Civ 5: Echoes of Ages

Yeah it buffs units that seemed to be useless.

Horseman is buffed to slightly too but speed lowered.

So starting game is now

Horseman > Swordman > Spearman > Horseman

Caverly needed a boost they have always been dissapointing. This also buffs of course unique units attached to horseman and caverly so they arn't useless. Greeks can be pretty brutal now but before I found them a bit of a let down.
 
I just downloaded an update. what changed? I now have version 51.

nevermind.....it would help if I read the posts above this.
 
Playing with the current version now and everything seems to be working as intended :)

Just one thought about science again, with the current limited modding tools available is it possible to prevent Research Agreements being signed when relations are below neutral?
 
I've just finished my first game with this mod Cyrinno, and I just wanted to say thanks. It's a great mod :thumbsup:
 
Great mod, Cyrinno! You gave me a lot of inspirations.

You made many good decisions.

And the game still feels like CIV 5!

:goodjob:
 
Why did you remove the instant research ability of the GS? now all they can do is build acadmies and start GAs.
 
It's because people saved them up and proced them all to skip say the industrial age and go straight into modern. Now you have to use them to build academies and make science cities instead of using a cheap trick strat.

The whole science policy tree was given a work over as well.
 
I'm sorry, i'm trying this mod but i don't understand one thing (i didn't read all the topic, forgive me if you have to repete something): where do i see the secondary effects of old buildings, in game? Is there a tag or something?
 
I means almost all buildings give a passive bonus say +2 food, plus a complex bonus of +1 Food in floodplains.

So even if you have no floodplains you will get some benefit but if you build buildings where the complex bonuses are you'll get even more.

Which is also good for the computer player as it will never act on a complex bonus so it won't shoot itself in the foot building something because it'll still get that basic bonus +2.
 
are there any incompatibilities with some of the major mods out there?

i'm trying to get a game going using the mod but have been encountering some crashes to the desktop so wondering if there is a conflict with Thals mods.
 
I don't run testing with other mods but mine doesn't make major changes to the interface so I've been told it's quite compatible.

Mine and Thals mod do similar things and change alot of the same units so I can see there being crashes there.

You could try turning off Thals balance part of his mod but leaving on his bug fixes.
 
I don't run testing with other mods but mine doesn't make major changes to the interface so I've been told it's quite compatible.

Mine and Thals mod do similar things and change alot of the same units so I can see there being crashes there.

You could try turning off Thals balance part of his mod but leaving on his bug fixes.

Well I started a game and disabled thals Mod but im still getting crashes :( I tried disabling some of the city state mods I had on there in hopes of isolating the conflict. Any tips to troubleshoot which mods could be causing the conflict such as logs?
 
Back
Top Bottom