Civ 5: Echoes of Ages

Version 47: Combat Revisions

Horseman Combat 12(10)
Horseman Move 3(4)
Cavalry Combat 29(25)
Fightercraft -15% Penalty(-25%)
Nuclear Submarine Requires Oil(was aluminuim)
Missile Cruiser Requires Oil(was aluminuim)
Battleship Obsolete with Robotics
Submarine Obsolete with Computers
Infantry Obsolete with Electronics
AntiTankGun Strength 29(32)
AntiTankGun Obsolete with Rocketry
AntiAirCraft Strength 25(32)
AntiAirCraft Obsolete with Computers
Fightercraft Requires Aluminum(Oil)
Fightercraft Obsolete with Lasers
Bomber Requires Aluminum(Oil)
Bomber Obsolete with Stealth
Aluminum Reveal with Replaceable Parts(electricity)
stealth Bomber can now land on Carriers
Indiant War Elephant Cost 56(70)
Companion Cavalry Strength 14(12)
Russian Cossack Strength 29(25)
Fighter Zero Requires Aluminum(Oil)
B17 Requires Aluminum(Oil)

Download the latest version at www.cyrinno.com or the in-game browser.
 
Version 48 - 24/10/2011 - Science Revisions
Scientific Great Person Instant Research Removed
Library 1 Beaker for 4 Populations(3 Pop)
Paper Maker 1 Beaker for 4 Populations(3 Pop)
Research Laboratory +25%(33%)
Observatory +25%(33%)
National College +25%(50%)
Rationalism +25% Research in Capital
Rationalism +50% to Research Agreements Removed
Secularism +1 Research Specialist(2)
Free Thought +2 Research Academy
Free Thought Removed +1 Research Trading Post
Scientific Revolution 1 Free Technology(2)
Rationalism Finisher +1 Research to Tech Buildings
Rationalism Finisher +1 Gold to Tech Buildings Removed

Download from www.cyrinno.com or from the in-game browser.
 
I have just found your mod. Looks interesting. Will give it a try soon.

In my last game (Terra, huge, 20 civs) I end up with lots of strategic resources (130 or so) such as Iron and Horses and a large army and navy. By the end of the game they were completely unnecessary. From the logical point of view the modern units require lots of them. For example, a battleship should require more strategic resources than a tank, and a tank should require not only Oil but Iron also.

The following requirements may exist:

Tank: 1 Oil, 2 Iron
Modern Armor: 1 Oil, 2 Iron, 1 Aluminum
Fighter: 1 Oil, 1 Aluminum
Jet Fighter: 1 Oil, 2 Aluminum
Bomber: 2 Oil, 2 Aluminum
Artillery: 1 Iron
Mechanized Infantry: 1 Iron
Destroyer: 2 Oil, 3 Iron
Battleship: 2 Oil, 4 Iron
Missile cruiser: 1 Uranium, 3 Iron, 1 Aluminum
Carrier: 1 Uranium, 3 Iron, 1 Aluminum

... and so on. The common rule - the bigger object is the more strategic resources it uses.

Now the question. Do you think it is possible to increase the resource usage in the above described style?
 
It is possible to do things like that but then you have balance issues.

If your going to put so many resources into a battleship it's going to have to own everything it comes up against.

If something requires only 1 resource then it only has to be marginally better then the non resource version.
 
if i never said this is a great mod, my apologies.

i enable this mod every time i play unless im playing NiGHTS (no compatibility there) and this mod is versatile and works with almost every mod i have tried it with.

Great work!

I wish the religions gave more than just a free great person and trade route bonus. maybe a small beaker or hammer? buddahism is on the right track... Can i have the same religion as someone else or is it world wonder?
 
Religions were going to be more involved where if you built one of them you'd gain access to other buildings you could build across your whole empire.

However a patch came out 4 or 5 months ago that broke the xml for it and it's been disabled ever since.

The religions are exclusive wonders so if someone gets to a religion first you can never get it, it means each civ will then be customised in a certain direction :)
 
Religions were going to be more involved where if you built one of them you'd gain access to other buildings you could build across your whole empire.

However a patch came out 4 or 5 months ago that broke the xml for it and it's been disabled ever since.

The religions are exclusive wonders so if someone gets to a religion first you can never get it, it means each civ will then be customised in a certain direction :)

Couldn't you just give a free building to all of a Civ's cities once it builds the religion wonder - and then use that free base building as a prereq for unlocking other buildings?
 
I Originally used the national wonder xml set to 1 so that the building connected to the religion came up when the religion was built but that xml doesn't seem to function for me anymore since a patch came out a few months ago.

Giving a free building to all cities is a good work around thanks for the idea I'll have to go check the XML for it. :)
 
Just played through a Huge/Marathon/Germany game on King, not a single crash to report from v48.

Went for a science victory to see if this is still practical, I'm happy to say it is, just not far too easy as in vanilla. By the end of the game my capital was churning out over 500 science per turn so anyone potentially put off trying this by all the science changes should not be IMO...

Have to say this mod is so much better than the base game it is hard to credit, cities grow properly rather than merely limping along, many other plus points. I especially like the late game resource changes, makes planning a modern military force less of a logistical nightmare.
 
Hey Jiks,

Did you max out the rationalism tree?

If so did you think science moved at too fast a pace or too slowly?

I felt getting a bunch of free techs with stacking great people too cheap a strategy which is why I wanted to remove it.

I thought it would make city building more interesting too since people build production heavy and money heavy cities but no one really ever bothered to make science cities.

Glad you enjoyed it.
 
Cyrinno, hi.

Yep, went straight through rationalism, also freedom to increase the output of the 10 or so academy placements around Berlin :)

I was never one to stack bulbs for the endgame (too cheesy) but even so in vanilla I would find the combo of GS, RA and the two free techs in Rationalism meant the modern era was over in a flash. With your version the pace was about right, a different approach and required some effort.

My tech was still moving far faster than it was for the AI but I guess that is reasonable as I did have 10 out of 11 cities fully focused on science. The reason I say the pace was about right is that the Greeks had 4 culture trees complete as I started building the spaceship and I actually felt a sense of urgency about it ...

Thanks for making such an enjoyable, stable and well thought out mod.
 
Lot's of revisions on my favorite mod I see. I'll check it out this weekend. Should I delete all the old versions after installing the latest?
 
Maybe your unaware and maybe you already know but this mod is compatible with almost every mod even the ones that use your ceremonial burial spot on tech tree. you can still research the tech just have to wait until prompted to choose next research. I mean everything, i use it with hulfgars, uomo universalis, i used it with BMF, it worked with call to power project!

My god, i will not say this is my favorite mod - i have given that away to the only mod this does NOT work with (civnights).

But this is my second favorite mod ever in any game of civ because it is so compatible and versatile on what other mods it works with. i use it with heroes of the 3 kingdoms, AND YOU MADE IT WORK WITH PALACE ADDITIONS! My god, your great!

So, whats up with disabled content? Do the religion buildings actually work?

Your mod used to be called "Religions and Corporations" but the second term is now gone. Does this mod work with Corporations Mod? I use them together and noticed no problems yet, but im not the modder...

Each religion needs something other than just trade route bonus. I like the ones that give you a small permenant buff to food, science, happiness, hammers... but a great person/trade route... i am a buddahist in every game.

It annoys me i have to fix great scientists to tech every time you update your mod, but its no trouble to me.

This is easily one of the most usable mods and i believe that your mod for this reason - should be deleted and removed from all databases and patched into civ 5 IMMEDIATELY. every feature in this mod should be in the regular game.
 
The mods compatible with lots because I don't make any changes to the interface :)

It was called Religions and Corporations because that use to be it's focus. Now my mod more resembles an expansion pack so I went with CiV+ as the new name.

I had to rewrite the mod from scratch and removed corporations because it was half done and I wanted a more professional looking mod.

Religions are also half disabled but that is because of Firaxes breaking some code. I am working on a work around right now. Building a religion in the future should add a second building with passive bonuses but this is being re-written. I also plan to add a unit to it as well after that.
 
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