If anyone is intersted in expanding this mode even more, there's a poll in my More Wonders mod page (link in the signature).
You can vote for new potential Enlightenment Era World Wonders that will be added in next or further update. The plan is to add 3 the most desired WWs chosen by the community. For now the race is very close, but the more votes you give, the more reliable the result will be.
You can also suggest your own ideas, and if I accept them, they will be added to the poll as well.
I hope you will participate the poll and help me expand the mod!
If anyone is intersted in expanding this mode even more, there's a poll in my More Wonders mod page (link in the signature).
You can vote for new potential Enlightenment Era World Wonders that will be added in next or further update. The plan is to add 3 the most desired WWs chosen by the community. For now the race is very close, but the more votes you give, the more reliable the result will be.
You can also suggest your own ideas, and if I accept them, they will be added to the poll as well.
I hope you will participate the poll and help me expand the mod!
Just out of curiosity, is anyone else having issues with the Enlightenment Era mod missing text from the new VP update? I'll post this in that thread as well.
I deactivated the current rev of EE, and am having no missing text issues with the new VP rev. Reactivate EE, and I'm missing texts from the EE. Just wondered if any else was having issues.
Just out of curiosity, is anyone else having issues with the Enlightenment Era mod missing text from the new VP update? I'll post this in that thread as well.
I deactivated the current rev of EE, and am having no missing text issues with the new VP rev. Reactivate EE, and I'm missing texts from the EE. Just wondered if any else was having issues.
According to the peeps over in the 1.1.4 rev thread, this has been reported on their GitHub.
As for myself, current mods active are as follows;
CBP [All of required]
AI- Warmonger adjustment [v4]
Buildings: Goldsmith, Guilds, Hydro, Light house, Mill, Storage yard [ All updated]
Civic and Reform [v12]
ENW for VP [v1]
Global: City Bombard and No follow up from cities [ all current revs]
Improvement Air Bases [v14]
IA [v22]
IGE [v39]
Resolutions- Political Voting [v2]
Sukritacts E&D [v3]
Unique City States ( EUI) [v6]
Units- Missles no supply [v1]
World Congress Reformation [v8]
This is what I've always used with VP, and have never had an issue until now. Additionally, everything will work correctly without EE active.
But once I start a new game and activate EE, when I get to that Era, the texts for all the buildings, as well as the information for what the buildings do will be missing.
Hope this helps, as I'm not a pro when it comes to Civ V modding. Any further questions, let me know, and you can hopefully walk this Old Geezer through to what ever info you may need. I really like the EE mod, as it adds some much needed flavor to mid-game. I'll do my best to help with any questions you might have.
Hello, is the Enlightenment Era designed to work well with the 3rd and 4th component? It played alright but there is special building for France - salon (3rd and 4th), while there is also a salon as a regular building in the Enlightenment. Thank you in advance
It has a compatibility patch inside, but if you notice some kind of issues then thro them to @pineappledan in 3rd/4th thread. He's developing it now and surely fix any issues between those mods.
I don't use this mod, because I have a lot of criticisms over how it breaks the flow and progression of the game. @adan_eslavo invited me to post my thoughts about it here, and see what other people thought.
Inserting an era like EE without rescaling all later era unit strengths, building yields, tech costs and policy costs results in enlightenment era being forced to become basically a dead era. Nothing in this era is worth building, and all the units, by virtue of being sandwiched between Renaissance and Industrial, have to have half the normal progression in power relative to their era.
This causes an issue for me with having to do EE compatibility, because I have to hold my nose to do it, because I hate to give a unique building that uses one of these wretched, toothless things as its base component.
By way of an example, the Dutch 4UC component is a unique bank in base VP, but it is moved to be a Weigh House with EE:
SpoilerComparison of Bank and Weigh House :
Bank:
500
+2
+6 if city has caravansary and customs house
15% of gold purchases in city is converted into
1 Merchant specialist resource
boosts for Gold, Silver, and Gems resource
Weigh House
900
+3
+1 per 4
In addition to being moved to a base building that gives a fraction of the benefits for nearly double the cost, the Dutch UB is also delayed by an entire era when using EE.
I don't know how you guys play with this era installed. It's filler with nothing of value, and the best strategy is to work processes until you enter Industrial era and stuff becomes worth building again.
I understand why this was done: modders didn't want to contribute to yield inflation and make the later eras go by too fast. Slowing down the later eras to compensate for this new era to have a natural power progression, in line with other eras, would mean having to adjust all later era techs, buildings, units, and policies to absorb the incremental increase of an entire new era that isn't just half-measures and make-work.
We all love if the majority of mods are compatible and balanced, but this is impossible and sometimes causes a great headache to ppl how create mods and players. Different mods, different saves. Perhaps.
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