Real Era Stop

Real Era Stop 3.3

Version 3.3
- Elizabeth's ability is adjusted for missing Great Admirals when last era is before Renaissance. Should prevent game crashes.
- Added a config file for Future Era missing in v3.2.
Version 3.2
- Fixed: World Congress no longer wants you to vote on non-existing items.
- Fixed: Builders no longer can plan woods in Ancient era.
- New Feature: Support for "Future Era" which also not a default option. This way you can just have the mod always enabled and use it only when needed.
Version 3.1
- Support for the Information Era as the last one.
Version 3.0
Lots of good news!
1. The mod setup is finally available as an option in Advanced Options. No more .sql changes.
2. The mod is compatible with the latest Shuffle Mode.
3. It seems that Kristina no longer crashes the game.

Ad. 1. Please note that the game setup is now stored in the save file, so there could be troubles with old saves. If you have a game running and you want to finish it - please download from CivFanatics and install manually version 2.9 of the mod.
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Version 2.9
- Fixed: Issue with the Spy Escape window not opening because Aerodrome is removed from the game.
Version 2.8
- Implemented a workaround for a Patronage Resolution selected in the WC while all Great People are gone. Now the resolution is not valid during the last era and thus should never be selected in the WC.
Version 2.7
- Added: Flood Barrier is moved earlier and has adjusted cost if the last era is Industrial or Modern. For Industrial - to Sanitation, costs 70%. For Modern - to Electricity, costs 85%.
Version 2.6
- Fixed: Game Eras will no longer progress after the last era. This should fix issues with e.g. World Congress giving resolutions from eras that should not be accessible.
- Fixed: Late Era Random Agendas (3rd agenda) cannot be used in early eras by accident.
Version 2.5
- Fixed: Traders no longer build railroads when last era is before Industrialization.
Version 2.4
- Gathering Storm update (added compatibility tag).

Amazing news. The mod works with Rise & Fall and Gathering Storm. The issue that caused problems with R&F is gone. Apparently it was some internal game problem and the latest patch fixed it.
Version 2.3
Proper handling of some Great People bonuses that depend on Era (Eurekas for specifc techs, random boosts, unit granting). See Overview for details.
Version 2.2
  • Fixed Goody Huts in Classical (Colossal Heads were appearing due to a bad programming technique in MapUtilities.lua).
  • Fixed Industrial Zone project (was available to use)
Version 2.1
Compatibility with Spring 2017 Patch (use of Future Civic).
Version 2
Added Custom Calendars. Allows you to choose in Advanced Options a custom Game Speed that will make the dates displayed in the top right corner aligned with chosen Last Era. E.g. if you choose Renaissance, after 500 turns the date will be 1745 AD. Or if you choose Medieval, after 500 turns the date will be 1400 AD. This functionality is optional.
Verson 1.7
Ocean-cross fix for Classical & Medival Eras. Without it some maps are unplayable.
- For Medieval - Cartography is moved to Medieval (without Caravels)
- For Clasical - all land units can embark when Celestial Navigation is researched and researching Shipbuilding allows for ocean crossing.
Version 1.6 Added support for Classical Era.
Version 1.5
Fixed CTD when training an Archaeologist. The problem was caused by missing Shipwrecks.
Version 1.4
Fixed England in Medieval Era - you can now use all leaders with no problems
Fixed Great People - cannot reacruit from later Eras
Version 1.3
- Can be used with other mods that add buildings and/or units, normal and unique, e.g. Wondrous Wonders or Moar Units.
- Removed hard dependency from Real Tech Tree.
Version 1.2
- Support for Atomic Era as the last one.
- Removed connection between Future Society and Lev3 Govs when last Era is Modern; it's similar to Vanilla game approach where you don't have to research through them all to get to finishing civics.
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