Spatzimaus
Mad Scientist
This thread will contain patch notes for each new version. Please do not post in this thread, unless you're me.
THESE MODS HAVE NOT YET BEEN ADJUSTED FOR COMPATIBILITY WITH THE GODS & KINGS EXPANSION.
WARNING!!!
Certain changes to Lua Event logic in the most recent patch, #674, utterly destroyed the functionality of my mods. Nearly any combat-related logic, such as nuke interception or battle-generated Favor, will no longer function correctly when one of the two units involved in a combat is killed. There is no way to work around this that anyone has found.
Until this functionality is restored, the developers add a more robust combat-related GameEvent, or the DLL is released to allow us to fix this for ourselves, there will be no more versions of this mod posted. I've removed the download links until this is fixed.
---------------------------------------------------------
WARNING
These mods are not compatible with:
- Strategic View
- Quick Combat
- Most mods that alter certain UI elements (primarily TopPanel, UnitPanel, CityView, the Tech Tree, the Social Policy popup, or the Advanced Setup screen).
- Other mods that add or alter unit graphics (including the R.E.D. Modpack), although it'd be fairly easy to merge these sorts of mods if you really cared.
NOTE: The Ascension and Mythology mods are currently not compatible. Do not attempt to use both at the same time. You can pair Base+Empires+Ascension or Base+Empires+Mythology without any issues, although you should be careful to clear your cache between games if you switch between these. I'm hoping to resolve some of this incompatibility soon.
Additionally, the Ascension mod is incompatible with any scenarios or maps that use pre-set resource locations or that modify the Victory Progress window. The Player Pack includes modified versions of three standard map scripts that are compatible with any mod adding new resources, such as this one.
One final note, when starting any Ages of Man game, you should use the Advanced Setup screen. Failure to do so might result in a variety of issues, depending on which mod you're playing, with the most severe issues affecting people using the Ascension mod.
OVERVIEW
Ages of Man is an attempt to deepen the Civ5 experience, by enhancing the Eras neglected in the core game. The changes in these mods are designed to make the basic Civ5 experience more challenging, while removing some of the AI's inherent advantages at the same time. Much of the content was inspired by other games, and large portions of the artwork used in the various Content mods were taken from those games as well; much of the lore behind game elements were taken from existing science fiction or fantasy novels. I believe that these uses fall under the Fair Use exemption to copyright law; if you are the copyright holder to any material used and believe differently, feel free to contact me.
The eponymous "Ages" represent the three basic phases of human history: the Mythological Age, when humankind's destiny was controlled by powerful divine beings, the Empire Age, when civilization spread around the world and history was dominated by a few, powerful nations, and the Ascension Age, as a fully developed humanity struggled to avoid self-immolation long enough to ascend to a higher plane of existence. In terms of this mod, each of the Content mods deals primarily with one of these three Ages (each of which affects 3-4 Eras), although there is quite a bit of overlap in each direction. For more information about the additional content contained within each of these Ages, consult the appropriate thread.
THE FILES
Only the most recent versions of each file will be attached here. While I keep all older versions in storage on my own machine, it's too confusing to try supporting multiple versions within these threads. New versions will always be compatible with the most recent patches upon their release; whenever a major official patch is released I'll try to ensure a compatible version is released within a day or two.
There are five components to this mod. These are:
Ages of Man - Base is the core mechanics mod. All three content mods require its presence (although the devs haven't seen fit to allow us to do this in the mods themselves), and it should be loaded before the others if possible. As the Base mod adds no actual content, it has no discussion thread.
Current Status: v1.10 is released, and should be compatible with most other mods barring the few UI conflicts listed above.
Ages of Man - Age of Mythology alters and expands the first three eras of the game (Ancient, Classical, and Medieval) to include a wide range of mythological content. Generate Favor through battles, monuments, and priests to upgrade your religious bonuses and eventually add new minor gods to your expanding pantheon. Train mythological units with a variety of unusual abilities to crush your enemies, and recruit Heroes to counteract the mythical beasts of your enemies. (Note that this mod does not add or modify any victory conditions, but the increased time spent in the earliest eras makes it much easier to reach a Domination victory well before you could attain a Diplomatic, Science, or Cultural win.)
Current Status: v0.13 has been released. It is fully stable, although game balance is still being worked out. Feedback is welcome.
Ages of Man - Age of Empires adds new mechanics to the Renaissance, Industrial, and Nuclear Eras to improve diplomacy, espionage, and combat. It also includes many balance changes designed to make the game more difficult, while removing many of the inherent bonuses the AI receives in a normal Civ5 game. Currently, this is primarily a balance mod. Its functions will expand greatly once we have better DLL access.
Current Status: v.1.03. Very little is being added to this mod in the near future, and while it can be paired with the Base mod to act as a general rebalancing mod, it is best used to complement either the Mythology or Ascension mods' new content.
Ages of Man - Age of Ascension replaces the piddly little four-tech Future era with four entirely new eras at the end of the Civ5 tech tree. Instead of ending in the Nuclear Era, the game is just getting started. These Digital, Fusion, and Nanotech Eras are full of content inspired by Sid Meier's Alpha Centauri, while the Transcendence mini-Era finishes the game with the new Transcendence victory condition. If you want to experience most of the Alpha Centauri content, it is suggested that you start the game in the Renaissance, Industrial, Nuclear, or Digital Eras.
Current Status: v2.05 is linked below. Content is nearly complete; some units are still missing custom 3D unit models, and the mod contains no new sounds or movies, but the mod is completely playable. Note that there is a known issue where the new unit models are not appearing in the DX10/11 version of the game; the DX9 version works correctly.
Ages of Man - Player Pack is not a mod, in itself, but includes extra content designed to support the other mods. This will eventually include modified Earth maps, scenarios, and extra documentation.
Current Status: v.1.04. Currently, this pack consists of three custom map scripts, designed to replace the three standard scripts incompatible with the Ascension mod, and a single reference image useful for folks who use the Mythology mod.
This naming scheme is a bit redundant, but it will ensure that the mods are all grouped together near the top of your in-game Mod browser.
INSTALLATION
To install these mods, go into your user directory. In Windows 7, this will be My Documents/My Games/Sid Meier's Civilization V/; other operating systems will have different conventions, but you should know where this area is as it contains a variety of assets of use to a player. Within this directory will be a MODS subdirectory; simply unzip the first four mods' .zip files into that area, and it will create a new directory for each. No further installation is needed; the next time you start up the game, the Ages of Man mods will be added to the list of installed mods in the Mod Browser. Select them, and you're ready to play. Again, remember that the Base mod MUST be used in any game using one of the other three.
The maps within the Player Pack instead go into the Maps directory within that same user area, and will be automatically added to the list of available maps as "Spatz's Highlands", "Spatz's Great Plains", and "Spatz's Lakes"; the original three maps will remain on the list, and it is up to you to make sure you don't select them when using the Ascension mod. Note that these map scripts can be used without any of these mods; they simply restore certain elements of the strategic resource distribution in these maps back to the standard Civ5 rates.
Any other contents of this pack are for the user's reference only, and are not needed by the game itself.
NOTE: When installing a new version of these mods, it is best to remove the old directories in their entirety, AND clear out your cache by deleting the contents of the /cache directory within your user area. Clearing the cache is also useful if you've been playing any potentially conflicting mods recently, as the game tends not to clean up its memory between games.
THESE MODS HAVE NOT YET BEEN ADJUSTED FOR COMPATIBILITY WITH THE GODS & KINGS EXPANSION.
WARNING!!!
Certain changes to Lua Event logic in the most recent patch, #674, utterly destroyed the functionality of my mods. Nearly any combat-related logic, such as nuke interception or battle-generated Favor, will no longer function correctly when one of the two units involved in a combat is killed. There is no way to work around this that anyone has found.
Until this functionality is restored, the developers add a more robust combat-related GameEvent, or the DLL is released to allow us to fix this for ourselves, there will be no more versions of this mod posted. I've removed the download links until this is fixed.
---------------------------------------------------------
WARNING
These mods are not compatible with:
- Strategic View
- Quick Combat
- Most mods that alter certain UI elements (primarily TopPanel, UnitPanel, CityView, the Tech Tree, the Social Policy popup, or the Advanced Setup screen).
- Other mods that add or alter unit graphics (including the R.E.D. Modpack), although it'd be fairly easy to merge these sorts of mods if you really cared.
NOTE: The Ascension and Mythology mods are currently not compatible. Do not attempt to use both at the same time. You can pair Base+Empires+Ascension or Base+Empires+Mythology without any issues, although you should be careful to clear your cache between games if you switch between these. I'm hoping to resolve some of this incompatibility soon.
Additionally, the Ascension mod is incompatible with any scenarios or maps that use pre-set resource locations or that modify the Victory Progress window. The Player Pack includes modified versions of three standard map scripts that are compatible with any mod adding new resources, such as this one.
One final note, when starting any Ages of Man game, you should use the Advanced Setup screen. Failure to do so might result in a variety of issues, depending on which mod you're playing, with the most severe issues affecting people using the Ascension mod.
OVERVIEW
Ages of Man is an attempt to deepen the Civ5 experience, by enhancing the Eras neglected in the core game. The changes in these mods are designed to make the basic Civ5 experience more challenging, while removing some of the AI's inherent advantages at the same time. Much of the content was inspired by other games, and large portions of the artwork used in the various Content mods were taken from those games as well; much of the lore behind game elements were taken from existing science fiction or fantasy novels. I believe that these uses fall under the Fair Use exemption to copyright law; if you are the copyright holder to any material used and believe differently, feel free to contact me.
The eponymous "Ages" represent the three basic phases of human history: the Mythological Age, when humankind's destiny was controlled by powerful divine beings, the Empire Age, when civilization spread around the world and history was dominated by a few, powerful nations, and the Ascension Age, as a fully developed humanity struggled to avoid self-immolation long enough to ascend to a higher plane of existence. In terms of this mod, each of the Content mods deals primarily with one of these three Ages (each of which affects 3-4 Eras), although there is quite a bit of overlap in each direction. For more information about the additional content contained within each of these Ages, consult the appropriate thread.
THE FILES
Only the most recent versions of each file will be attached here. While I keep all older versions in storage on my own machine, it's too confusing to try supporting multiple versions within these threads. New versions will always be compatible with the most recent patches upon their release; whenever a major official patch is released I'll try to ensure a compatible version is released within a day or two.
There are five components to this mod. These are:
Ages of Man - Base is the core mechanics mod. All three content mods require its presence (although the devs haven't seen fit to allow us to do this in the mods themselves), and it should be loaded before the others if possible. As the Base mod adds no actual content, it has no discussion thread.
Current Status: v1.10 is released, and should be compatible with most other mods barring the few UI conflicts listed above.
Ages of Man - Age of Mythology alters and expands the first three eras of the game (Ancient, Classical, and Medieval) to include a wide range of mythological content. Generate Favor through battles, monuments, and priests to upgrade your religious bonuses and eventually add new minor gods to your expanding pantheon. Train mythological units with a variety of unusual abilities to crush your enemies, and recruit Heroes to counteract the mythical beasts of your enemies. (Note that this mod does not add or modify any victory conditions, but the increased time spent in the earliest eras makes it much easier to reach a Domination victory well before you could attain a Diplomatic, Science, or Cultural win.)
Current Status: v0.13 has been released. It is fully stable, although game balance is still being worked out. Feedback is welcome.
Ages of Man - Age of Empires adds new mechanics to the Renaissance, Industrial, and Nuclear Eras to improve diplomacy, espionage, and combat. It also includes many balance changes designed to make the game more difficult, while removing many of the inherent bonuses the AI receives in a normal Civ5 game. Currently, this is primarily a balance mod. Its functions will expand greatly once we have better DLL access.
Current Status: v.1.03. Very little is being added to this mod in the near future, and while it can be paired with the Base mod to act as a general rebalancing mod, it is best used to complement either the Mythology or Ascension mods' new content.
Ages of Man - Age of Ascension replaces the piddly little four-tech Future era with four entirely new eras at the end of the Civ5 tech tree. Instead of ending in the Nuclear Era, the game is just getting started. These Digital, Fusion, and Nanotech Eras are full of content inspired by Sid Meier's Alpha Centauri, while the Transcendence mini-Era finishes the game with the new Transcendence victory condition. If you want to experience most of the Alpha Centauri content, it is suggested that you start the game in the Renaissance, Industrial, Nuclear, or Digital Eras.
Current Status: v2.05 is linked below. Content is nearly complete; some units are still missing custom 3D unit models, and the mod contains no new sounds or movies, but the mod is completely playable. Note that there is a known issue where the new unit models are not appearing in the DX10/11 version of the game; the DX9 version works correctly.
Ages of Man - Player Pack is not a mod, in itself, but includes extra content designed to support the other mods. This will eventually include modified Earth maps, scenarios, and extra documentation.
Current Status: v.1.04. Currently, this pack consists of three custom map scripts, designed to replace the three standard scripts incompatible with the Ascension mod, and a single reference image useful for folks who use the Mythology mod.
This naming scheme is a bit redundant, but it will ensure that the mods are all grouped together near the top of your in-game Mod browser.
INSTALLATION
To install these mods, go into your user directory. In Windows 7, this will be My Documents/My Games/Sid Meier's Civilization V/; other operating systems will have different conventions, but you should know where this area is as it contains a variety of assets of use to a player. Within this directory will be a MODS subdirectory; simply unzip the first four mods' .zip files into that area, and it will create a new directory for each. No further installation is needed; the next time you start up the game, the Ages of Man mods will be added to the list of installed mods in the Mod Browser. Select them, and you're ready to play. Again, remember that the Base mod MUST be used in any game using one of the other three.
The maps within the Player Pack instead go into the Maps directory within that same user area, and will be automatically added to the list of available maps as "Spatz's Highlands", "Spatz's Great Plains", and "Spatz's Lakes"; the original three maps will remain on the list, and it is up to you to make sure you don't select them when using the Ascension mod. Note that these map scripts can be used without any of these mods; they simply restore certain elements of the strategic resource distribution in these maps back to the standard Civ5 rates.
Any other contents of this pack are for the user's reference only, and are not needed by the game itself.
NOTE: When installing a new version of these mods, it is best to remove the old directories in their entirety, AND clear out your cache by deleting the contents of the /cache directory within your user area. Clearing the cache is also useful if you've been playing any potentially conflicting mods recently, as the game tends not to clean up its memory between games.