Civ 5: Echoes of Ages

Hi brasaelal, I've been playing this mod and others too with no CS and RA disabled, I can assure you that playing this mod that way is much more fun, gold doesn't come by so easy, I only annex well placed cities, anything else I raze and always going for domination victory, so I guess it depends on game style.
 
Well, I really enjoyed this mod, that's why I already started another game playing Ramesses on Emperor.

Maybe it was just me, but I don't recall having so much gold per turn, even with wide puppet empires and going for domination victory.

But that's ok, because probably the AI's can have that much gold too.
 
Version 52 Released

Childrens Creche Update Graphic
AutoBahn Now Costs 5 Maintenance(Up From 4)
Racing Carnival Now Costs 5 Maintenance(Up From 4)
Police Station Now Costs 4 Maintenance(Up From 3)
New Building PlastoWare(Generates 5Gold+3on Oil) Uses 2 Oil Resource
New Building Airport(Generates 4Hammers+25% Production Air) Uses 2 Aluminium
 
I must say adding those buildings that require resources was a brilliant idea as it rewards annexing over puppeting.

Thanks again for writing such an excellent mod :)
 
I must say adding those buildings that require resources was a brilliant idea as it rewards annexing over puppeting.

Thanks again for writing such an excellent mod :)

Couldn't agree more :goodjob:, but a new version in the midst of a game? The same old conflict again, continue the game or load up the new version? Alas, the problems of playing a good mod.

BTW, playing with this mod I've finished 3 games on marathon lately, never really played to the end much before. This mode is good to the last drop of blood of my enemies.:king:
 
@ Jiks, The mod was originally designed to make a peace loving tall empire that never went to war viable so it definately rewards the builder.

Going to war is still definately viable.

@ Let, There are two extra buildings for oil and aluminum which arn't super gameplay changing. These were added so I can re-introduce my corporations which I currently have disabled. I would say finish your current game then update. :)

Anyone using version 52 make sure you update to 53 because 52 has a game stopping bug.

Thanks for playing.
 
Hi Cyrinno,

I've mentioned on an earlier reply that although I play on marathon, on large map it feels that the pace in not like when playing on huge map, then I wrote later that maybe it only felt like that because of a different map topography.

Well, after digging a little bit I've found that post on steam that confirms it:

http://forums.steampowered.com/forums/showthread.php?t=1580535

It says that on Huge map size Technology Cost (Beakers) is higher then on Large map size for the same given pace, let it be Marathon, Epic, Standard or Quick.(the same logic goes for standard small tiny and duel maps).

My question as a player to you as a modder, is it simple enough for me to apply the tech cost from Huge sized maps to Large sized maps? On Huge sized maps the AI isn't so aggressive in the early game as on Large so I like it on Large better, but the pace is much better on Huge sized maps, units don't get obsolete so fast.

Many thanks in advance.
 
My mod already slows science a bit, but my best suggestion would be to look for a science slowing mod in the mod database, one that isn't too complex and run it at the same time as my mod.

Thanks, I know your mod slows down a bit and it's fine, what I'm saying is that playing on Giant maps has a different pace then on Large map and if you know what specific XML file has the definitions for different tech cost for different map size I will do it alone.

I play your mod a lot, but I would like the experience from Giant maps on Large maps, maybe I wouldn't like it but I want to give it a try.

Thanks.
 
Thanks, I know your mod slows down a bit and it's fine, what I'm saying is that playing on Giant maps has a different pace then on Large map and if you know what specific XML file has the definitions for different tech cost for different map size I will do it alone.

I play your mod a lot, but I would like the experience from Giant maps on Large maps, maybe I wouldn't like it but I want to give it a try.

Thanks.

gameplay/xml/technology I think is the folder unfortunately it has only the base beaker requirements you would have to make a mod that makes it longer by adjusting the values and then turn it on when playing the smaller maps only.
 
Thanks, I know your mod slows down a bit and it's fine, what I'm saying is that playing on Giant maps has a different pace then on Large map and if you know what specific XML file has the definitions for different tech cost for different map size I will do it alone.

I play your mod a lot, but I would like the experience from Giant maps on Large maps, maybe I wouldn't like it but I want to give it a try.

Thanks.

Going to see if I can whip something up didn't find much on the ingame browser.
 
Thanks, I know your mod slows down a bit and it's fine, what I'm saying is that playing on Giant maps has a different pace then on Large map and if you know what specific XML file has the definitions for different tech cost for different map size I will do it alone.

I play your mod a lot, but I would like the experience from Giant maps on Large maps, maybe I wouldn't like it but I want to give it a try.

Thanks.

Hey Let,

I finished that mod you will need to get the speed you want on large. The difference every map size is 10% additional costs to research so I have made you a mod which will change the science rate.

If you want to play on a large map and make it feel like a huge one you need 10% science adjustment.

If you want to play on a standard map and want to make it feel like a huge map you need a 20% science adjustment.

There is also a 30% science adjustment mod I've released.

Just search Cyrinno in the mod browser in game or goto my website to download a complete file if you know how to do it that way.

http://www.cyrinno.com/projects/slomo/slomo.html

Have fun.
 
Hey Let,

I finished that mod you will need to get the speed you want on large. The difference every map size is 10% additional costs to research so I have made you a mod which will change the science rate.

If you want to play on a large map and make it feel like a huge one you need 10% science adjustment.

If you want to play on a standard map and want to make it feel like a huge map you need a 20% science adjustment.

There is also a 30% science adjustment mod I've released.

Just search Cyrinno in the mod browser in game or goto my website to download a complete file if you know how to do it that way.

http://www.cyrinno.com/projects/slomo/slomo.html

Have fun.


Kudos Cyrinno, I couldn't ask for more.

Thanks a lot.:goodjob:

@Edit: works fine for me, adding 10% for Large sized map gives the same feeling as playing on Huge.

BTW, I did some searching for the word 'huge' in the game folder and found that CIV5Worlds.xml has the research changes for different map sizes, so I'm happy to have it as a mod because changing XML files in not so good because Steam changes it back as with my other two changes I always use.
 
Hi Cyrinno, in the vanilla version, Electricity obsoletes the Frigate & Ship of the line and the Destroyer becomes available, I think you moved the Destroyer to Combustion together with the obsoleteness of the Frigate, but you forgot to move the obsoleteness of the Ship of the line too.

Now with Electricity the English cannot build the Ship of the line and have to wait for Combustion for the Destroyer, depending on the research route it can accumulate to six techs in my current game , and even more techs for different choices, I don't think you meant for it to happen.

BTW, it's my seventh game on marathon, the small mod for extra research makes your mod perfect for me, the mid game spans really fine, giving each unit enough time to play with.
 
Hi Cyrinno,

You're right, it's not from your mod which is the only mod I play, I did a clean install from steam on March the 10, didn't use any mod but yours.

I've checked the units xml file in the installed game directory, and it says that Ship of the line gets obsolete with electricity and the Frigate gets obsolete on Combustion, the Destroyer is available only with Combustion, I've checked on http://www.civfanatics.com/civ5/units and it states the same but in the game manual I've downloaded from steam it says both Frigate & Ship of the line are replaces with Destroyer on Electricity, but the manual is wrong, hence my confusion and you were the closest target to blame, sorry for that.

It's the first time I went straight to Electricity leaving Combustion far behind and suddenly I'm left with no options to build a navy, It's obviously an error to assume players will research Combustion before Electricity.


@Edit: I've read on "CIVILIZATION V > Civ5 - General Discussions > Units and Techs at which they become obsolete" that the Ship of the line was left behind (kind of error I suppose) when the Destroyer was moved to Combustion, can you do a small fix for it in your mod? I don't like editing the XML because now and then steam "fixes" it back.

Thanks.
 
Hi Cyrinno,

While playing with your mod I found that the game info for Electricity says "Reveals Aluminum" while the icon of Aluminum shows on Replaceable parts which is the actual technology that reveals it, so it's not really a problem, just for your information.

For my next play with your mod I want to add the following mods:

UI - Barbarians (v 1)
UI - City Limits (v 2)
UI - Continents (v 1)
UI - Overlay Road And Rail (v 1)
UI - Resources (v 5)

Units - Galleon (v 2)
Units - Naval Upgrades (v 8)
Units - Sub Upgrades (v 1)
Units - Super Carrier (v 1)

I hope none of them causes any problem as far as any users of your mod are aware of.
 
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