Sid Meier's Civilization V

Sid Meier's Civilization V

Enlightenment Era
548 opmerkingen
KHead83 31 mrt om 8:40 
Causes Civ 5 to completely close out without any warnings. Any way to fix this? I REALLY want to try this mod.
ZuryMcFlapjack 24 nov 2024 om 9:15 
mod works just fine for me, have it in a multiplayer mod pack with my friends but it does not show up in their games. mod files are fine
ZuryMcFlapjack 24 nov 2024 om 9:15 
multiplayer compatible?
evilmagusephiroth 14 nov 2024 om 11:24 
Doesn't download nor appear in my mods list...
naussican 10 nov 2024 om 11:51 
Did anyone experience troubles with this mod? Apparently do not want to work.
SANDE iG. 27 sep 2024 om 3:01 
GATO ARABE 23 sep 2024 om 0:56 
how to stop tech tree after this age? (similar to the "eras" mods)
Niishjaa 9 sep 2024 om 14:58 
would be cool if there was a mod that adds something after skirmisher for industrial, gatling isn't quite the same i feel like
Justin 17 jun 2024 om 12:02 
could probably use an update but thanks for uploading
yanivtal2003 31 okt 2023 om 15:15 
I love it
elotar 27 okt 2023 om 12:25 
I will some day get my shit together and publish private mod which fixes all the problems with EE. :)
BillyJoelWilliamson 28 nov 2022 om 9:16 
Great mod. Sad a few of the unit values will remain forever messed up.
The_Next_Great_Lemming 30 jul 2022 om 19:39 
I utilize Vojuln's 125 Unique Components Mod and I noticed there is a duplicate Salon for the French. In regards to your Salon, maybe an alteration can be made to the graphic or otherwise change the name to something else? Just a suggestion.
Last Fortune 20 jun 2022 om 14:17 
There's a problem with the America's Unique Unit Minuteman. In the mod its changed to a ranged unit and replaces the skirmisher, and its set to obsolete with the Industrialization tech. Yet, the next tier of ranged unit (Gatling Gun) is not unlocked until the Steam Power tech, thus making you unable to build any ranged unit if you got Industrialization but not yet gotten Steam Power. I hope it will get fixed but I don't get my hopes up as the mod is last updated in 2019. I love this mod and hope it'll be fixed
BillyJoelWilliamson 30 apr 2022 om 20:32 
The Russia Cossack is at 34 which replaces the cavalry which is at 40 making the Russia special unit worse than the basic unit. I’ve seen a few more like this. I was looking for a mod to fix that but I see the author of the mod is still active a bit. My friends and I love this mod we have been using it for years.
SuspiciouspegasusTTV 12 apr 2022 om 0:01 
How to add custom unit models to civ V? I cant find any tutorials for custom units anywhere and its been driving me crazy!
Gargon 2 apr 2022 om 15:35 
Hi, great mod but I have an issue with using it in multiplayer. We're using the MPPatch made by Lymia for playing modded mutiplayer. My other mods are working fine, but if I use this, only the host can build stuff in citys, all other human players not. Any idea how to fix it? :denton:
Pouakai  [auteur] 27 mrt 2022 om 22:50 
The manor icon is from Gods & Kings, so not having G&K will cause that issue
soba 27 mrt 2022 om 19:18 
Same problem as Crayon. I don't have gods and kings, just bnw.
Pouakai  [auteur] 18 jan 2022 om 1:27 
Do you have Gods & Kings?
Crayon Juice 17 jan 2022 om 16:29 
Manor texture doesn't load.
Pouakai  [auteur] 27 nov 2021 om 16:02 
Also, just a heads up that the direct download link might be out of date - use a steam workshop downloader for the most up to date version!
Shion_Kiyoteru 27 nov 2021 om 3:42 
Ahh yeah just checked. Downloading these era mods have been janky lately to the point I needed to download them from separate sources and not the workshop. Thank you :)
Pouakai  [auteur] 27 nov 2021 om 1:00 
That's all you need - place the .civ5mod file in your mods folder
Shion_Kiyoteru 27 nov 2021 om 0:52 
Direct download link only shows the .civ5mod file. How do I get the rest of the mod?
Copycat 30 aug 2021 om 8:57 
Anyone knows if this mod is compatible with Napolean At War mod?
offensive caster 22 aug 2021 om 4:57 
Is it compatible with the Smart AI mod?
Gerishnakov 30 jul 2021 om 3:57 
@Vortex Yes
Vortex 28 jul 2021 om 9:15 
Is this compatible with enhanced user interface?
Aaronnum I 22 jun 2021 om 22:16 
By any chance this mod will be compatible with JFD's Rise to Power?
Erocco 2 mei 2021 om 23:06 
Any idea how to make the Unit - Starting Scout (v 1) mod work with this mod?
Yews 20 apr 2021 om 3:30 
y is it in the thumb tho
much confuse 😝
Pouakai  [auteur] 20 apr 2021 om 1:58 
@Yews that was when the mod was released
Yews 19 apr 2021 om 23:08 
Enlightenment = Anno Domini MMXV? Something doesn't add up
durmanstain 8 feb 2021 om 22:35 
Beware if you use with VP - the queue of buildings to build can get pretty depressing at the onset of the Renaissance. It isn't properly balanced, after all, so you can easily get behind your own tech level.
Turbotowns 1 jan 2021 om 22:22 
future worlds works, at least, but prehistoric doesn't.
Seósaidh MacEanruig 16 dec 2020 om 10:43 
Thank you for the help S-Man. It worked! I just set them to the same scale as units in R.E.D. and it seemed to work. didn't try it on the ships though.
S-Man 10 dec 2020 om 13:40 
Oh - just noticed, the Line Infantry doesn't have a value listed in its ArtDefine_UnitMemberInfos entry. It pulls its value from the Muskeman model.

For these types of units, you'll have to change the word "Scale" in the SELECT part of the statement to a number. The Musketman unit has a scale of 0.14 - so, if you want to make the Line Infantry smaller, change the word "Scale" to this:

('0.13')

Be sure to use the single quote to wrap the value, although I'm not 100% sure it's necessary, I know this syntax will definitely work.
S-Man 10 dec 2020 om 13:34 
You really are fairly safe doing these changes in mods. However, if for some reason, the game crashes alot, simply delete the mod's folder on your computer, then restart Civ5 to download a "fresh" (unedited) copy.

Also, every time the mod updates, you'll need to make these changes again, as the new version will overwrite any changes you've made.

Good luck!
S-Man 10 dec 2020 om 13:32 
You're trying to change the scale of the unit - it's the second item in the SELECT part of the statement.

Change 0.12 to something else will make the unit member look larger or smaller, depending on if you make the unit more or less than the original number (respectively).

Save the file, exit Notepad, then restart Civ5.

Note: some models have more than 1 "member" - and each member has an entry in the ArtDefine_UnitMemberInfos table. You'll need to change them all to keep everything relationally the same.

Also, change in small number - e.g. 0.13 if you want a bigger Carrack. Then test the size in a game to see if more is needed or not.
S-Man 10 dec 2020 om 13:29 
For example, to change the scale of the Carrack, look for the file called, "EECarrackDefines.xml"

The line you're looking for is near the bottom, looks like this:

INSERT INTO ArtDefine_UnitMemberInfos (Type, Scale, ZOffset, Domain, Model, MaterialTypeTag, MaterialTypeSoundOverrideTag)
SELECT ('ART_DEF_UNIT_MEMBER_EE_CARRACK'), ('0.12'), ZOffset, Domain, ('carrack.fxsxml'), MaterialTypeTag, MaterialTypeSoundOverrideTag
FROM ArtDefine_UnitMemberInfos WHERE (Type = 'ART_DEF_UNIT_MEMBER_CARAVEL');
S-Man 10 dec 2020 om 13:28 
@JHammer27 - to change the scales of the unit models, you'll have to edit the "defines" files. They' located in the folder here:

C:\Users\user\Documents\My Games\Sid Meier's Civilization 5\Civ 5 - Mod Working Files\1. Civ V Library\Major Mods - Scenarios\Major Mods\Enlightenment Era (v 7)\SQL

Where "user" is the account name you installed the game under.

Each unit has a separate defines file. You can edit them with Notepad, or any other text editor.

The line you're looking for is the one that changes the settings in the "ArtDefine_UnitMemberInfos" table.
Seósaidh MacEanruig 10 dec 2020 om 12:58 
Does anyone know how I could edit the units in this mod to better match the unit scale and formations in R.E.D.? or if such a compatibility patch already exists?
S-Man 29 nov 2020 om 12:50 
@Pouakai - I'm currently in the process of building a bookend to my "World at War" mod family, which updates the 2nd half of the game (https://sp.zhabite.com/sharedfiles/filedetails/?id=1562440077 , et al). The new mod family is the "Ancient World at War" - covering Ancient thru Renaissance Eras.

One of the most common requests I get on WAW is for EE compatibility.

As the Ancient World at War mod will cover the Enlightenment, I'd really like to incorporate much of this mod into that new mod, to better control balance and seamless integration.

Is this OK with you? I'll be sure to give proper credit.

Thanks for your consideration. Sman1975
BillyJoelWilliamson 25 nov 2020 om 21:38 
Any idea why this mod appears to undo Baruthor’s Krakatoa fix? It is the only new thing I added and there is Krakatoa in a basically worthless location in my second game with this mod. I just don’t get how a wonderful Era mod would change a map generation mod. I don’t really understand how they work just that it did work before and had worked for a long time until I added this mod.
Auroar 21 nov 2020 om 4:27 
Dracula's quote is actually from Malraux I believe.
Roarguard 10 nov 2020 om 12:06 
Is this mod compatible with BlouBlou's Era mods and if not is there a possibility to disable research after the enlightenment era?
Gtking616 3 nov 2020 om 18:29 
Is there a way to revert the UU change to England? So the vanilla ship of the line for England and perhaps making the first rate the ship of the line that everyone else gets regularly?
Walex 3 nov 2020 om 10:46 
I love this mod haha amazing work!
UkrytyRaptor 28 okt 2020 om 12:13 
Well, I don't know why, but I have used the v6 version with compatibility patch to future worlds, and prehistoric era, and it worked mostly fine, but after I updated, tech tree seems very bugged, and compatibility patch was made for v6 version of this mod, so I tought that after reinstalling older version, everything would work fine, so that's why I was asking for older version, thanks for fast reply, and sorry for trouble :P