Civ 5: Echoes of Ages

Version 56 Release: Gods and Kings

Echoes of Ages - CiVilization Plus+
Your Normal CiVilization 5 Game Plus+ a Whole Lot More.
Gods & Kings Edition

The Company
Companies have been added to the game which allow you to use early game(or late game) resources when you can no longer use them on units.

Power Plants
The Power plant system has been redesigned with three new power plants. Hydro, Coal and Geothermal.

Refineries
The Recycling Center has now been joined by the Oil Refinery to give you another source of late game resources. The 5 building limit is also gone.

Combat
All the units in the game have gotten a balance pass to maintain a rock-paper-sissors type gameplay thats there from that start but seems to fall off in the end game.

Modern Era Units
Air units use Aluminum and Tank/Naval units use Oil all the way up to the end of the game.

Building Balance
Existing buildings have been given a working over, buildings now have a basic and a complex bonus. This concept of bonuses has been carried on into the retail game in recent official patches.

New Buildings
12 new meaningful building additions that help fill some gaps in the game. Provides a more interesting game for a builder player. Go Tall don't goto War! :)

Happiness
Luxury resources now give 3 happiness but this is offset by having more happiness buildings. This makes it easy to expand and you arn't tied to luxury resources.

Policy
The Rationalism policy tree has had a revision and should encourage science cities with academies.

Contact Information
Website: www.cyrinno.com
Forums: www.civfanatics.com
 
Cyrinno, I'm glad to hear you are going to work on porting this over to G&K. I got used to getting that GE fairly early in the game by converting to Taoism. :)

When you make your changes, will you have something in your new version that allows to build something that will get you a GP or some sort? I liked the way your religions worked, in that you could only pick one, so you had to make a choice of what you needed most at the time. Since your religions came fairly early in the game, I always went with the one for the GE.

A new version is out which has updated most content for gods and kings. The old religions need to be converted still which will be in my next version after this one.
 
It looks great .. Please add a link to download it off steam as they usually do the rest of the mods. Thank you!
 
exactly but for some reason unknown to me not updated to the latest version (57). For that reason I thought to manually update to C: \ Users \ MATRIX \ Documents \ My Games \ Sid Meier's Civilization 5 \ MODS
 
right, I have installed GOTY + GAK. I've tried deleting your mod but I still install the old version. if I download the mod out of steam sure I can fix it. thanks
 
v. 57 works fine for me. I love having the Harvest Festival back. Those happy faces in the early stages of the game help. I don't remember seeing anything in my game about the Company buidlings. But then, I have a few other mods turned on. I'll have to play a vanilla game with just your mod loaded to see if that's why they don't show up.

The Company
Companies have been added to the game which allow you to use early game(or late game) resources when you can no longer use them on units.

I do like being able to build a power plant when hydro is not avaliable. That one showed up, and I built a coal power plant. At that time I had a ton of coal and I don't remember if the building of the plant took any coal from my supply or not.
 
I'll double check the coal use in the xml. It might not have used I've found coal to be buggy before in vanilla so I will have to test the game up to that turn at some time. This is why feedback is so useful it's hard to test things to the end of the game so thanks for the comments.


Companies are just the buildings that use resources. Like the Autobahn, Racing Carnival, Airport and PlastoWare.

I've redesignated them Companies because I plan to make a corporation system with them in the future.
 
Well it's definitely a "different game" with the mod. There are a couple things I'm "not appreciate of" as a critique, but they're not game-breaking.

1. I don't like "removed insta-heal". I understand the arguments against it and I wasn't fond of the original "100%" heal, but I do like "50% heal". "Lesser" civs now have a lesser chance to "fight back" as it all becomes a game of attrition. I don't know a good medium for this. Maybe a "30%" heal? The attrition just "snowballs" and leads to point 2...

2. You've removed game balance for "tall" empires, favoring expansion and better food per tile for city sprawl. While I appreciate this play style, it seems you're contradicting all the balance issues which have been sorted out to make "tall" a viable alternative.

Both on emperor difficulty...
Case 1. I go liberty, sprawl at 4 hex distances, build to 7/8 cities and start rolling military at renaissance, practically unstoppable attrition from unit production, which was possible before, but now overwhelmingly easy.

Case 2. I go tradition, there's no benefit retaining fewer cities, I can't build as many units, I can't take an opponent city to save my life. Sure I get the food bonuses, but "everyone's" getting food bonuses, so I have cities with "slightly more proportional food bonus" and... so what?

I like alot of the new additions for flavor, but the game balance has been sent back to the stone age. I guess I'll just liberty-rationalism if I want to play this mod, since that's what it obviously favors, but then again, I can do that without the mod, too.

I do want to say good job working on this. You've put alot of time and effort into making a fun, stable alternative and you have skills. Keep up the good work.

edit: maybe add perks for "tall" cities' benefit... production/gold buildings which can "only be built in size 10 cities or larger", particularly for unit production, or increased city health/defense value for larger cities, or even re-work landed elite/monarchy to balance the benefit you've given expansion.
 
Well it's definitely a "different game" with the mod. There are a couple things I'm "not appreciate of" as a critique, but they're not game-breaking.

1. I don't like "removed insta-heal". I understand the arguments against it and I wasn't fond of the original "100%" heal, but I do like "50% heal". "Lesser" civs now have a lesser chance to "fight back" as it all becomes a game of attrition. I don't know a good medium for this. Maybe a "30%" heal? The attrition just "snowballs" and leads to point 2...

2. You've removed game balance for "tall" empires, favoring expansion and better food per tile for city sprawl. While I appreciate this play style, it seems you're contradicting all the balance issues which have been sorted out to make "tall" a viable alternative.

Both on emperor difficulty...
Case 1. I go liberty, sprawl at 4 hex distances, build to 7/8 cities and start rolling military at renaissance, practically unstoppable attrition from unit production, which was possible before, but now overwhelmingly easy.

Case 2. I go tradition, there's no benefit retaining fewer cities, I can't build as many units, I can't take an opponent city to save my life. Sure I get the food bonuses, but "everyone's" getting food bonuses, so I have cities with "slightly more proportional food bonus" and... so what?

I like alot of the new additions for flavor, but the game balance has been sent back to the stone age. I guess I'll just liberty-rationalism if I want to play this mod, since that's what it obviously favors, but then again, I can do that without the mod, too.

I do want to say good job working on this. You've put alot of time and effort into making a fun, stable alternative and you have skills. Keep up the good work.

1. I removed it because the AI just didn't seem to use it as effectively as the player does but a half heal is definately something to look at, I will look into this.

2. Tall empires is definately fine I've been on a conquering or expanding streak only to be beaten by AI players who have 5 cities on an isolated island to a science or cultural victory so it's definately working.

3. While there is slightly more food at the start most of the extra food comes in the end with fertilizing now also increasing fresh water farms as well as the non fresh water.

4. This mod is meant to be played instead of the main game just to add some extra content mostly. There won't be any massive changes. Something that works in the normal Civ will probably work here too. I will take a look at the tradition tree as I havn't even gone there yet. I always go tradition and never had any issues maybe I'll go liberty and see if I feel more powerful. I do think tradition was nerfed with gods and kings so I may not be completely sure of it's current power or underpower.

Thanks for the feedback it's always good to have and gives me things to look into.
 
2. Tall empires is definately fine I've been on a conquering or expanding streak only to be beaten by AI players who have 5 cities on an isolated island to a science or cultural victory so it's definately working.

This is always the case and I'd never "leave an opponent to their own devices" somewhere just so they'd beat me. You "have" to prod them a little and make them "panic mode" reducing "building/wonder production" and income with necessity of creating and maintaining a standing army defense, or they fall quickly.

Put that same civ right next to you and they don't have an icicle's chance in hell, as it stands.
 
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