Sid Meier's Civilization V

Sid Meier's Civilization V

Echoes of Ages - CiVilization Plus
229 Comments
Cyrinno  [author] Jan 22, 2019 @ 2:01am 
Version 73

Wonders
Are now mutually exclusive for their era excluding the social wonders. Now you have to spread wonders around to other cities in your empire.
Cyrinno  [author] Nov 17, 2018 @ 3:00am 
True Eough I may lower the cost or up the numbers.

The changes to all the buildings were to make them more AI friendly. There is almost nothing that can be built that doesn't have a passive bonus. So no matter what the AI builds in it's cities it's useful even if not as useful as a player.
chef109 Nov 11, 2018 @ 11:35pm 
Solid rework. The AI really seemed to like it as this was the only game that normal AI were actually able to somewhat keep up with me in. Which I guess says something about it's balance changes. Only change I could think of to suggest is maybe buff the Childrens thing in Social Empathy. A +! in anything doesn't really mean much during the modern era.
Cyrinno  [author] Jun 7, 2018 @ 7:36am 
Version 72

Remove City State Money from Companies
Morocco Cavalry Str Normalised
Plastoware Renamed to Shopping Centre
Add Bison to Stables
Racing Carnival Reduced to 3 Happiness and Gold
Limit 5 on Refineries
JEELEN Jul 21, 2015 @ 9:29pm 
@Cyrinno OK. So what are the prereqs for Tourism and Corporation? Civpedia doesn't tell me.
Cyrinno  [author] Jul 21, 2015 @ 6:18pm 
I just played with the mod yesterday and I've not run into any pre-req issues. I will start it again to check.
JEELEN Jul 21, 2015 @ 7:17am 
@Cyrinno I didn't say they aren't working, I said they don't seem to have a prerequisite. (The only 'mod' I'm using is a map pack and some unrelated mods. That shouldn't interefere with techs.)
Cyrinno  [author] Jul 21, 2015 @ 3:47am 
They work fine you must be running another mod that is interfearing with this one.
JEELEN Jul 21, 2015 @ 2:24am 
@Cyrinno Corporation and Tourism lack any prerequisites. I can research them at 4,000 BC (or get either for free with the Great Library).
Cyrinno  [author] Sep 8, 2014 @ 11:21pm 
New Version: v71 Changes

Bismark Returned to Default.
Removed Religious Wonder Text about extra Tourism.
Text Added to Religious Wonders about their Exclusiveness.
CargoShip Cost Normilised.
Central Station Tourism +2
Happiness Returned to +3
Nutmeg, Pepper, Cloves Resources Fixed to 3 Happiness.
Chichen Itza Converted to Global Happiness.
Taj Mahal Converted to Global Happiness.
Neuschwanstein Converted to Global Happiness.
Ducal Stable Converted to New Stable Type.
Caravancy Has +1 Great Merchant Rate.
Ikanda +Tourism past Gunpowder Tech.
Candi +2 Happiness.
Berber and Shoshone Updated to 40 Str.
Truckers Construction Cost Fixed.
Cyrinno  [author] May 27, 2014 @ 7:03am 
What other MODs are you running?
Hinkel May 22, 2014 @ 5:00am 
Please Help me.. I have no companies ingame in BNW? :(
Cyrinno  [author] Feb 15, 2014 @ 8:28pm 
My mod has no LUA so I can tell you that if you are having any issues with that it won't be from me. I have only used the XML.
BINARYGOD Feb 15, 2014 @ 7:49pm 
Your mod and CSD are the only ones to add buildings, whoever, yours doesnt add much, just mods some - CSD adds A LOT - and I have read online that something in Lua or whatever about adding buildings can cause bugginess such as I am seeing... No need to report back here - this mod is 99%-proven safe! Thank you anyway! Sorry for the clutter!
Cyrinno  [author] Feb 14, 2014 @ 9:32pm 
Never had the issue with or without my mod so I cannot say how to help except to cut down on mods one at a time until you don't have the issue and then you know which mod is causing the problem.
BINARYGOD Feb 14, 2014 @ 3:29pm 
Cyrinno, I am not finding a way to send you a message on here, so I am have to ask you about this here. Google/Bing are not helping at all. After point of a city becoming very 'tall' - the city screen bugs out. Know anything about this? I had this happen to be once before doing a OCC-style play, and I vaguely remember reading something online once about the game not liking more than a certain amount of buildings or something. I know this may not be aboutr your mod, but PLEASE help!
BINARYGOD Feb 10, 2014 @ 3:21pm 
actually, while that is a very nice offer - my "James's (thats me) Should be Third Exp Pack" group of mods all works nicely together! Also, thank you for making this mod here also available to NiGHTs - not sure I like that mod, but yours will probably make me love it anyway! FREE BEER FOR Cyrinno! Or would Tea be better? BOTH! I kid, I kid...
Cyrinno  [author] Feb 10, 2014 @ 3:09am 
You can always send me a list of your smaller mods can I can try and keep things compatible if I've got time. :)
Cyrinno  [author] Feb 10, 2014 @ 3:08am 
Not all the Civs are programmed to focus on religion buildings which is why sometimes it can feel like one is picking it up late. I also didn't want the civs to focus on racing every game, the higher the difficulty the more they seem to build them earlier as well. I will look at it in my next version.
BINARYGOD Feb 9, 2014 @ 1:39pm 
Notice: I am sorry for sounding, uh, spaztastic in these posts. Apparnely DnD Light and Sweet Coffee turns me into Justin Beiber and not the 34yo NYU graduate with over ten years experience with software development!
BINARYGOD Feb 9, 2014 @ 1:14pm 
BTW - I played a few games without this mod but all of the other ones I feel are essential (smaller ones, not the total-conv-like ones like this), and the same felt... well, lacking. I meant what I said, this is like a requirement for playing that game now. Well, when I am not trting out Fae or the Alpha Century group... I thank you, kind modder!
BINARYGOD Feb 9, 2014 @ 1:12pm 
Possible issue - I notice that I always seem to be the first to build Cer Burial wonder for religion and MANY turns later is when I start to see other civ do it. Is there any way to make it actually feel like a race or is ist just the random nature of things? Perhaps something DLL-able? Just brainstorming about something I have noticed. OR, its is by design to have the platyer "get there" first. Maybe its a civ by civ thing.
BINARYGOD Feb 6, 2014 @ 1:21pm 
Excellent work - thank you for your hard work and your timely replies!
Cyrinno  [author] Feb 6, 2014 @ 4:52am 
There was some issues in the whole game concerning unit balance, as for the late game specifically it was the way it gets messey being able to build all oil and all aluminium ones. Instead oil is for tanks/boats and aluminium covers air. Which matches the early game of iron/swordsman and horses/horsemen. Which then allows me to clean up the late game by removing WW2 planes and Moderns planes being in the list at the same time.

The AI does perform better with this mod because all buildings have been made AI friendly. It's almost impossible for it to build something that won't help it even if it makes a bad call. :)
Cyrinno  [author] Feb 6, 2014 @ 4:52am 
Thanks for Enjoying the mod I'm not sure what works and what doesn't work with this mod I'm afraid I tend to just play my mod so I can see what needs fixing. You're right about stonehenge and the other religious wonders you can only build one of them so you are forced to choose which one you'd prefer. Plus it also becomes a bit of a race if you have more Civ's in your game then wonders(there are only 5). The Tech was Ceremonial Burial and adding text to indicate that they are mutually exclusive wonders is a good idea and I've added that to my TODO list.
BINARYGOD Feb 5, 2014 @ 10:00pm 
And one more thing, because I am wired (lol) - in general, what other TYPES of mods will work with this? Maps, obvously, and probably new civs to play as or against, but the other types? Once again, this is an incredible mod - it really does feel official, like the third expansion! Too bad none of us can make the AI fight better! EXE access, or whatever its called, would sure be nice! I wish there were total conversion mods like for CivIV!!! Ok, now I am rambling - too much coffee at midnight!!!
BINARYGOD Feb 5, 2014 @ 9:52pm 
Also - when you say "All the units in the game have gotten a balance pass to maintain a rock-paper-sissors type gameplay thats there from that start but seems to fall off in the end game." - what do you mean concering the late game and the fall off? As in the same way the base game does or is this a flaw in your mod that will get fixed at some point? BTW - this mode feels more like a 1.0 then a 0.70!!! (unless you mean V70.0 lol)
BINARYGOD Feb 5, 2014 @ 9:48pm 
Excellent mod! Feels like a real expansion from the company itself!!! Maybe they should hire you to help work on Civ6!!! I now consider CivV+GnK+BNW+EoA to be the THE way to play! One POSSIBLE issue - in the beginning age of the tech tree in Calendar, there is tech where you can build Stonehedge and several others that give similar benefirst, except each feature different special people and are focues on something different (production, science, etc) - if you build one of them, you cannot build from the rest. This is either a bug, OR it's a great design decision - if I were you and this i by-design, I would add some text that makes it clear that building one of those wonders means you cannot build the rest. At first I was confused why I couldnt also do Stonehdge after picking a the science based one. FYI - maybe the tech isnt not calendar but one soon after, I cannot remember - too much caffeine after a long playsessions lol
Cyrinno  [author] Jan 10, 2014 @ 7:02am 
v70 Changes Banks/Corporation/German Changes

Banks no longer give +1 gold trade to other players.
Satrap no longer give +1 gold trade to other players.
Hanse no longer give +1 gold trade to other players.
Hanse no longer give +5% Production Increase with Citystate Trade
Hanse Gains +1 Production Per 5 Population.
Hanse Now Gives +1 Specialist Scientist Instead of Merchant
Corporations now give +5 gold trade to other players.
Corporations now give +5% Production Increase with CityState Trade
Truckers Construction Corporation Quote Fixes
Krepost Now Gives +1 Specialist Engineer
Airpot Now Gives +1 Specialist Artist
Autobahn Now Gives +1 Specialist Engineer
PlastoWare Now Gives +1 Specialist Merchant
Bismark No Longer Converts Barbarians
Bismark Trading Post Give +1 Production
Cyrinno  [author] Oct 17, 2013 @ 8:33pm 
playing it with new patch right now
Mitchell Oct 17, 2013 @ 2:42pm 
Is this still good to go with the new patch?
Cyrinno  [author] Oct 13, 2013 @ 10:08pm 
Glad to hear it. :)
BLÀde Oct 11, 2013 @ 12:14am 
that fixed it!
Cyrinno  [author] Oct 10, 2013 @ 9:55pm 
Version 69 Released to attempt to fix steam corruption
Cyrinno  [author] Oct 10, 2013 @ 6:38pm 
I uploaded to steam the copy from my website. So if it's still coming down corrupted there's not much I can do at this time.
BLÀde Oct 9, 2013 @ 3:06am 
no good i had to get it from the website but now i won't get auto updates...
Cyrinno  [author] Oct 8, 2013 @ 4:54am 
I have reuploaded it. If you still have trouble with corruption download it direction from my website.
BLÀde Oct 8, 2013 @ 4:19am 
it says file is corrupt
Cyrinno  [author] Oct 7, 2013 @ 4:33am 
try manually extracting it with 7zip
BLÀde Oct 6, 2013 @ 12:00am 
v68 wont install i see it in mods as echoes of ages - civilization plus (v 68) but the game won't extract it. i tried un sub and sub twice but it does the same thing every single time. i have bnw.
Cyrinno  [author] Sep 17, 2013 @ 7:43pm 
No problem just try the previous version. :)
paranor001 Sep 17, 2013 @ 9:21am 
Thank you. Apologies for missing where it stated "Brave New World".
Cyrinno  [author] Sep 16, 2013 @ 7:07am 
If you goto my website you can download version 55. That may work. It was the last version to be released for Classic Civ5. www.cyrinno.com
Cyrinno  [author] Sep 16, 2013 @ 7:05am 
Thats because this is for Brave New World.
paranor001 Sep 15, 2013 @ 12:34pm 
install problem. the .civ5mod file downloads but doesn't install. civ5 vanilla
Cyrinno  [author] Sep 12, 2013 @ 8:13pm 
Version 68 Released.

Stables and Forges Converted Into The Refinery System
Companies Produce Internal Trade
Corporations Use New External Trade System
Corporations Happiness Reduced to 4
Gold Cost Returned to Harvest Festival
Harvest Festival Build Cost Reduced To 1
Tourism Added To Religion Wonder Buildings
Cyrinno  [author] Sep 11, 2013 @ 10:17pm 
I'm not sure I've never tested it with it. You could try and post your results here for everyone to know in the future. :)
gernaumkin Sep 5, 2013 @ 6:45pm 
Is this mod compatibale with strategic resourse building mod?
Georgestephenson Jul 17, 2013 @ 6:46am 
Thanks for the update, just in time to inaugurate the new expansion.
showergel Jul 17, 2013 @ 2:37am 
I like it, thanks!