Sid Meier's Civilization V

Sid Meier's Civilization V

Ultimate Eras Mod (No longer supported)
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Update: Oct 6, 2016 @ 11:16am

V 8.1

Updated all of the text so that every description, tooltip, strategy, historical info and quote is now added in.
If you find any mistakes in any of the text then please let me know in the V 8.1 Bug Reports discussion.

Update: Sep 30, 2016 @ 1:13pm

V 8.0

(I have added some new screenshots that show the updates. Check the last 4 images of the mod)

Big tile update:
-Changed all the terrain and resource tile yields to be more appropriate for the Prehistoric era (Plains provide less food, nothing provides gold, etc).
-These yields are reverted back to their vanilla setting once you reach Ancient era.
-As Civilization 5 does not allow you to dynamically update the databases, I have had to use a workaround to achieve these tile updates which is done using "dummy buildings". In this case the "dummy building" added is called "Ancient Era Yields" and is automatically added to each of your cities once you reach Ancient era nad is subsequently added to every city you found or capture during or after the Ancient era.
-Because of this tiles outside of your cities will have the prehistoric yield values (unless someone knows a better way of doing this I am afraid there is nothing I can do to change that).
-The building is unlocked from the "Building" technology but is not needed for the mod to automatically add the building to your cities. All you need is to be in the Ancient era.
-If any of your cities is missing the building then you can build it instantly (it is a free building) as long as you have the "Building" technology.

Resource reveal update:
-All resources (strategic, luxury and standard) are now invisible from the start and require an appropriate technology to be revealed.

Update: Sep 9, 2016 @ 10:09am

V 7.1

Added:
-New icons for some buildings and techs (Thanks to Professor137)
-New Wonder: Carnac Stones
-New Building: Ranch

Updated:
-Text updates for some techs and buildings
-Moved settler to leadership tech

Update: Sep 3, 2016 @ 2:55pm

V 7.0

Added a bunch of new buildings:
-Weavery
-Potter
-School
-Architect's Post
-Navigator's Guild
-Tower

The technologies should be a bit fuller now and not completely useless.

Removed the Growing Fog of War mod due to complaints. If you liked it then download the GFoW mod separately and run it with this mod (they are compatible).

Added a whole lot of text to the buildings.

Next step is to add text to the technologies and add the icons. A few new units perhaps and certainly more additions to the Prehistoric techs, then it is time for the next era.

Update: Oct 4, 2015 @ 7:09pm

A few more small changes to help the flow and balance of the mod

Update: Oct 3, 2015 @ 10:28pm

Just a small clean up of the mod

Update: Sep 30, 2015 @ 3:30pm

V 6.2

Mainly a quick fix update:

-Fixed unhappiness problems
-Fixed unique unit at start
-Added tile purchasing temporarily
-Temporarily returned most tiles to default

Update: Aug 28, 2015 @ 9:45am

V 6.1:

A few fixes to problems that came up from the recent update

-Fixed not being able to do anything at the start of the game
-Fixed embarkation for Rafting
-Slightly increased city defense
-Added in time accurate barbarians

Update: Aug 27, 2015 @ 1:28pm

V 6.0 (Bugfix update):

This update was primarily fixing bugs and correcting mistakes. The next update will work on Ancient era and anything else that needs to be done on prehistoric.

-Fixed "insta-loss" on start game when playing on DLC or Earth map
-Fixed borked tech ordering
-Balanced gathering and hunting huts (building version)
-Added AI functionality (flavours)
-Temporarily removed barbarians from prehistoric era (they do come back in Ancient though)
-Fixed incorrect costs for buildings
-Fixed typos on certain descriptions
-Balanced culture, science and defense a bit (may need more work let me know)
-Moved Stonehenge to prehistoric (need more wonders for prehistoric please let me know)
-Fixed skippable technologies
-Gather and hunting huts build cost fixed
-Temporarily moved Palace to Future Tech (until I start work on Ancient era)
-Fixed rafting doesn't embark
-Fixed fishery doesn't allow fishing boats to be built
-Fixed Legalism didn't give cultural building

Please remember that this is still a test release. The mod is not finished but I am working on it step by step. Please let me know of any bugs in the new bug reports discussion and any suggestions in the suggestions discussion. Thank you.

Update: Aug 3, 2015 @ 12:43pm

V 5.0

UPDATES:
-- Huge change to prehistoric era
-- Made Elder Hut the starting building
-- Elder Hut provides +1 Science and +1 Culture and makes the city a capital
-- Removed Nomad
-- New buildings
-- New units
-- Removed gold and maintenance for prehistoric
-- Removed ability to heal units outside of friendly territory
-- New type of unit = Medic, used to heal units around it
-- Only Tradition is available at start

TODO:
-- Add AI functionaity and build/research flavors for prehistoric
-- Change and balance the barbarians for prehistoric
-- Remove ability to found religion in prehistoric
-- Add Slavery social policy
-- Balancing costs and units
-- Implementing Growing Fog of War mod
-- Update the text of technologies and buildings
-- Create new icons for technologies, buildings and units

BUGS:
-- Please read through the Bug Reports forum to see all current bugs/problems. If you find any that are not posted there then please make a post. Add as much detail as you can to each bug report to make it easier for me to test and fix any bugs/problems.