Civ 5: Echoes of Ages

Cyrinno
are you planning to do a version of this mod for Gods & Kings ,when it is released
 
Hi, after a long time I haven't played Civ V I'll give this mod a try, I like everything I've read so it's time to start a new game.

I've only one question, I usually disable research agreements completely and number of CS=0, I hope I'm not ruining your mod by doing this.

Will report later.
 
Cyrinno
are you planning to do a version of this mod for Gods & Kings ,when it is released

I will. This mod will probably have to have it's religions removed but everything else should remain intact.

But everything depends on the changes they make, seems to me like there may be sweeping changes to the game, so in the end I'll just have to take a look at the new expac and see what needs to be brought over and what can be left behind.
 
Hi, after a long time I haven't played Civ V I'll give this mod a try, I like everything I've read so it's time to start a new game.

I've only one question, I usually disable research agreements completely and number of CS=0, I hope I'm not ruining your mod by doing this.

Will report later.

Removing research agreements completely won't kill this mod infact it's something I've thought of doing anyway.

The mod already removes instant research of techs from great people and has reworked the research policy.

Hope you enjoy.
 
I will. This mod will probably have to have it's religions removed but everything else should remain intact.

The effects of a conversion, which now you have set for a distinct Civ advantage of some sort and usually a GP of some sort, should remain, perhaps in a different form and built for a different reason.

Just my opinion, thanks. :)
 
Hi Cyrinno, I really hate you man, just downloaded your mod two days ago and already spent (waisted) 7 hours twice.

Kudos for perfect pace Turns/Techs/Era ratio. played once on Huge map and now on Large, is it a subjective feeling that there is a small difference in pace for different map sizes (besides of course time setting) or is it real and maybe caused by different terrain and/or civs?

Did I mention it's an awesome mod? beamed me straight to the good old times.

Thanks
 
Pace will always vary on different maps especially since it's mostly randomly generated one game can be very different to the next. Land based maps tend to have more action.

I do all my testing on the size under large, which is standard I think which is right in the middle.

Glad you enjoy it. :)
 
Pace will always vary on different maps especially since it's mostly randomly generated one game can be very different to the next. Land based maps tend to have more action.

I do all my testing on the size under large, which is standard I think which is right in the middle.

Glad you enjoy it. :)

Hi, I meant that I feel like the number of turns from 4000BC to 10AD is lesser on large maps then on Huge maps. I'll check exactly the next games.

I've have a question regarding "more action" I know it's not related to your mod directly, when I play on continents or continents+ or Terra something that is similar to continents + the AI almost never declares war on me, I play with 8 or 9 civs, more then that and the games end turns take forever. I play without CS, I just don't like the idea, so usually there are 3 civs maybe 4 per continent, the AI is always hostile to me, I get denounced on a permanent base and yet no declaration of war unless I do it.

I always play England, I like the good navy bonuses right from the start, most of the game on the pop-ups windows grading civs I'm on the lower half if not the lower three, my army is inferior most of the game and up to ~700AD I barely maintain positive happiness and the AI has better growth, and yet no one hardly ever attacks me.

I play on prince but I don't thing the AI wages war more on harder level, I don't mind to try on harder levels if that will cause the AI to declare war on me more often. Amongst them self the other civilizations are at constant wars.

Have you any Idea what I'm doing wrong? I know it's not related to your mod but since you have mentioned "more action" maybe you can help.

Thanks.
 
Civ's AI will declare war if you have less military.

So you can go the whole game if you have enough of a standing army to keep them at bay. The AI knows how big your army is and how big it's is so it'll always know if it can win even before going to war.

Usually going to war against 1 person will anger the others. You'll find if you never declare war people will be happy to leave you be as long as you have the standing army.

City states are usually a point of contention between civs, if your too friendly with one sclose to their borders they'll declare war on that too.

I usually get in alot of fights because I have a small army most of the time and they go after me. I also usually like to attack my neighbour to increase my civ to a big enough size to win.

Leaving Civs alone in my mod can be dangerous I have been beaten before out of nowhere about 10 turns before I was going to win because I left 1 nation completely alone to do it's thing. they got a space win 10 turns before me.

Large and Huge maps do take a while thats why I usually play Standard size maps. Bigger ones are more epic of course.

Edit: England is buffed on my mod with extra gold from specialists too making them able to field a pretty good army if need be.

I play on Prince and get into alot of fights myself(as in they attack me)
 
Thanks Cyrinno,

About number of turns per era which I thought differs from Huge to large, well I checked and I was wrong, just a feeling due to different maps as you said.

Have you changed anything regarding the strength of English Trireme? I'm sinking every barbarian vessel with one shot.

About AI not declaring war on me (plenty of DOW one another) because of my army, I usually have my starting warrior and a scout, later on two archers, and that is it for a very long time, so my army isn't impressing at all, I've read a lot in this forum about the AI changes in CIV V patches and that it is more aggressive and people complaining about how they needed to lower their difficult setting, but nothing of that sort happens to me.

Besides disabling RA and playing with no CS, there is one change I did, I've removed the cap from XP gained from barbarians, but that benefits the AI too, right? The AI should also gain a lot of XP from fighting barbarians.

May be they see my warrior and two archers with five to six promotions and that scares them away? I have around five to six cities so my poor army hardly cover the whole area. when I see my neighbors popping out swordsmen and spear-men I wait a bit, I'm not upgrading yet, but nothing happens, they just attack each other.

Sorry for nagging you about stuff not related to your mod, I need some more action.

Thanks.

@edit - I've deleted my cache files , started a new game, verified cache with steam so the game will be free of any remnants from other mods, only using your mod and yet no DOW.
 
All I can say is also start your own action. If you've ever declared war even once all the AI's remembers you as a villan for the rest of the game.

Either that or up the difficulty and see what happens :P

I only wish I had such peace as you do, I always try to run a peaceful nation but everyone drags me into wars in which I then beat their asses down :P
 
All I can say is also start your own action. If you've ever declared war even once all the AI's remembers you as a villan for the rest of the game.

Either that or up the difficulty and see what happens :P

I only wish I had such peace as you do, I always try to run a peaceful nation but everyone drags me into wars in which I then beat their asses down :P

The solution is that we exchange turn 1 saved games, you'll get your peace and I will get my war mongering neighbors.

Now with a serious note, I think I found my problem, choosing a huge map with raging barbarians and only up to 8 or 9 Civ's cripples the AI quit a bit, I never need to build a worker, I've collected eight of them from barbarian camps on my last game, they were all captured settlers and some captured workers later on so, so in total I got twelve workers for free.

My last game is on huge map and some how the Julius Caesar and Genghis khan were along the east coast of a continent and I played as a buffer between them and the the rest of the land so they picked up the pace quickly and declared war on me, both of them, suffice to say that the French and Japanese further away had 5 of their settlers captured, 3 French and 2 Japanese, which only shows that the AI isn't aware at all of raging barbarians, they keep sending out unguarded settlers and do nothing to get them back, French swordsmen standing near their captured settler in a camp with a warrior and doing nothing.

I think I'll stop checking Raging Barbarians for my new game. On smaller maps it's not such a big problem because the Civs which are filling up a smaller space clear out the Barbarians very soon and start settling and expanding which is obvious not the case on huge maps especially with only 8 civs. (more then 8 and mp PC will hardly move)

@Edit - sorry for the silly question regarding naval increased power, it's all on page 1

I can confirm that for me not ticking Raging barbarian and playing on Large instead of Huge I get plenty of DOW, I'm really chewing gravel, everything is fine.
 
Hi, i've an error after a civilization completes the specific wonder: Tong_gate.dds can't loads.
Thanks
 
The solution is that we exchange turn 1 saved games, you'll get your peace and I will get my war mongering neighbors.

Now with a serious note, I think I found my problem, choosing a huge map with raging barbarians and only up to 8 or 9 Civ's cripples the AI quit a bit, I never need to build a worker, I've collected eight of them from barbarian camps on my last game, they were all captured settlers and some captured workers later on so, so in total I got twelve workers for free.

My last game is on huge map and some how the Julius Caesar and Genghis khan were along the east coast of a continent and I played as a buffer between them and the the rest of the land so they picked up the pace quickly and declared war on me, both of them, suffice to say that the French and Japanese further away had 5 of their settlers captured, 3 French and 2 Japanese, which only shows that the AI isn't aware at all of raging barbarians, they keep sending out unguarded settlers and do nothing to get them back, French swordsmen standing near their captured settler in a camp with a warrior and doing nothing.

I think I'll stop checking Raging Barbarians for my new game. On smaller maps it's not such a big problem because the Civs which are filling up a smaller space clear out the Barbarians very soon and start settling and expanding which is obvious not the case on huge maps especially with only 8 civs. (more then 8 and mp PC will hardly move)

@Edit - sorry for the silly question regarding naval increased power, it's all on page 1

I can confirm that for me not ticking Raging barbarian and playing on Large instead of Huge I get plenty of DOW, I'm really chewing gravel, everything is fine.

Glad it's working for you :) I'll give raging barbarians a go next time to see what happens myself.
 
Glad it's working for you :) I'll give raging barbarians a go next time to see what happens myself.

Do it only together with huge map, (maybe on large map too), then the Barbarians will thrive and the civs will hardly develop for quit some time.

Ticking raging barbarians according to the developers just spawns them a lot, much more than in a normal game, but their behavior is the same, they are not more aggressive and definitely not smarter.
 
Hi, are there any mods for new units and military oriented wonders that are compatible with this mod?

Thanks.

I very much hope that Cyrinno will be one of the first to update his mod for the new expansion due this spring :goodjob:
 
I used this mod for the first time. Yesterday I won a diplomatic victory playing Napoleon on king difficulty on standard continent map.

I founded 6 original cities and until the modern era none of them were very big cities because I was constantly facing happiness problems.

During the renaissance and industrial era I had conquered 2 CS, the Iroquois (6 cities) and the Ottomans (5 cities, but 1 razed).

So... at the beggining of the modern era I had 6 own cities plus 12 puppets (all full of TP's) and my economy was generating around 700 gpt during a Golden Age!

I was really surprised because I never experienced that, even on games that I ruled even bigger puppet empires.

Honestly, I loved playing this mod, but so much gold ruined some of the fun, because in the late game I had so much gold that I easily allied all CS's and also set my cities to build Research, while I spent the gold to rush-buy the late game buildings.

So my question is: is there something in this mod that makes GOLD much more available and easier to generate? Should a change on that be considered?
 
Gold isn't buffed in this mod but there are a few tweaks.

1. Sea tiles are buffed with the tourism technology to act like trading posts instead of being sub-par for no reason.

2. Snow cities are also buffed with tourism to generate a gold bonus, this is to make snow more worth while as well. Where before it'd generate nothing.

3. The multiplier on my money buildings is lower, but I have a higher base.

4. Puppet cities generate huge windfalls of gold normally, if you converted them and turned to say production mode you'd see a huge drop in income.

I normally don't have gold problems when I play however I do build alot of buildings in my cities which sucks up alot of income. However the conquering type player could have more because of the puppet cities especially if any are near sea and have proper facilities.

All I can really say is there is more production in my mod and slightly more food, I didn't really make sweeping changes to gold, infact I already thought gold was powerful and wanted to buff the others to it's strength.

If you find you have too much gold then build some buildings in your cities, I've tried to buff them all to make them useful in almost any situation. Also converting city puppets that area generating huge windfalls of gold can be good for someone who wants to build or research, it's possible to get higher populations in my mod so you'd see a bigger increase in research by converting it over and building it up. But it'd be a trade off with your gold.

All I can say is if you've got gold use it. :)

Building a city up is very worth it in my mod, I've been beaten to a victory by some civs on a far away island that never went to war but only built up.(vsAI)
 
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