you get 2 spies.
  • 'Barracks' and 'Walls' now also act as a counter-espionage building by reducing enemy spy stealing rate by 33%. (Also affect all unique Barracks and Walls like Krepost, Ikanda or Wall of Babylon)
  • Building 'flavor' have been adjusted for 'Barracks' and 'Walls' to add espionage flavor, so the AI will also use them as counter-espionage buildings. (Also affect all unique Barracks and Walls like Krepost, Ikanda or Wall of Babylon)
  • The Future Tech concept has been renamed to 'Enlightenment' and transfered to Classical age. A repeating technology that will increase your score and give +1 Culture and +1 Gold in your Capital each time it is researched.
  • 2 additional trade routes have been added to this era, One after researching 'Mathematics' and one after researching 'Diplomacy'. Also, 'Optics' now extend the range of sea trades routes instead of 'Compass'. (Brave New World Users)
  • Maya's 'Long Count' Trait have been adjusted to be enabled by 'Calendar' instead of 'Theology' to prevent the era blocking to block this effect.
  • Since no non-unique building of this era could host Great Artist Works, the 'Garden' was moved to Classical Era and a Great work of Art/Artifact Slot was added as well as removing the river or lake requirement. Included all unique Gardens. (Brave New World Users).
  • Added the 'Artists Guild' to Classical era to allow you to fill the slot in your 'Palace' and 'Garden' and also all the slots provided by the 'Cathedral' faith building if you chose this belief. (Brave New World Users)
  • 'National College' Science Yield have been reduced but now provides Great Writer points. (Brave New World Users)
  • The 'Grand Temple' is now available upon researching 'Philosophy'.
  • Since you cant build a spaceship, scientific victory isn't an option, but having a high science can make you win Timed game from score and progressivly increase your Gold and Culture output when researching the Future Tech.

  • Enable only one Era mod at a time, depending on what era you want to play
  • Civilopedia is fully fonctional with custom units and tech.

  • Requires God and Kings Expansion
  • Compatible with Brave New World Expansion
  • You have to play with one Eras mod enabled at a time

Other Mods from the same author:
  • You can find all my 'Era' mods here, along with other collections:
    If you want to rate the mod at the top of the page, it's always appreciated =)

  • Here are the basics if you are a beginner with civ 5 Mods: Mod Install Tutorial []
  • If you have a problem with a mod, the first step is always to test the mod alone before reporting any bugs.
  • All mods from all my collections are compatible together.
  • If you have troubles downloading the mod in game, it's a common cache issue, follow these steps to fix it:
    1) Unsubscribe The mod, exit steam and civ 5 completly
    2) empty your mod folder : C:\Documents and Settings\[YOUR USERNAME]\My documents\My Games\Sid Meier's Civilization 5\MODS
    3) Delete the 'Civ5ModsDatabase.db' file located at: C:\Documents and Settings\[YOUR USERNAME]\My documents\My Games\Sid Meier's Civilization 5\cache
    4) Restart steam, subscribe, restart civ 5.
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Montoya Aug 19 @ 12:03pm 
If you have Linux (and probably Mac), this mod won't work simply because there is a mix between lowercase and uppercase files. The only way of making it work is to get the mod from the author, and manually change the names: This is what I did after trying to make it work for hours!

It would be nice from the author if he fixes it: It would take a few minutes, and his mod would work on non-Windows computers too!
Erock Aug 8 @ 6:05pm 
I seem to be doing somthing wrong because this mod will simply not work, even after trying the cache clearing method described above. I have all of the DLC's for this game installed...I am wondering if I should uninstall the minor scenario DLC's such as Denmark, ect.. Or maybe I should just rienstall the game... I do not know...
BlouBlou  [author] Aug 7 @ 3:46pm 

If The tools for modding are out when the game is released and are as efficient as they were for civ 5, probably! :)
[PIGZ]MrTango Aug 7 @ 3:18am 
Will you be modding for civ6 when it's released? :P I love your era cap mods (hopefully firaxis will have it in civ6 by vanilla)
BlouBlou  [author] Jul 2 @ 8:39am 

- Removed the 2 Great Work slot in the 'National College' and reduced the Great Writers points given by 1.

- Partially restored the Science Bonus given by the 'National College' (+2/ 20 %).

- Increased Technology cost.
BlouBlou  [author] Jun 26 @ 5:03pm 

- Fixed a bug that would break the Cultural Ui linked to the added Great Work slot in the Palace. Those slot have been replaced with the following change.

- Gardens no longer requires a nearby river or lake.
RapistGlasses Jun 14 @ 4:45pm 
@bloublou fair enough. Excellet mod my friend. My roman legions are fighting off hoardes of frenzied barbarians as they advance towards Constantinople!
BlouBlou  [author] Jun 14 @ 2:28pm 

Nothing of this nature was removed with this mod or it would have been listed in the mod description.

I wouldnt see the point of doing that.

This behavior come from another source or a mod incompatibility.
RapistGlasses Jun 13 @ 3:52pm 
Did you remove unit upgrades to more advanced units? I am unable to upgrade warriors to spearman, or spearman to the classical era melee unit (legions etc). I know for a fact this is possible in the regular game mode. If so, that's my only complaint about this mod. I like to turn my barbarians difficulty up and make them frenzy, I have a mod that allows ulimited exp gains from barbarians, so I use the barbarians to level up my units in preparation for attacking other Civs. Not being able to upgrade units that Ive spent the entire ancient era leveling up really sucks.
BlouBlou  [author] Jun 9 @ 1:11pm 

Hi luridis, nope its not related at all, this mod doesnt alter starting bias.