158 ratings
Eras - Classical Age
File Size:
0.049 MB
Jul 28, 2012 @ 8:22pm
Dec 2, 2014 @ 12:02pm
25 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.
  • 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 pick 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.
  • The Future tech concept has been renamed to 'Enlightment' and transfered to classical age, so you can continue to get score points for timed wins (just like in modern age when your tech tree is done) and wont stall with a bugged research interface.
  • 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.
  • Added the 'Garden' to Classical Era and a Great work of Art/Artifact Slot since no non-unique building of this era could host Great Artist Works. (including all unique Gardens.)
  • 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)
  • Replaced the 'National College' Science Yield (since it is placed at the end of the blocked tree) with Great Writers Point and Great work of Writing slots. (Brave New World Users)
  • The 'Grand Temple' is now available upon researching 'Philosophy'.
  • Obviously you cant build a spaceship so scientific victory isnt an option. but having a high science can make you win Timed game with the score repeatable tech 'Enlightenment'

  • 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 [forums.civfanatics.com]
  • 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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BlouBlou  [author] Apr 5 @ 6:38am 

Hi Spectre, this mod, of course also block the AI tech tree and it wont let them reach medieval Era. If you get that message its because the mod isnt installed properly or because another mod breaks the effect of this one.

- Are you sure that you are only using (enabling) One era mod at a time and that it is in fact the classical era one?
- Are you using a mod from another modder? my mods are all compatible togheter but i cant garantee compatibility with other modders products.
- Are you using the Mod menu to start and load your game? if you use the single player menu instead of the mod menu to start or load your game, your mod wont take effect.

What i suggest is to try a fresh game with only this classical era mod enabled. You will see that it works properly, from there you can identify your previous problem.

There is also a troubleshooting section written in the mod description to help you if you want

Good luck!
|Spectre| Apr 4 @ 8:25pm 
Why does it still say that the ai have reached the Medieval Era when I want to play only in this era??
BlouBlou  [author] Apr 3 @ 7:16pm 
@The Mad God

You need at least God and Kings expansion to use this mod.
The Mad God Apr 3 @ 5:35pm 
Can I still play this even without the DLC? And if not, can you make a version for those that do not have any DLC?
mj.brehm Mar 17 @ 1:56pm 
I have two versions of this mod, which do I use? The most recent or tthe other, less recent, version?
spenzo Feb 23 @ 1:49pm 
Can you add a direct download? Mac user
SSOfficerVonCambo Feb 14 @ 3:03pm 
can you win a diplomatic victory
SuperBayern1 Feb 10 @ 2:37pm 
BlouBlou  [author] Feb 9 @ 10:51pm 

its indeed a nice setup for this mod :)

glad you like!
Warden Feb 9 @ 9:51pm 
finaly now i can play as romans against greece and persia