View Full Version : Extended Era Mod (EEM)
Formulapower Jan 20, 2011, 09:23 PM This mods uses one game speed "Historic" to extrend the time spent in each period of history. Research times have been increased. However, the production of buidlings and units have been reduced. This should allow the player to wage full scale wars throughout each era in history and allow them to build most of the buildings for each time period.
---OTHER CHANGES---
***Unlimited XP from barbarians
***Gold from capturing city Increased
***Reduce cost to upgrade units
***Increased the number of barbarians from nearby camps to make barbaians
more of a threat
***Increased "Unforgiveable Threshold" and "Forgivness" for all Civs. This allows other civilizations to forgive for past negative events so that all Civs are not hostile to human player.
***Reduced the Techs that allow Wealth & Research to be produced by cities. So that the player and AI have other options than to keep recuirting units when all buildings available have been built early in the game.
***Wealth and Research are now set to 75% of city Production instead of 25% to make it more realistic.
--------------------------------------------------------------------------------
Make sure to setup game in the "ADVANCED SETUP" screen for mod to properly load
--------------------------------------------------------------------------------
This is the first mod I have ever released and I am open this for any questions or comments that might help improve it.
Thanks
Puer Jan 23, 2011, 09:13 AM I like the idea... i will try this. Is there any known compatibility issues?
Btw, at first i was unable to set game speed to "Historic"... after searching i discovered this topic.
You should point more out in mod browser this: Make sure to setup game in the "ADVANCED SETUP" screen for mod to properly load
Formulapower Jan 24, 2011, 08:04 AM Yeah that's a good idea. I'll add some color to it or something to get it to stand out more. The mod should not have an compatibility issues that I know of, but if anyone runs into anything please post so I can look at it.
aelfwyne Jan 26, 2011, 06:04 PM Hmm, this conflicts with SOMETHING on my system. My "ADVANCED SETUP" screen is completely borked, all options are blanked, when this is enabled.
EDIT:
Tried disabling ALL my other mods, disabled EEM and re-enabled only EEM. Everything still blank! I got it to work once, but now I cannot get it to work at all.
Formulapower Jan 27, 2011, 02:31 PM if you click on the "blank" game pace box in the Advance Setup screen there should be a drop down for a "Historic" Speed. Select it and it should fill in all other fields and then you can adjust everything to your personal taste.
pyccos Jan 27, 2011, 09:41 PM great mod! the production needs to be cut back a little though imo, still awesome mod though:goodjob:
kane65 Jan 28, 2011, 10:45 AM I usually play a small map with 22 teams for all out war. With this mod, the game last for days!
Formulapower Jan 28, 2011, 06:07 PM Yeah a couple of the games I have played have I thought this too. However, if you combine it with the production mod. (I forget the actual name for it) but it boost the production of mines and lumbermills and some of the production buildings too it actually works out pretty well.
great mod! the production needs to be cut back a little though imo, still awesome mod though:goodjob:
Formulapower Jan 28, 2011, 06:23 PM I just released v2 of this mod. Most was only changes were for the Description Screen so it was easier to read and understand how to start. Only gameplay changes were a slight decreases in unit and building production times. Keep enjoying
As always give any feedback (comments...questions..suggestions) so I can make any improvments.
AnarchoErik Jan 28, 2011, 10:28 PM Finally! This is the mod I have been waiting for! I felt like I could never enjoy each era, and I couldn't enjoy dominating with my Roman legions for nearly long enough. I've scoured this site to try to find where I download it but don't see anything. Why isn't it located here in Civ5 modpacks?
http://forums.civfanatics.com/downloads.php?do=cat&id=113
And the instructions for downloading mods from the site said that the uploaders files will be on their public profile. Why then don't I see it on FormulaPowers profile?
AnarchoErik Jan 29, 2011, 01:08 PM Never mind. I figured out how to download it in the game. I played it but it isn't exactly what I thought it was. Does anyone know of a mod where the only thing that is different is the science rate? Where it takes two or three times as long to make discoveries but everything else is left unchanged? This mod changes other things like having workers take 50 to 100 turns to improve a plot of land. Thanks
aelfwyne Jan 30, 2011, 12:55 PM Yeah, I've hit about 1885 and have noticed that suddenly my workers are taking nearly 150 turns just to build a farm. The pace is way too slow on workers, makes it impossible to do ANY development if you didn't get it all done early.
master28 Jan 31, 2011, 05:40 AM Why does it take sooooooooo much turns for workers to build something? This isn't playable :(
pyccos Jan 31, 2011, 11:10 AM lol what r u talking about i have had no problems with production time but i also play with Procylon's Call to Power
Formulapower Jan 31, 2011, 02:37 PM I will look into this to make sure it is not a bug. Please keep reporting.
Formulapower Jan 31, 2011, 03:26 PM I have found the bug and have released (v.3) for this mod that fixes the long build time for improvments.
brahms Feb 03, 2011, 11:48 PM Those of us playing on Macs can install mods but don't have access to the ingame Mod Browser. Any way you can make this available on the abovementioned mod download page?
Verdian Feb 03, 2011, 11:54 PM I would really like to use this, but do not have access to the in game browser. Could you please make it available for download?
Formulapower Feb 04, 2011, 03:14 PM Yea I'll see what I can do. I have never uploaded one on here. I'll figure it out and do it sometime this weekend or early next week.
gwgardner Apr 16, 2011, 03:18 PM This mod interests me a lot. Has anyone played the rev 3 of this mod extensively? Any feedback? Is Formulapower still active with it?
Thanks for making it available, Formulapower.
At any rate, I'll give it a go.
Krogan Apr 16, 2011, 05:53 PM Really like the concept of this thou I'd like to see it implemented into the a bigger modpack.
Crimefighter Apr 25, 2011, 04:12 AM Have enjoyed this mod so far, Im trying to get it working with custom maps of Earth but specifically Eurasia/Europe. I seem to be getting conflicts and the game crashing on load - anyone had any success getting this mod working with a custom map?
gwgardner Apr 26, 2011, 04:42 PM Have enjoyed this mod so far, Im trying to get it working with custom maps of Earth but specifically Eurasia/Europe. I seem to be getting conflicts and the game crashing on load - anyone had any success getting this mod working with a custom map?
I think the only way to use the mod is by clicking on the 'advanced' setup option, then choosing 'historical' for the pace of the game. Doing that, I see no further option to choose a custom map. Maybe there is a way, but I can't find it.
I'm playing the mod on a random map, huge size, continents, 6 countries.
mblade Apr 30, 2011, 11:14 AM how much turns it takes? 500, 600 ? or more? how much compared to other standard game speeds like Epic, or Marathon? :)
gwgardner Apr 30, 2011, 07:03 PM I could be wrong - someone please correct me - but I think the difference between this mod and the epic or marathon modes, is that production time of units and buildings is much shorter in the mod.
Auido May 02, 2011, 11:25 PM I noticed that your mod will cause a crash when trying to start a scenario.
Auido May 02, 2011, 11:29 PM I could be wrong - someone please correct me - but I think the difference between this mod and the epic or marathon modes, is that production time of units and buildings is much shorter in the mod.
Everything in this mod seems to run at the standard game speed, EXCEPT the technology, which takes longer so you get to enjoy each part of the game.
On another note, does anyone know if the developer is still working on this mod or is his source available because I would love to continue its development.
gwgardner May 17, 2011, 07:24 AM In my first game with the mod, I'm now in 600 AD, in the Medieval Era, so the pace of technological advance is about right. Highest level I can build are triremes, phalanx, swordsmen, Companion Cavalry, catapults.
Formulapower May 19, 2011, 06:20 PM Hey guys...glad to see people are enjoying this mod. I have probably done everything I am going to do with it for now. Been busy with work and saving up to by my gf that "special" ring.
Auido---You are more than welcome to continue the progress of this mod.
Formulapower May 19, 2011, 06:21 PM BTW...I think it would be great to use this mod in a larger mod so that you can get some of the cool stuff into it that other have putting out there
dinobot386 Jul 15, 2011, 05:24 PM Alas, this mod wont load with my senario ive made from Yet (not) another earth map pack's giant earth
Shame because I've been looking for a mod like this specifically for that map for a long long time
Would have been perfect with this and Spatz's alpha centari mod :(
dezuman Jul 15, 2011, 06:51 PM Alas, this mod wont load with my senario ive made from Yet (not) another earth map pack's giant earth
Shame because I've been looking for a mod like this specifically for that map for a long long time
Would have been perfect with this and Spatz's alpha centari mod :(
Most likely broken by the patch...
Also, necro this topic you did!
LegoMaster Jul 29, 2011, 07:59 PM Roughly how much did you increase the eras? I am looking for something to solve my,
http://forums.civfanatics.com/showthread.php?t=433525
problem
jamesluck Aug 04, 2011, 08:57 AM Hitm ii + eem = a dream came true!!!!!!!!!!!!!!!!!!!!!!!!!!!
Alen Dec 11, 2011, 09:20 AM Where can I find for download this mod, please?
Ironic_monkey Feb 10, 2012, 06:05 PM Could you upload this to the download section. I'm not able to mod browse on my game
Don Clemente Feb 17, 2012, 06:53 PM This mod is great I really like the idea of longer eras.
I found one mistake, I have played a few games and I noticed that my units are not getting more than 30XP for killing barbarians (should be unlimited...). One of the reasos might be that I always play on 'raging barbarian' mode.
I will try now few games without 'raging barbarian' and tell if that works.
PS. Sorry for bad english, I'm from Poland :)
UPDATE: I tried it without 'raging barbarians' and units still can't pass 30 XP (3 level). Any ideas?
Regul Mar 01, 2012, 09:26 AM First of all, a very nice mod...i like the idea behind as every time i just couldn't build up good forces per era while time is running into the next one.
Now the bad news: the mod seems totally incompatible to other mod-packs like UU or building made fun... got into crashes all the time if i combine your mod, sorry.
gatusss Apr 08, 2012, 07:20 PM where i can download this mod i don't see any download link or web page someting pleasr Formlapower
Formulapower Apr 09, 2012, 08:52 AM It should be in the Mod Browers within in the game. I am not sure if it is compatible with the some of the recent patches if you download let me know....I will be working on this to get it back up to date soon.
Jokerahh Jun 20, 2012, 02:10 PM This Mod dosnt seem to be in the ingame browser any more, is it is is isnt called extended era mod at least, can someone tell me where else i can download as this sounds exatcly like what im looking for
Pastrygator Jun 26, 2012, 01:57 AM Greetings to anyone who comes across this thread, whether it be for this Mod or just browsing all mods. This mod was a great one and I've taken the ideas put forth by Formulapower and re-written a good chunk of the mod to make it work in the most recent Gods and Kings expansion as well as vanilla Civ V. It's up at the Steam Workshop here. (http://steamcommunity.com/sharedfiles/filedetails/?id=78516377) I'll put up a link to download it from outside the workshop in case you don't use steam on that page as well. I hope to get Formulapower's blessing for this. I've left you credit for creating the original mod/idea. I just wanted to update it and bring it back to life.
deepnfunky Jul 01, 2012, 04:16 AM Thanks Pastry, giving it a go in G&K now.
One question, in absolute terms does this mod make games longer than Marathon? Hope so!
deepnfunky Jul 02, 2012, 09:44 AM Well I'm really enjoying having longer eras and time to build all the buildings for that era (a just having a longer game in general is great!) but does the quicker building have to apply to units as well?
You see, when units only take 2 to 4 turns to build in a decent-sized city, there are a couple of things that happen that make the game a bit ridiculous:
- On higher levels (where AI opponents receive advantages) the AI is able to build a ridiculous number of units, to the point that my map (which incidentally has hit the medieval era before Christ has been born) is so full of units you can't actually move anywhere. It's not even possible to walk a settler or prophet across the map with open borders because of the traffic.
- When at war, your enemy pretty much never runs out of units, and likewise you can keep building units to defend your cities, so it becomes kind of an endless stream of violence with no end in sight. The only way I was able to end a non-stop bloodbath lasting over a thousand years was by persuading other players to declare war on my enemy.
Shame because I love the idea.
Pastrygator Jul 03, 2012, 10:45 AM Haha! Your description of the unit carpet of doom made me laugh deepnfunky. Also games aren't necessarily going to be longer per say, since the beakers needed for each tech is the same as marathon, you're just going to have a different experience while progressing. You're quite right though, the mod definitely needs some tweaking to keep the AI from just absolutely filling every damn tile on the map with units. I'm not sure how to accomplish this in a way to my liking quite yet, but I'm considering a few different things including increasing maintenance cost on units, or adjusting their hammer cost. We'll see after I do some beta testing so to speak.
deepnfunky Jul 03, 2012, 10:56 AM Glad you agree the over-crowding isn't ideal.
Of course, being able to build units so quickly detracts from the game in other ways, because, for instance, you don't have to strategise - you can just build units (or even walls) as and when needs be. Yesterday I fended off a massive surprise invasion without my empire being initially well defended at all; I just built my troops in 1, 2 or 3 turns as the enemy approached. In the vanilla version my defences would have been way too weak and without time to build I would have been overrun. So it kind of makes you unassailable and without fear of invasion. I like fear of invasion - it makes the game more fun! And it often means you have to find a variety of ways to stop other civs from invading you.
Will look forward to playing the reworked version if you get round to it.
Xaviarlol Jul 04, 2012, 12:44 AM Hey guys,
I am building a mod that extends eras, amongst other things. You can check it out here: http://forums.civfanatics.com/showthread.php?t=467462
Where my mod differs is that I don't change the production time of units - I find that it leads to a lot of undesirable effects, as widely reported here.
Cheers!
Winston Jul 07, 2012, 07:46 PM Hi I just tried out this mod and it's pretty enjoyable to get alot of use out of the units and not have to deal with huge build times so thanks alot.
Have you also changed the values for social policies too? I was worried about this so I turned cultural victory off
Winston Jul 07, 2012, 07:52 PM Yeah I also think the units should be a bit pricier too to avoid the carpet situations (but not as pricey as the original game either - a build time somewhere in between would be better)
Xaviarlol Jul 07, 2012, 08:27 PM Hi I just tried out this mod and it's pretty enjoyable to get alot of use out of the units and not have to deal with huge build times so thanks alot.
Have you also changed the values for social policies too? I was worried about this so I turned cultural victory off
I'm glad you are enjoying the mod, I am really really happy with it and am having an absolute ball playing the game :)
I made numerous changes to accommodate for the longer eras, such as lowering unit upkeep inflation (as you will be playing far more turns), I increased the production cost of buildings and reduced the effectiveness of science buildings and research agreements, however I lowered the maintenance costs to science buildings to compensate and keep them desirable to build.
In terms of social policies, I purposely kept them the same for two reasons -
1) I didn't want to make the game feel slow and boring, I wanted to maintain the influx for "bonuses" coming in at reasonably high frequency, that's why I didn't increase unit costs and only slightly increased building costs.
2) Social policies exponentially increase in cost, so it would be extremely uncommon to "max it out" even with the extended eras.
So yes, you should probably turn off cultural victories if you want a full game and chance at victory (although you can just let it stay on and continue playing after the game ends, which is what I do).
Beefers Mar 04, 2013, 08:33 AM Hmm, the link to the steam workshop doesn't seem to be working for me. I would really like to try this mod :(
Joral Mar 25, 2013, 07:30 PM I am also trying to get ahold of this MOD and am unable to find it :(
VikingHaag May 02, 2013, 02:05 AM Come on, i just reinstalled the game just to play with this mod and i can't find it now!
hugojackson18 May 09, 2013, 11:16 AM Hey guys. I can't seem to find the download link for that mod anywhere. Anyone could help me please? I would really like playing that mod! Cheers guys
|
|