Sid Meier's Civilization V

Sid Meier's Civilization V

1,400 ratings
Ultimate Eras Mod (No longer supported)
   
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1.012 MB
Jul 3, 2015 @ 7:56am
Oct 6, 2016 @ 11:16am
16 Change Notes ( view )

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Ultimate Eras Mod (No longer supported)

Description
NOTICE:

I'm afraid this mod will no longer be supported due to; constraints with the game and what I wanted to do with it, time constraints from real world responsibilities, and moving on to other projects. If anyone wishes to pick this up in the future, please feel free to let me know and I can handover. Thank you.





NEW UPDATE V 8.1:
Check the changelog for more details. Please read through the changelog before posting. The new update serves solely as a means to test the newly added content. I have updated the bug reports discussion, if you find any bugs or encounter any problems please let me know there. If you have any suggestions or ideas for the current version then please post in the V 8.1 suggestions discussion or if you have any general suggestions for the mod then please post in the suggestions discussion. If you have any suggestions for Prehistoric wonders then please post in the discussion called Prehistoric Wonder Suggestions. Thank you and enjoy.

Mod Description:

After playing so much of Civilization 5 the one problem I always had was that each era and technology felt like it was passing too quickly and became obsolete before I even began experiencing it. The majority of my time would be spent in the modern and future eras meaning that all the other eras and techs are simply stepping stones and I never get to fully enjoy them. This mod aims to rectify that by adding much more depth and detail to both the current eras and techs as well as adding new ones and of course some new buildings and units to accompany them too.

This mod aims to add:

  • New eras: From prehistoric to post-futuristic and some inbetween.
  • New techs: To accompany both the new eras and existing ones.
  • Expanded eras: Make the eras bigger and fuller so you don't end up sprinting through them so quickly.
  • Expanded techs: Make some of the tech fuller and more important/influential to each era.
  • New units, buildings and policies: To accompany the new techs and eras.
  • Perhaps new gameplay elements: Specifically with era advancement and the way each era is played.

Compatibility:

Check the Compatibility Discussion for current compatible mods or if you have found any (in)compatible mods to let everyone know.

Contributions and Special Thanks:

Big thanks to Professor137 for making the great icons used in this mod.
Thanks to everyone that has/still post suggestions and ideas for the mod.
Thanks to everyone that stuck with it even after my long absence.

Help Needed:

Help with models and graphics for the units, buildings, etc would be greatly appreciated as I'm not too good with the art and graphic design side of things as well as being very busy on the other parts of the mod. Post in the volunteers forum if you would like to help out.

If you have any suggestions, ideas or advice then by all means leave a post in the suggestions forum and I will try to read and incorporate them. Please read through all suggestions/comments/changelog/bug reports before posting to avoid multiple posts and any problems that have/will be already addressed. Thank you.

Credits:

Author/Creator: Darth Arminius
Icons: Professor137
550 Comments
Saber Aug 10, 2023 @ 10:05am 
pretty good
minniefinnie Mar 24, 2023 @ 10:26am 
busted as hell now dont bother installin
dwilliams53 Sep 8, 2020 @ 4:39am 
Fun, but I found it made the game ridiculously easy even on deity. Too easy for the ai to stagnate early on because they will overproduce units and put themselves in a financial hole and either don't advance in the tech tree at all or do so intermittently. Regardless, even if all your opponents advance as they should, if you have a brain in your head, there are far too many ways to boost food and production in the new first era that the AI doesn't take advantage of (or doesn't prioritize over things like building their unnecessary 5th early spearman.) Have played a couple times now and both times (on deity) was well into the next era while my opponents all languished with too many troops which was killing their economy which in turn killed their science. Also, once you get past the classical era it is no different as far as I can tell (maybe later eras were on the plate to get done before he stopped support.)
FishRaposo Aug 29, 2020 @ 12:12am 
This is my favorite mod ever. How can I take over the development?
Mr HACHA Jul 1, 2020 @ 3:03am 
I want a mod that allows me to choose a specific era in which to start, and a specific era that cannot be passed, to play with specific technologies, and not spend hours and hours improving technologies until finally being able to use them in equal conditions compared to other armies. Therefore, I believe that the solution is NOT to enlarge the technologies of each era, but to be able to block them.
Polosolo Apr 8, 2020 @ 8:48pm 
Is this still being updated? it does not seem like it.
psylocybe16 Mar 25, 2020 @ 2:44pm 
Unplayable - this is the only mod i have activated and it crashes every few turns. Worthless.
LazySoda Feb 14, 2020 @ 4:13pm 
Hello There. I do not know if anyone still updates this mod anymore or takes a look at except for other fans of this mod. I have come across an issue that hinders my enjoyment of this mod. You see, I play with a lot of mods on but I managed to get the Future Worlds mod working alongside Fire Emblem mods, ViceV's Neptunia mods, Sukritact's Events and Decisions, JFD Rise To Power mod and most importantly Ultimate Eras Mod (V 8.1 TEXT UPDATE) by Darth Arminius. It always worked for me. Been using them for a couple of years now. However, this no longer is doable. I was able to find the problem exists between this mod and the Ultimate Eras Mod are not compatible. When they use to. What happens is when I start a modded match, everyone works but when I found my city I find that I can not produce anything and my research tech tree is empty when I pull it up. Can't end the turn either.
arthured Jan 23, 2020 @ 2:15pm 
You probably have to click on "Next" after checking the mod
Kaiser Jan 9, 2020 @ 5:56pm 
quick dumb question how u play this mod? cannot turn on the mod ? even i turn off every mod still not turn it on ?