Éa, The Ageless and the Divine (phase 2, alpha)

Pazyryk

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Jun 13, 2008
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You begin knowing only that you are a small tribe, belonging to one of three races, without name, leader or history. Your civilization will soon acquire a name. Its character will develop over time based on achievements, discoveries, geography and other factors. Heroes and other great people will arise from the ranks of armies tested in battle, from places of arcane or divine study, or from the alleyways of your most corrupt cities. Some of these individuals will become leaders. All will pass in time (except perhaps for the ageless). Your small tribe has no lore, no epic tales of heroes or gods from times past. There is no past. The story of Éa is yours to make...

Éa is a fantasy mod for Civ5 G&K that I have been developing for some time now, with the initial idea going back to this post in the FFH forum. I announced the mod with a teaser thread in January 2012 and started "phase 1" (with some early experimental builds) in April. Phase 2 (the current thread) was started on December 21, 2012, to coincide with the end of the world (which, strangely enough, is a planned victory condition in Éa). I call this an alpha, but it is more accurate to say we are working toward alpha. The game still lacks functional victory conditions. But the early and mid-game parts are ready for bug hunting and some initial balancing and pacing work. We will reach something like beta—a real game with multiple interesting victory conditions—late in phase 3. Each phase after that will focus on a different area of gameplay and introduce new game mechanics and art.

I'm not uploading to the Workshop at this time. To install, download the two mod files below and "Extract Here" inside your MODS folder. If there is a "hotfix" below the mod, download and extract that in your MODS folder too (after the mod). The path is something like C:/Users/<your name>/Documents/My Games/Sid Meier's Civilization 5/MODS. Remove earlier versions of this mod! Then start Civ5, enable both Ea Media Pack and Ea II The Ageless and the Divine, and press Next.

Éa Media Pack (v2) (New soundtrack! It's 900 Mb so be patient. See here if you are having problems with the download.)
Éa II, The Ageless and the Divine (v17) (requires Éa Media Pack v2)

hotfix a

Modder Note: All of my effort now is on Éa III, Sword & Sorcery. Therefore, I'm only providing minimal support for the current version, and bug reports aren't particularly useful to me. There is a known problem where the current Éa II, v17, requires BNW and at least one other "pay DLC" to be installed, even though the mod disables them (I agree this sounds crazy). Éa III will require BNW (because it uses many of the new features) but not any other pay DLC.

If you are tired of the G&K menu music, get a different track here.

Also download the game manual:
Éa Manual (Phase II, updated for v12)

Changelog
Spoiler :

Éa III Sword & Sorcery v1 and Éa Media Pack v3 (work in progress...)
  • Converted to BNW
  • Added 5 Victory conditions: Conquest, Domination, One with Nature, Armageddon, Protector of Éa (Protector of Éa not functional yet)
  • DLL modding (most of these allow me to remove messy Lua kludges that are no longer needed):
    • All civilian units can stack without limit (but workers can't "stack build" on one plot)
    • Civilians can enter plots with foreign units if not at war
    • Civilians can enter foreign cities if not at war
    • Traits are now linked to Civilization (Leader Traits are still supported but not used in mod)
    • Civilization change (at naming) supported by dll; resets player traits for new civ type
    • Leader changes supported by dll; includes changes in AI leader personality
    • Can modify individual tech cost now (used for KM, Tomes, and Favored Techs)
    • Allow Lua control of civ meeting and interactions; this stops leader popup if both players don't have leader, and provides added safety to prevent meeting hidden civs you aren't supposed to meet
    • Moved GP pathfinding (for AI action testing) to dll for faster and more consistent operation
    • Added Animals as a separate "barb faction" (player 62); all spawning on Lua side
    • Modded Animal behavior to not enter enemy lands; they will enter your lands if at peace
    • Animals don't attack trade units
    • Modded invisibility so it is really invisible: can't see even if adjacent or on top of units (for GPs)
    • Added methods to turn invisibility on/off as needed (for GPs)
    • More GP methods to control when and who they can attack
    • Added Lua method to add plot "float up" text (like xp and hp changes; C++ macro from whoward69)
    • Fixed dll so it won't count "utility" non-selected techs & policies (for victory score or AI calculations)
    • Modded The Fay and the Gods so they are alive for diplo but not anywhere on map (these were previously behind a mountain at the south pole)
    • Promo support via GameEvents to allow more Lua kludge cleanup
    • Added persistent data for plot effects (Glyphs, Runes & Wards) and new GameEvents.SetXYPlotEffect (like SetXY but only if plot effect present)
    • Support for summoned units passing xp to summoner
    • Lots of AI fixes related to mod-specific mechanics
    • Lots more not documented here; see EaModding.h and new Lua API documentation here.
  • New resources (graphics taken or modified from Horem & Barathor - Thanks!):
    • Strategics: Cinnabar->Quicksilver (fixed Copper graphic to look very different), Moly
    • Luxuries: Tobacco, Tea, Poppies (trades as Opium)
    • Bonus: Berries
  • New units (maker/converter/reskinner indicated - thanks!!!!):
    • Hobgoblins w/ their own barb encampment (S3rgeus's Ogre)
    • Goblins w/ own barb encampment (Nomad or What)
    • Nagas w/ own barb encampment (Nomad or What)
    • Lizardmen w/ own barb encampment (Nomad or What)
    • Lions (Deliverator)
    • Wolves (Kwadjh, Civtar)
    • Giant Spider (ispanets)
    • Scorpions (Nomad or What)
    • Griffon (Deliverator)
    • Kraken (Civtar)
    • Drakes (Kwadjh, FramedArchitect)
    • Tree-Ent (ispanets)
    • Skeletons (Civtar)
    • Zombies (Deliverator, Nutty)
    • Abyssal Creatures (one of Skajaquada's Tyranids)
    • Demon, Type I & II (Skajaquada's Tyranids)
    • Archdemon (Skajaquada's Great Unclean One)
    • Heaven's Guard (Nutty)
    • Angel (uses placeholder - just unit above but bigger)
    • Archangel (uses Storm Giant as placeholder; FramedArchitect)
  • New spells:
    • Blight (same plot or distant plot to mod range if cast from tower)
    • Explosive Rune
    • Death Rune
    • Conjure Monster
    • Raise Dead
    • Summon Abyssal Creatures
    • Summon Demon
    • Call Heaven's Guard
    • Call Angel
    • Call Animals
    • Call Tree-Ents
  • New "plot wonders" (see here)
    • Arcane Tower (using the Chateau graphic as a very poor placeholder)
    • Seven Temples of Creation
    • Nine Temples of Destruction
    • 36 Temples for the Major Incarnations (meet the god by building one)
    • Stanhengc
    • Great Library
  • Natural Wonders added and "hooked up" to Major Incarnations (meet the god by discovering their NW if you are Pantheistic)
  • Added Animal spawning with geographical preferences set by table in EaAnimals.sql
  • All new terrain textures from Loderunner
  • Many new buildings...
  • New Arcana policy branch
  • Greatly expanded tech tree
  • New trade system -- like BNW but you need a Merchant to "open" each route in the destination city
  • Added civ naming UI and the option to decline a name once.
  • GPs no longer "disappear" between turns; they are (usually) invisible to enemy units so not attacked
  • The Lead Charge action for Warrior GPs is literally "lead a charge" now: the GP directly attacks an enemy unit, and the same-plot melee unit automatically follows with its own attack (with a large morale boost)
  • Overhauled tech costs and KM system
  • Adopting Feral Bond makes peace with Animals
  • Most GP actions now give a text message that "floats up" from the plot (like xp and damage)
  • Morale boosts and penalties now give a "float up" message from the unit: e.g., "+15 Morale :c5happy:"
  • Added entirely new font set provided by Alikalix. Mod now spells A&#331;ra correctly (yes, this is a big deal to me), and we have access to many other characters.
  • Removed existing spellcasting modifiers; these are now replaced with modifiers for the Eight Schools of Magic: Divination, Abjuration, Conjuration, Evocation, Transmutation, Necromancy, Enchantment, Illusion (the last 2 not yet enabled for lack of spells). All Arcane and Divine spells belong to one of these eight schools.
  • Added Blight plot mechanics with blight graphic modified from S3rgeus (it's OK except it floats above the ground; hopefully we can get a fix for that)
  • Fixed bug preventing AI spellcasters from learning new spells
  • AI GPs have memory of action/spell modifiers that have applied to actions/spells used in the past, and use this information to select the best promotion at level-up. E.g., a spellcaster that casts Magic Missile more than anything else will take promotion levels in Evocation.
  • Added plot mechanics and UI for Glyphs, Runes and Wards; see here
  • Added mechanics for summoning (conjuring, raising, calling, etc.). See here.
  • Finished all ~50 Civ traits for release (w/ accurate help text and game manual info)
  • Added Cult of Plout&#333;n (earth/wealth themed) and Cult of Çahra (deep desert)
  • Fixed Soundtrack (was broken by Fall patch that enabled sound modding)
  • Added UI panel for Spells (& Rituals & Prophecies if you have any) that is separate and above the Builds/Great Works panel
  • Cities on same river gain internal connection if they both have River Dock (enabled by Fishing); Road now requires Masonry

(see post #2 for older changelogs...)

Highlights
  • You begin the game simply as "a tribe of _____" (one of two races) without a civilization name or leader. You will take a civ name (with an associated trait) early in the game based on achievements or other specific conditions.

  • Leaders are derived from great people, exist as units on the map, and may be replaced.

  • The Great People system is very different, both in derivation and function. GPs build all wonders, craft epics, establish trade routes, cast spells, lead armies, and do other things&#8212;and they don't "disappear" after performing these actions. Instead, they are limited by the fact that great accomplishments take time. Any GP can become a leader.

  • Tech advancement is no longer the overarching "measure of progress" that it is in base Civ5. You can achieve most victory conditions while illiterate. Higher-tier techs are just one of the tools to victory.

  • Policy advancement is based on Cultural Level, which is a function of culture generated per population point over your civilization's entire history.

  • The land is alive. Depending on your approach to the world, forest, jungle and marsh may be your friend or your worst enemy.

  • There are no "punishments" for building cities. No policy advancement slowdown. No extra tech costs. No extra unhappiness. You are encouraged to evaluate potential city sites without worrying about these indirect effects. Even a city that can't grow beyond size 2 might be useful, perhaps to hold a strategic point or claim a single valuable resource. If it is worth the cost of a settler and extra military defense, then go for it. Civilizations are therefor not either Tall or Wide; a civilization focused on growing a few large cities might still have small outposts. (ICS is defeated in other ways.)

  • Resources and improvements are more valuable, and non-resource, non-improved land much less so. In fact, the latter provide zero yield. City placement is not driven by minimum spacing requirement (there is none except that cities can't be adjacent), but rather by local geography, resources or the civilization's policy and tech development. Taken together, these might encourage a tightly clustered or very sparse city placement. These changes also result in the maintenance of large "wildlands" regions even late into the game. It is a fantasy setting after all, and I dislike the "suburban sprawl" that inevitably occurs from the base game rules.

  • Extensive AI modding. The mod AI controls all tech and policy choices and all great person movement and actions for AI civs. Eventually, it will also influence build queues, war/peace choices, and other things. These are driven by actual strategies and value calculations, rather than a random number generator with some biasing (i.e., the base "flavor" system).

Credits
Spoiler :

Éa Creation Team (makers of texts, code or art specifically for the mod):
Killzerslaul, oChuckles, Bob Morane, Lplate

Modding:
Kael - for the inspirational Fall from Heaven and the Civ5 modding starter reference
DonQuiche - for the excellent Civ5 modding wiki ... Really amazing!
Gedemon - for the initial "Lua skeleton" used to build this mod (modified from R.E.D. WWII)
Deliverator - for fantasy units!
danrell - for other units
Redox - for AStar pathfinding algorithm
whoward69 - for many useful tools and many (super technical) suggestions and answers
Spatzimaus, Thalassicus, and PawelS - for answers and bits of code
CivFanatics - for the fabulous forum!

2D images:
Éa shows off a lot of wonderful 2D art. Browsing the work of many artists at CG Society, CG Hub and Deviantart has inspired the flavor of Éa as much as any other source. Here are the artists that have allowed me to use one or more images. Please give these artists the respect they deserve and don't rip them off. So much training, talent and effort go into creating these works.

Ruan Jia home cgsociety cghub
David Munoz Velazquez home cgsociety
Rob Chope home cgsociety
Stefan Valkanov cgsociety
Alayna Lemmer home cgsociety
Rochelle Green cgsociety deviantart
Benita Winckler home cgsociety
Jenny Lehmann home cgsociety deviantart
Markus Lovadina home cgsociety
Kristina Gehrmann home cgsociety
Roberto E. Quintero cgsociety
Eve Ventrue home cgsociety
Thomas Pringle home cgsociety
Alon Chou home cgsociety facebook
Eva Soulu home cgsociety
Isis Sousa home cgsociety
Henning Ludvigsen home cgsociety deviantart
Steven Stahlberg home cgsociety
Michel Victor Oliveira cgsociety deviantart
Lubos de Gerardo Surzin home cgsociety
Neville Dsouza cgsociety
Adam Kuczek home cgsociety
Sue Marino cgsociety deviantart
Ehsan Dabbaghi cgsociety
Bruno Cerkvenik home cgsociety
Shahan Zaidi cgsociety
Cole Eastburn home cgsociety
Ilich Henriquez home cgsociety
Tiziano Baracchi cgsociety
John Barry Ballaran home cgsociety
Pawel Brudniak home cgsociety
Lincoln Renall home cgsociety
Martin McKenna home cgsociety
Yang Xueguo cgsociety
Kulbongkot Chutaprutikorn cgsociety deviantart
Alexander Jack cgsociety
Alex Ruiz home cgsociety
Bente Schlick home cgsociety
Stephen Flack home cghub deviantart
Ann-Christin Pogoda home cgsociety
Mariana Vieira home cgsociety
Leonie Jannien Baauw home cgsociety

The following artists provided work unknowingly (hopefully they would have approved):

John William Waterhouse
Michelangelo Merisi da Caravaggio
Rembrandt Harmenszoon van Rijn
Raffaello Sanzio
(incomplete...)

Music:
Starting with Media Pack 2, Éa has its own soundtrack! All music is by Kevin MacLeod (incompetech.com), licensed under Creative Commons (By Attribution 3.0). I list all tracks here in accordance with the the creator's instructions:

A Little Faith - Kevin MacLeod (incompetech.com)
Achilles - Kevin MacLeod (incompetech.com)
Agnus Dei X - Kevin MacLeod (incompetech.com)
Air Prelude - Kevin MacLeod (incompetech.com)
Alchemists Tower - Kevin MacLeod (incompetech.com)
All This - Kevin MacLeod (incompetech.com)
Americana - Kevin MacLeod (incompetech.com)
An Upsetting Theme - Kevin MacLeod (incompetech.com)
Angevin - Kevin MacLeod (incompetech.com)
Arcadia - Kevin MacLeod (incompetech.com)
At Launch - Kevin MacLeod (incompetech.com)
At Rest - Kevin MacLeod (incompetech.com)
Brittle Rille - Kevin MacLeod (incompetech.com)
Bushwick Tarantella - Kevin MacLeod (incompetech.com)
Cello Suite 1 in G - Prelude - Kevin MacLeod (incompetech.com)
Chase - Kevin MacLeod (incompetech.com)
Chee Zee Cave - Kevin MacLeod (incompetech.com)
Clenched Teeth - Kevin MacLeod (incompetech.com)
Constancy Part One - Kevin MacLeod (incompetech.com)
Constancy Part Three - Kevin MacLeod (incompetech.com)
Constancy Part Two - Kevin MacLeod (incompetech.com)
Cortosis - Kevin MacLeod (incompetech.com)
Court of the Queen - Kevin MacLeod (incompetech.com)
Crisis - Kevin MacLeod (incompetech.com)
Crusade - Kevin MacLeod (incompetech.com)
Dama-May - Kevin MacLeod (incompetech.com)
Dangerous - Kevin MacLeod (incompetech.com)
Danse Macabre - Kevin MacLeod (incompetech.com)
Danse Morialta - Kevin MacLeod (incompetech.com)
Dark Dance - Kevin MacLeod (incompetech.com)
Dark Times - Kevin MacLeod (incompetech.com)
Darkest Child - Kevin MacLeod (incompetech.com)
Death of Kings - Kevin MacLeod (incompetech.com)
Devastation and Revenge - Kevin MacLeod (incompetech.com)
Digya - Kevin MacLeod (incompetech.com)
Dissappointment - Kevin MacLeod (incompetech.com)
Dragon and Toast - Kevin MacLeod (incompetech.com)
Dreamy Flashback - Kevin MacLeod (incompetech.com)
Earth Prelude - Kevin MacLeod (incompetech.com)
Eastern Thought - Kevin MacLeod (incompetech.com)
Egmont Overture - Kevin MacLeod (incompetech.com)
Enchanted Journey - Kevin MacLeod (incompetech.com)
Enchanted Valley - Kevin MacLeod (incompetech.com)
End of the Era - Kevin MacLeod (incompetech.com)
Evening Fall - Harp - Kevin MacLeod (incompetech.com)
Evil March - Kevin MacLeod (incompetech.com)
Exciting Trailer - Kevin MacLeod (incompetech.com)
Exotic Battle - Kevin MacLeod (incompetech.com)
Faceoff - Kevin MacLeod (incompetech.com)
Failing Defense - Kevin MacLeod (incompetech.com)
Fairytale Waltz - Kevin MacLeod (incompetech.com)
Five Armies - Kevin MacLeod (incompetech.com)
Folk Round - Kevin MacLeod (incompetech.com)
For Originz - Kevin MacLeod (incompetech.com)
For the Fallen - Kevin MacLeod (incompetech.com)
Frost Waltz - Kevin MacLeod (incompetech.com)
Frozen Star - Kevin MacLeod (incompetech.com)
Full On - Kevin MacLeod (incompetech.com)
Funeral March for Brass - Kevin MacLeod (incompetech.com)
Gloom Horizon - Kevin MacLeod (incompetech.com)
Grave Matters - Kevin MacLeod (incompetech.com)
Gypsy Shoegazer - Kevin MacLeod (incompetech.com)
Hall of the Mountain King - Kevin MacLeod (incompetech.com)
Heavy Interlude - Kevin MacLeod (incompetech.com)
Hero Down - Kevin MacLeod (incompetech.com)
Heroic Age - Kevin MacLeod (incompetech.com)
Hitman - Kevin MacLeod (incompetech.com)
Ibn Al-Noor - Kevin MacLeod (incompetech.com)
Ignosi - Kevin MacLeod (incompetech.com)
Impending Boom - Kevin MacLeod (incompetech.com)
Intended Force - Kevin MacLeod (incompetech.com)
Juniper - Kevin MacLeod (incompetech.com)
Lamentation - Kevin MacLeod (incompetech.com)
Lithium - Kevin MacLeod (incompetech.com)
Lone Harvest - Kevin MacLeod (incompetech.com)
Long Road Ahead - Kevin MacLeod (incompetech.com)
Love Song - Kevin MacLeod (incompetech.com)
Machinations - Kevin MacLeod (incompetech.com)
Majestic Hills - Kevin MacLeod (incompetech.com)
Mechanolith - Kevin MacLeod (incompetech.com)
Mighty and Meek - Kevin MacLeod (incompetech.com)
Minima - Kevin MacLeod (incompetech.com)
Moonlight Hall - Kevin MacLeod (incompetech.com)
Moorland - Kevin MacLeod (incompetech.com)
Myst - Kevin MacLeod (incompetech.com)
Nerves - Kevin MacLeod (incompetech.com)
Netherworld Shanty - Kevin MacLeod (incompetech.com)
Noble Race - Kevin MacLeod (incompetech.com)
Not As It Seems - Kevin MacLeod (incompetech.com)
On the Shore - Kevin MacLeod (incompetech.com)
Opium - Kevin MacLeod (incompetech.com)
Oppressive Gloom - Kevin MacLeod (incompetech.com)
Our Story Begins - Kevin MacLeod (incompetech.com)
Pale Rider - Kevin MacLeod (incompetech.com)
Peaceful Desolation - Kevin MacLeod (incompetech.com)
Plaint - Kevin MacLeod (incompetech.com)
Plans in Motion - Kevin MacLeod (incompetech.com)
Private Reflection - Kevin MacLeod (incompetech.com)
Procession of the King - Kevin MacLeod (incompetech.com)
Professor and the Plant - Kevin MacLeod (incompetech.com)
Reflecting on Ideals - Kevin MacLeod (incompetech.com)
Relent - Kevin MacLeod (incompetech.com)
Rites - Kevin MacLeod (incompetech.com)
Rumination - Kevin MacLeod (incompetech.com)
Scattershot - Kevin MacLeod (incompetech.com)
Schmetterling - Kevin MacLeod (incompetech.com)
Second Coming - no percussion - Kevin MacLeod (incompetech.com)
Serene - Kevin MacLeod (incompetech.com)
Serpentine Trek - Kevin MacLeod (incompetech.com)
Shores of Avalon - Kevin MacLeod (incompetech.com)
Skye Cuillin - Kevin MacLeod (incompetech.com)
Sneaky - Kevin MacLeod (incompetech.com)
Sneaky Snitch - Kevin MacLeod (incompetech.com)
Snowdrop - Kevin MacLeod (incompetech.com)
Sonata 17 - Kevin MacLeod (incompetech.com)
Stoneworld Battle - Kevin MacLeod (incompetech.com)
Stormfront - Kevin MacLeod (incompetech.com)
String Impromptu Number 1 - Kevin MacLeod (incompetech.com)
Sugar Plum Dark Mix - Kevin MacLeod (incompetech.com)
Tabuk - Kevin MacLeod (incompetech.com)
Tectonic - Kevin MacLeod (incompetech.com)
Temple of the Manes - Kevin MacLeod (incompetech.com)
Thatched Villagers - Kevin MacLeod (incompetech.com)
Thaxted - Kevin MacLeod (incompetech.com)
The Chamber - Kevin MacLeod (incompetech.com)
The Descent - Kevin MacLeod (incompetech.com)
The Endless - Kevin MacLeod (incompetech.com)
The Other Side of the Door - Kevin MacLeod (incompetech.com)
The Parting - Kevin MacLeod (incompetech.com)
The Path of the Goblin King - Kevin MacLeod (incompetech.com)
The Pyre - Kevin MacLeod (incompetech.com)
The Rule - Kevin MacLeod (incompetech.com)
The Snow Queen - Kevin MacLeod (incompetech.com)
Thunder Dreams - Kevin MacLeod (incompetech.com)
To the Ends - Kevin MacLeod (incompetech.com)
Truth of the Legend - Kevin MacLeod (incompetech.com)
Unpromised - Kevin MacLeod (incompetech.com)
Virtutes Instrumenti - Kevin MacLeod (incompetech.com)
Virtutes Vocis - Kevin MacLeod (incompetech.com)
Vortex - Kevin MacLeod (incompetech.com)
Waltz - Tschikovsky Op. 40 - Kevin MacLeod (incompetech.com)
Water Prelude - Kevin MacLeod (incompetech.com)
We Got Trouble - Kevin MacLeod (incompetech.com)
Weight of Responsibility - Kevin MacLeod (incompetech.com)
Willow and the Light - Kevin MacLeod (incompetech.com)
Witch Hunt - Kevin MacLeod (incompetech.com)
With Regards - Kevin MacLeod (incompetech.com)
Wizardtorium - Kevin MacLeod (incompetech.com)

And...
Thanks to my wife for putting up with my obsessions. She is there in Éa, ageless and beautiful, with her horse, P.B. Melvin.

Make sure you read the two posts below: THINGS TO DO TO MAKE IT WORK and KNOWN BUGS AND ISSUES.

When you see problems, please report them in this thread. It is especially useful to me if you enable Lua logging and post your Lua.log. (Privacy note: the Lua.log shows your Civ5 folder path which probably includes your name. If that bothers you, do a global replace to redact your name from the file before posting.) Savegame is also sometimes useful, especially if it is a Crash to Desktop (I'll ask if I think I need it).

This is still early development code, so don't expect to play a full game yet. The victory conditions aren't there. All you can do is play along for a while until you get tired of it or run into a fatal bug. We will have to go through a lot of versions before the game starts to shape up...
 
Older changelogs (moved from above because the post grew too large)
Spoiler :

Éa II, v17 (will break saves)
  • [hotfix 16a]Fixed rare plot error in Action logic
  • [hotfix 16a]Improved religion icons
  • Fixed error swapping marsh and forest for AI civ naming preference
  • BNW automatically disabled
  • Added mod-specific barbarian system. There are 6 different kinds of encampment: Wildmen Encampment, Orc Encampment, Ogre Encampment (w/ new Ogre unit!), Horse Tribe, Elephant Tribe, and Pirate Cove. Each has its own set of "base" units and "roam/sea" units, which can upgrade. Spawning is less predictable than base: it still incorporates unit density (in an area) but without hard-coded max, and unit power is also considered (so fewer Ogre spawns than other units).
  • Fixed Militarism opener to give 4 free units as intended (was using non-functional xml tag)
  • Fixed Militarism policies so each give -10% unit maintenance (another non-functional xml tag)
  • Warriors and scouts are now maintenance free; reduced warriors strength (7 to 6) and cost slightly
  • Fixed bug in knowledge maintenance calculation (wasn't happening in last version)
  • Fixed infinite loop bug when AI cast Magic Missile
  • Adjusted AI weightings for various spells and actions (eg, an AI Druid will value Worship much more when mana is low, and will more likely find something else to do when mana is high)
  • Returned city range to 1. Yes, I keep going back and forth, but we really need this given the tight city placements allowed by the mod. So barbs, AI and/or other rules have to be adjusted to cope (no-maintenance warriors is part of this).
  • CSs get a starting warriors unit

Éa II, v16 (will break saves)
  • [hotfix 15a] Fixed Slave Maker promotion to allow military unit capture
  • Many AI improvements in early game (in particular, much better tile improvement by turn 100)
  • Fixed CTD related to AI civs enhancing religions :)mad: probably 20 hrs on that one...)
  • You no longer need to set "Small UI Assets" in options (mod will do this for you, and restore to your previous settings when you exit)
  • Added founder and follower effects for the 5 existing cults. Some are changed from manual but help text is accurate in Religious Overview UI.
  • Druids no longer become identified with only one Cult after performing its ritual. They can always perform rituals for any cults (city conditions allowing) and can gain free spells from any number of cults.
  • Changes to Anra effects. The unhappiness effect applies in cities now even if it is not majority religion (unlike other follower effects). See Religious Overview UI for details.
  • Fixed Flanking promotion series so they really are +20% per level (was +2% per level)
  • Phryges civ now gets Strong Cavalry promo (+30% attack/defense) for all horse-mounted.
  • Fixed Isällin to give +1c, +1h for all 5 religious buildings
  • Fixed The Hod to give +2 divine favor for all 5 religious buildings
  • Added 3 more techs (so 5 total now) that you get before Knowledge Maintenance will start to kick in.
  • Adjusted Cultural Level equation so it's less punishing on population. Now you would approach 10 policies if you grew like crazy without ever building any cultural buildings. For very high Cultural Levels, you still need to raise culture generation / total population.
  • City +2 happiness from having city race = civ race is now a global rather than local happiness effect. Previously, you needed 3 pop before 1 local happiness could matter. Now you only need 1 pop for 1 local happiness to matter (Don't blame me! I didn't invent local happiness.)

Éa II, v15 (will break saves)
  • [v14 hotfix] Fixes code so that Beliefs are properly added to Anra when a civilization Falls
  • [v14 hotfix] More eye candy for Religion Overview: now indicates with text and text color when a religion founder or holy city has been destroyed or is Fallen
  • Fixed bug that would crash mod if you deleted a civ in Advanced Setup
  • Autoplay now works for the mod. From Live Tuner type: "Autoplay(<turns>)" (don't use Live Tuner's own Autoplay)
  • Increased food from farms by 1
  • City bombard range returned to 2
  • Reduced religious pressure by 20% and spread distance from 10 to 8
  • Increased GP target number by 50%
  • Boosted AI weightings for adopting contingency plans (tech/policy) related to resources in borders
  • Boosed AI flavors for all military units
  • Adjusted various core AI settings for military (more military and more barb hunting, I hope)
  • AI won't build warriors anymore if they have other good options
  • Fixed some pre-v5 legacy code telling pan AI civs not to seek pastures or fishing boats
  • Fixed some AI code for counting resources in borders
  • Adjustments to many AI name targeting weightings
  • Added back The Hod civ (1st to Priesthood): +1 Divine Favor from all religious buildings
  • Added Yesod civ (1st to Way of the Wise): +4 free Incense
  • Added Netzach civ (1st to Mysticism): free Shrine in every city
  • Most of the "holy" civ AIs have a small chance of deciding to go bad

Éa II, v14 (will break saves)
  • Updated for patch 1.0.3.18
  • Added Éa religion icons
  • Holy cities get a religion icon with a star
  • Fixed a bug preventing Fallen civs from adopting Anti-Theism policies
  • Total re-code of Religion Overview. There is a lot of mod-specific info here now!
Éa II, v13 (will break saves)
  • Advanced Settings overhauled and re-enabled; I don't know if all options are safe to use, but I have removed the ones that I know would be fatal for the mod
  • Settings are persisted for the mod. Data is saved separate from settings for non-Éa games so should not affect or be affected by your other games.
  • Solved savegame corruption (I think) coming from other game persisted settings at the end of config.ini and in the cache and ModUserData folders. You should no longer need to delete these.
  • Reformatted the Game Settings layout: uses mod-specific image and no more references to Caesar or Hiawatha
  • City State race now indicated in popup
  • Mouseover help text now works for city state traits
  • Fixed bug preventing Mana/Divine Favor gain from city states
  • Fixed some code causing too many GPs
  • You now accumulate Divine Favor when you open Theism before you have the Azzandarayasna religion. If you gain some other religion, this will revert back to Mana.
  • If your civ switches between Mana and Divine Favor usage, the previously accumulated amount is no longer available. The value is saved, however, so if you switch back you get what you previously had.
  • Mouseover help text now works for Top Panel culture, mana/divine favor, and great people sections. There is a ton of mod-specific information there (note: mana/divine favor won't appear until you have some or are generating some).
  • Added GP flag icons from Lplate.

Éa II, v12 (will break saves)
  • Added The Arts process [hotfix 11a]
  • Added Azzandara's Tribute process
  • Added Ahrimans's Tribute process
  • More changes to the way cities handle special yields added by the mod (safer for city conquest).
  • Improvements to City Yield and Top Panel UI for indicating sources of culture, mana & divine favor.
  • Naphtha now gives +1g for Marketplace like all other resources
  • Lowered city bonus for siege line; now +100% (great bombard), +0% (ballistae), +50% (all others)
  • Fixed Revelry spell
  • AI spellcasters can now learn new spells. They will pick based on their own specialization (Combat, Terraforming, etc.)
  • Can't cast Bloom on a city or an improved plot
  • AI now gets free techs based on handicap level. The number is same as base (1-4 for difficulty King-Deity) but they are given at turn 50, 100, 150, 200 until all given. This number of techs is also KM free for AI.
  • AIGrowthPercent in the handicaps table is now given as a bonus for AI city health
  • Food required for city growth bumped from 100 to 150f
  • City size can be 2 larger now before chance of disease/plague
  • Disease runs half as long as before (now random from 1 to 1/3 city size); plague still 1 to 2/3 city size
  • Fixed amount of production distribution from unhappiness for Slave Castes (was too high)
  • Tome of Leviathan now gives +2s from improved Whales as intended
  • Fixed help texts for Apothecary, Temple and all health buildings
  • Major fixes to unit promotions; Fortification, Siege, Flanking, Naval and Raider should all be working as documented.
  • Great Bombarde becomes range 3 automatically at level 5 (the next turn actually)
  • Recon have 3 promotions they can earn (in addition to the Combat series): Survivalism (+5% healing, +10% defense); Eagle Eyes (+1 vision); Path Finder (ignores terrain movement cost). This is a series with each one requiring the one before. They all transfer on upgrade, for example if your rangers upgrade to marksmen.
  • Major changes to autosave system. The mod now runs its own autosave function at the beginning of the human player turn (after pre-turn game logic), instead of at end of barb turn as in base. This may or may not clear up a number of problems.

Éa II, v11 (will break saves)
  • Fixed GP city conquest bug [hotfix 10a]
  • Arcane City States now give mana if you are not religion Azzandarayasna (4 for friends; 8 for allies)
  • Holy City States now give divine favor if you are religion Azzandarayasna (4 for friends; 8 for allies)
  • Holy City States become Unholy if they are majority A&#331;ra; these give mana only if you are a Fallen civ (4 and 8 as above)
  • Changed "resting" relationship for City States based on racial likes/dislikes. These vary from +10 (e.g., Man for Man, Sidhe for Sidhe) to -50 (Man for Heldeofol or Sidhe for Heldeofol).
  • Fixed bugs that gave player 0 (human player) credit for killing units that they didn't kill
  • Fixed bug that was giving newly hired mercenaries the Slave promotion
  • Newly hired mercenary or newly captured military unit slave will instantly go to the correct morale (0 or -30, respectively) rather than decaying to that value over time
  • You can recapture a Slave (the worker type unit) if it previously belonged to you. It will be a normal Worker.
  • Auto End Turn will now work properly; if you used this before then your GPs would not do the per turn actions they were supposed to do at end turn
  • Changed BP Build, Trade, Research and Perform actions. You will now see instant feedback in city yield and top panels. And they are all now subject to city yield modifier. However, if total research modifier in the city is < -50% due to knowledge maintenance, then Research will be applied as if city modifier = -50%. (Worship is still not reflected in UI but the points should add up correctly.)
  • Major rework of Militarism policy branch (see here)
  • Added corrected Crown icon (thanks Lplate!)
  • Changed Slave Raider and Slave Maker promotions so they are automatically given with policy rather than becoming earn-able; these won't transfer if the unit is hired out as a mercenary (however, units captured or hired by the civ with the policy will gain the promotion)
  • Civ unhappiness conversion to production moved from Servi Aeternam to Slave Castes
  • Sisukas and Crécy now properly gain Strong Infantry and Strong Archer promotion (respectively) for new units. These and similar do transfer with merc hiring or unit capture.
  • Fixed various other problems with free promotions and their transfer between civs (merc hiring or unit capture). Some like Slave Raider and Slave Maker don't transfer; most others do.
  • Barbs now capture workers, slaves & setters as a slave unit (as if they had Slavery)
  • Adding 11 of 15 new city conversion processes (see here)
  • Weakened ranged attacks globally (see here)

Éa II, v10 (will break saves)
  • Includes v9 hotfixes
  • Added Mercenaries UI panel. It can be reached either from the diplo corner or from a Mercenary City State dialog box (the latter only if you are allies or have the Mercenaries policy). This is where you view and hire Mercenaries from other full civs (w/ Mercenaries policy) or Mercenary City States.
  • [AI] Merc city states and mercenary full civs (Hippus and some other military oriented) will put up surplus units for hire as mercenaries. Full civs still need policy to do this.
  • [AI] Most other city states and full civs will consider hiring mercenaries if their power is below parity or they are threatened. Only hire if civ has funds and applicable strategic resource. Hire priority based on unit proximity and price discount.
  • [AI] Civ will dismiss mercenaries if they lack needed strategic resource or funds
  • Strong Mercenaries Promotion: +20% attack/defense if this is a hired mercenary unit
  • Hippus horse mounted units get Strong Mercenaries promotion
  • [AI] Civs will favor Strong Mercenaries (first to be hired and last to be dismissed)
  • Militarism opener: +15% military unit production; always see barbarian camps
  • Tradition opener: +1s1c from capital
  • Commerce opener: +3g from capital
  • Improvements to policy help text
  • Fixed a bug in WhosWinningPopup.lua that would prevent other subsequent popups
  • Fixed bug allowing CSs to build settlers
  • Added crown from Lplate for Take Leadership action icon (needs resizing)
  • Added Deliverator's Orc Spearman for the Heldeofol warriors unit (will appear as a barb unit now) :D
  • [Balance] Reduced Mamonas civ effect to +1g from Gold & Silver and +0.5% on treasury per turn in capital
  • [Balance] Reduced National Treasury effect to +mod% / 20 on treasury per turn
  • [UI]Top Panel fixed to properly reflect gold per turn gain/loss from GP activities and Mercenaries (still doesn't show Merchant trade action effect)
  • Timber can be traded and Timberyard built with Sailing, Mathematics or Archery (covers all units that need Timber)
  • Fixed Observatory so only buildable next to mountain
  • [Balance]%science modifiers added to all research buildings that didn't already have it; details here
  • Hooked up Gatherers' Hut for Reagents
  • Added Chariot unit art (danrell's Viking Chariot)
  • Fixed Chariot Archer unit art
  • Ranged units will conquer a city if they are adjacent and knock it down to 1 hp.

Éa II, v9 (breaks saves)
  • Includes v8 hotfixes
  • Timberyard requires either Sailing or Mathematics (since you only need Timber for ships and siege -- don't want AI wasting early production on this)
  • Fixed minor bug that gives you some free Timber before turn 10.
  • Fixed Tech Panel so it doesn't try to show FINISHED: <hidden tech>
  • Fixed bug that would crash if GP woken while doing research & no research tech currently selected
  • Fixed bug in AI policy selection that was preventing it from selecting prereq policies
  • Fixed AI so it won't open mutually exclusive policy branches
  • Improved UI to reflect changed research rate when changing tech selection (e.g., if you have an applicable Tome). UI update was previously so delayed it was hard to see the effect.

Éa II, v8 (breaks saves)
  • Includes v7 hotfixes
  • Some improvement to mod-data preservation in autosaves (autosaves are still a bit dicey for now)
  • Can sell Slaves for 30g with the Slave Market building
  • Can render Slaves for 20p with the Slave Knackery building
  • Servi Aeternam policy: total civilization unhappiness is converted to production divided among all cities
    --All Slavery branch mechanics listed in manual have now been added; these need testing
  • Added alternative unit upgrade paths (see specifics in Manual)
  • Hunters given flavor so they will be built by AI
  • Fixed Fishing Boats so they can be built by inland cities if there is an unimproved lake within 3 plot radius (& gave them some land tile improvement flavor so AI will build)
  • Fixed bug in water expansion: did not occur properly if fishing/whaling boat constructed on same turn as a "natural" border expansion
  • Naphtha (strategic resource) is now properly placed on map
  • Removed "Blasting Powder" as a strategic resource. All "gunpowder" units (including cannon-bearing ships) now require Chemistry in addition to some other tech. (I did this because all of these units also had Iron requirement, so it seemed redundant. And cannon ships had 3 resource requirements, which seemed like too many.)
  • Yew (strategic resource) is now properly placed on map
  • Re-balanced strategic resource placement on the map. Copper, Horses and Iron should be fairly common. Yew should be reasonably common in forests. Naphtha, Reagents and Mithril should be rare. Elephants maintain their patchy (luxury-like) distribution.
  • Yew resource is removed if plot no longer forest or jungle
  • Added Bowyer's Camp improvement (available with Bowyers tech) as an alternative way to improve & hook up Yew resource without Sawmill (so you don't need Milling tech).
  • Added automatic help text generation for units that have >1 tech requirement
  • Building policy reqs are now automatically indicated in tech tree mouseover
  • Changed Crossbowmen: now requires Milling tech (180p; 8/8; range 1 as all "archers"; Piercing promotion gives +20% vs. melee), upgrades to Arqubussmen
  • Added Arquebussmen: requires Machinery & Chemistry techs; requires Iron (320p; 15/15; range 1; Piercing II promotion gives +40% vs. melee)
  • Fixed bug in Natural Harbor code: works now
  • Fixed Top Panel so it will show strategic resource that has no tech reveal or tech trade requirement (i.e., Timber; this is why it wasn't showing even though you had it)
  • Timberyard no longer has tech requirement. City must own at least 1 forest or jungle plot. Provides +1 Timber by itself. The building is also required to receive additional Timber from sawmills (+1 timber per 2 sawmills) or unimproved forest or jungle (pantheistic only; +1 per 4 plots)
  • A small part of Mercenary system is implemented: with Mercenaries policy you can put combat units "up for hire". Currently, no one hires so it has no gameplay effect. But the UI will indicate what price you would get when it does work...
  • Boosted policy progression from v7 (about 2x higher late game; less than 2x early)
  • Returned city state number back to base map defaults (numbers indicated in start menu for map size)

Éa II, v7 (breaks saves)
  • Fixed bug preventing Slave Breeding Pens from countering unhappiness growth penalties
  • Added help text for Hunters and Fishing/Whaling Boats to explain new remote improvements mechanic
  • Added all policy finisher effects (these convert 1/3 of culture to some yield or unit xp)
  • Fixed farms so they can be built by lakes or (for grassland only) flat non-freshwater
  • Fixed farms & mines so only pantheistic can build without clearing forest, jungle, marsh
  • Fixes to game init after reload (some added city yields could accumulate improperly with each reload)
  • Fixed city screen UI to properly show Mana or Divine Favor instead of Faith


THINGS YOU NEED TO DO TO MAKE IT WORK

Sorry for the long list. Some items are related to general Civ5 mod issues. Others are specific for Éa and will be fixed or removed as the mod develops.

  1. Requires G&K with the latest patch (1.0.3.18)

  2. Disable all other mods! Seriously. Don't even think about it.

  3. Remove earlier versions of this mod from you MODS folder. For reasons that are utterly baffling to me, Civ5 will sometimes load a file from an earlier version if something is wrong in the current version. This is an absolute nightmare to troubleshoot (since I don't even know what mod to troubleshoot).

    In your Sid Meier's Civilization 5 folder:


    [*]Delete two folders: Cache and ModUserData (No longer needed)


    [*]In UserSettings.ini, set:
    SmallUIAssets = 1
    AutoUIAssets = 0
    (You can do the above from Options in game; if you don't, you won't see a unit panel...)
    (No longer needed)



    [*]In GraphicsSettingsDX11.ini, set:
    LeaderQuality = 0
    (Or set to "minimal" from Options in game; otherwise you will have some strange leader interactions...)
    (No longer needed)


  4. In config.ini, set:
    LoggingEnabled = 1
    EnableLuaDebugLibrary = 1
    (This allows debug printing in the Lua.log, which will help me with troubleshooting.)

    Important!
    At the end of the config.ini file, you may or may not find some text that looks like this:
    Spoiler :
    Code:
    [UserSettings]
    ; Last Civilization Played
    LastCiv = 0
    
    ; Last Game Speed Played
    LastSpeed = 2
    
    ; Last Map Type Played
    LastMapScript = Assets\Maps\Continents.lua
    
    ; Last Map Script Was Random
    LastMapScriptRandom = 0
    
    ; Last Map Size Played
    LastMapSize = 2
    
    ; Last Map Size Was Random
    LastMapSizeRandom = 0
    
    ; Last Map Type Was Earth
    LastMapWasEarth = 0
    
    ; Last Game Difficulty Played
    LastDifficulty = 5
    
    ; Store advanced settings in Cache folder
    PersistAdvancedSettings = 1
    If you see it, delete the whole thing: "[UserSettings]" and everything after that. Otherwise, the game will seem to run OK but then any gamesave will be corrupt. I believe the above appears whenever you use Advanced Setup. It seems to be OK to use Advanced Setup, just make sure you open config.ini and delete the above before starting Civ5 again.
    (No longer needed)


  5. Don't play the mod in Strategic View! There are many mod functions that won't work, mostly related to combat but some related to unit movement and possibly other things. It's fine to open Strategic View and look around. But close it before you move units or engage in combat or do anything else.

  6. I suggest you stick with Standard gamespeed and leave other options default for the most part. Some mechanisms are there to account for speed/size differences, but they are not tested or balanced yet.
 
Even older change logs (posts above too big):
Spoiler :


Éa II, v6 (breaks saves)
  • Fixed some spelling (e.g., Militerism, Granery...)
  • Can slash-and-burn jungle with Bronze Working (can chop for production with Iron Working).
  • Sawmills can be built in jungle with Forestry
  • Sawmills suppress terrain strength to zero, so improved forest or jungle won't ever spread; but feature will revert to previous strength if improvement becomes pillaged or removed somehow
  • Marsh can be removed with Masonry, or farmed with Irrigation; farmed marsh is suppressed as above [Edit: but marshes still cause -1f to non-pantheistic cities as described below]
  • Major change to Pantheism. They now need workers or slaves to improve resources. The main differences from Ag are that they can't improve non-resource plots (and get no benefit from them if they capture them) and they can improve resource plots without removal of forest/jungle/marsh. See details here.
  • Major change to water plots: Culture does not spread borders to water plots. Instead, they are claimed and improved by fishing or whaling boats, and this can happen >3 plots based on tech. See details here.
  • Camps are not built by workers. Instead, they are formed by Hunters and can be discontinuous with your borders or >3 plots from city (depending on hunting line techs). See details here. (The recon unit "Hunters" has been renamed "Trackers". Easier to remember now because you build the worker-type unit Hunters with Hunting and the recon unit Trackers with Tracking.)
  • Fixed bug where goodyhut and city state popups weren't occurring in new game, but were from save. (really a base Civ5 bug that my mod was triggering)
  • (This has been in the doc for a while, but is finally implemented) Some resources have a different name that appears on the map UI than the one used for the trade resource. So Wine now appears on the map as "Grapes", Pearls appear on the map as "Oysters", and so on. The map resource "Sheep" leads to the luxury trade resource Wool. This is a UI effect only (the game database still has only one resource in each of these cases).
  • Added The Fay. This is hidden civ that you can only meet with Faerie Lore. [Edit: now Through the Veil; see policy change below]
  • Added 28 named Major Spirits of Éa (i.e., pantheistic gods). Technically speaking, these are hidden minor civs that only Pantheistic civs can interact with. You meet one for each pantheistic policy adopted (a random god) and one for each cult founding/spreading ritual performed (for this you meet a cult-specific god, but you will run out of these after a while). They provide a gold & mana gift when met, and provide mana when friends or allies.
  • Added 21 mod-specific city states. These are of various races and are associated with 4 new minor civ traits (which aren't working yet). None of the base traits are used.
  • Removed previous system where "overgrown" or "flooded" improvements were worthless. Instead, forest, jungle and marsh give a flat -1f penalty (negated if city follows any pantheistic religion or cult).
  • Reduced yield numbers throughout the mod. Base plots are still no yield. Most resources give +3 something and improvements +2 something, both increased by specific policies, techs, beliefs, buildings or civ traits. Food requirement is now 3 per citizen.
  • The pantheistic "animal, plant and earth" system for resources is now orphaned and will probably be dropped. Since they build improvements on resources now, the policy boosts are all tied to the relevant improvement types: camp, pasture, fishing & whaling boats for animal; farm, vineyard & plantation for plant; mine & quarry for earth.
  • Changes to pantheistic policies: There is no longer a "Faerie Lore" policy. Earth Lore allows Mana Vortexes (Earth Lore: +1p1c per mine & quarry; Mana Vortexes: +1s2m per mine & quarry). Mana Vortexes and Fellowship of Leaves allow Through the Veil (which now reveals the hidden Fay civilization).
  • Swapped Domestication and Animal Husbandry (so 1st tier Domestication -> 2nd tier Animal Husbandry)
  • Added horizontal toggle arrows to tech tree screen. You can now see the whole thing even with small screens.
  • Civ naming conditions that are supposed to add a resource near the capital now do so.
  • Cntr-S or Save from Main Menu now takes you to the standard Save Game Menu (was bypassed before as part of a kludge for saving mod-specific data).
  • Added >20 "specials" to tech tree UI (the star icons) that were not automatically generated. These include reductions in Research Maint (from Writing branch techs), extended range for Hunting Camps and Fishing Boats, Learnable spells, and many others...
  • Adopting Commune with Nature policy now provides +1c1m per turn per 4 unimproved plots owned
  • Adopting Forest Dominion policy now causes all Living Terrain (world-wide) to gain +1 strength
  • Adopting Forest Dominion policy allows borders to spread to adjacent unimproved forest or jungle (2% chance per turn) even if owned by another civ (that doesn't also have Forest Dominion)
  • Tons of help text fixes
  • Victory Screen: I've added the "template". You can look at it but it doesn't work (it's full of junk text I'm using for spacing).
  • Civ Naming conditions for policy branches have all been disabled for now. These (and more) will be added back for 2nd policy within a branch (there will be ~15 or so of these).
  • GPs never given for opening policy branches. You now have to open a 2nd policy in the branch to get the GP
  • Disease & Plague

Éa II, v5 (breaks saves)
  • Restored Runtime Error reporting for Lua mods (for Ea or any other mod; see here)
  • Added a Runtime Error popup in game; you will now know when the mod is tanking...
  • Fixed a couple unknown and subtle bugs identified by efforts above
  • City art is now based on city race rather than civ race (a conquesting civ can have multiple city art styles in one civ)
  • Fixed bug causing GPs to wake up while crafting unique items (tomes, epics,...)
  • City state cities now have race (all set to Man until I add Éa custom city states). This should fix a problem where CSs could not build any units.
  • Finished major overhaul of AI: should be better (and more easily modable) policy/tech decision making, plus I'm beginning to add some city build control (for now, only the ability to shut off production types by civ plan or other factors). A few specific improvements follow from this overhaul:
  • Many AI civs now have a coherent tech/policy strategy (or likely more than one); some were using a generic plan before
  • Pantheistic AI civs or or those that are likely to become Pantheistic (ie, Sidhe) won't build a worker/slave for a while, and then no more than one.
  • Workers/slaves in pantheistic AI civs will only build roads.
  • Better "contingent" tech/policy choices by AI. For example, if a civ has many elephants, it will eventually prioritize Hunting and Mounted Elephants (over other "civ focus" plans). If it is a warlike civ, it may then prioritize Beast Breading. (Even "non warlike" civs will try to get at least one tier 2 military tech so they have something better than warriors.)
  • Civ dominant religion icon is now indicated in the diplo list.
  • Civ relationship modifiers added: Race, Religion, being Fallen, Policies (Pantheism and Theism in particular, Pantheistic also dislike Ag) and Techs (Divine Liturgy, Maleficium, Thaumaturgy). Details will be in next manual update.
  • Soundtrack! 70 tracks for Man and 71 for Sidhe, plus some leader music and an opening theme.
  • Fixed some problems resulting from GoodyHuts (gaining 100000 mana, popping a GP Warrior, etc.)
  • Added religion effects for Azzandarayasna and A&#331;ra.

Éa II, v4 (breaks saves)
  • Added Policy help texts (thanks oChuckles!)
  • Only show highest level promotion for numbered promotions.
  • [Promotion] Battle Magery 1-6 (Thaumaturge): Specifically increases the effect or duration of certain combat spells (e.g., Magic Missile). [1.5x the effect of Thaumaturgy]
  • [Promotion] Terraforming 1-6 (Devout or Thaumaturge): Specifically increases the effect or duration of terraforming spells (e.g., Ea&#8217;s Blessing and Bloom).
  • [Promotion] Benevolence 1-6 (Devout): Specifically increases the effect or duration of certain good-effect spells (e.g., Bless, Sanctify).
  • [Promotion] Malus 1-6 (Maleficium): Specifically increases the effect of certain evil-effect spells (e.g., Hex, Curse, Defile). [Benevolence levels will automatically convert to Malus if the GP falls]
  • Morale is now shown in unit panel after melee and ranged strength (if it is not 0). Morale affects strength anywhere from -90% to >+1000% (in theory) and is affected by various things including several Warrior actions. It has a natural decay where it approaches your civilization's happiness over a few turns (the difference is halved each turn).
  • Enslaved military units (i.e., captured units with the Slave promotion) have a baseline morale = -30% that is not affected by your civilization's happiness. (This replaces the -30% attack/def affect of the Slave promotion.)
  • Using the [ICON_STAR] as a graphic now for Mana (for both the top panel and the map yield icon). It's not great but it will serve for the time being.
  • Fixed bug where Prophecy of Vâ could not be made after someone learns Maleficium.
  • Fixed bug in Prophecy of Vâ so that the Azzandarayasna Holy City properly becomes the A&#331;ra Holy City if its owner falls.

Éa II, v3 (won't break v2, will break v1 saved games)
  • Added help texts for promotions.
  • Éa's Blessings: removed a tech req that it wasn't supposed to have
  • Éa's Blessings: fixed so it will work on 0 strength features
  • Improvements to AI so it can now do the Train action
  • AI Sidhe won't ever do the Lead Charge action (probably you shouldn't either if you play this race)

Éa II, v2 (will break saved games)
  • (Has all hotfixes from v 1)
    --Bugs--
  • Fixed some logical problems with action system that couls lead to inappropriate "delayed due to shortfall" occurrences and actions being disabled when they shouldn't be
  • Fixed GPs not being embarked at sea
    --Gameplay--
  • Spread/regeneration strength of all Living Terrain is reduced to 0 in a 3 ring radius around starting plot for Man only (note that a feature in the 4th ring can spread into the 3rd, but the resulting 0 strength features do not themselves ever spread or regenerate)
    --UI & Graphics--
  • Order of city names now randomized
  • Living Terrain strength is now shown in map mouse-over, e.g., "Terrain: Jungle (5)"
  • Mana and Divine Favor now have separate icons (the actual icons used are still placeholder: Divine Favor uses the base "peace" icon and Mana uses a "gems" icon)
  • Added a bunch of help texts (thanks Killzerslaul!); all text keys should be done for buildings now (except pedia)
  • GPs all have single-unit graphics now
    --New Stuff--
  • [Action] Build (Engineer): +mod/2 production per turn; sustained
  • [Action] Trade (Merchant): +mod/2 gold per turn; sustained
  • [Action] Research (Sage): +mod/2 science per turn; sustained
  • [Action] Perform (Artist): +mod/2 culture per turn; sustained
    *Above actions are analogous to the existing Worship action for Devouts; they have to be done in a city but any number of GPs can do them simultaneously (unlike take residence)
  • Added UI for learning new spells. It's a popup triggered by a special Learn Spell "promotion"
  • [Spell] Bless (Divine; requires Divine Liturgy): adds promotion to nearby living units that increases natural healing by 10%; chance of wearing off is 1/mod per turn
  • [Spell] Curse (Divine; fallen version of Bless; requires Maleficium): adds promotion that prevents natural healing
  • [Spell] Éa's Blessings (Divine; requires Pantheism): strengthens existing living terrain (forest, jungle, marsh) for spread and regeneration by mod%
  • [Spell] Ride Like the Wind (Divine; Cult of Epona free spell): +2m for nearby horse-mounted as long as they stay w/in 4 plots of caster
  • [Spell] Purify (Divine; Cult of Pure Waters free spell): removes all corrupting spells such as Curse, Defilement, Hex, etc.
  • [Spell] Fair Winds (Divine; Cult of Ægir free spell): gives +1m to nearby naval units via permanent promotion
  • [Spell] Revelry (Divine; Cult of Bakkheia free spell): adds +mod happiness to city; sustained
  • [Spell] Sanctify (Divine; requires Divine Liturgy): adds promotion that increases natural healing by 5% (stacks with Bless) and protects from negative spell effects
  • [Spell] Defile (Divine; fallen version of Sanctify; requires Maleficium): adds promotion that decreases natural healing by 5% and prevents good spell effects
  • [Spell] Hex (Arcane; requires Maleficium): adds promotion that gives -20% attack/defense
  • [Spell] Magic Missile!!! (Arcane; requires Thaumaturgy): Caster can perform a ranged attack with strength equal to the caster's modifier.
  • Added Disciple specialist; 1 slot for Shrine and Monastery for now (need more...)

KNOWN BUGS AND ISSUES

Incomplete Features
  • Some Help texts missing; almost no Pedia text for anything (use the pdf game manual for now...).
  • You can&#8217;t actually achieve any victory condition (there is a Victory screen but it is full of junk text I'm using for design purposes). There will be five mod-specific victory conditions added during phase 3.
  • A few civ name traits don't work as advertised.

Gameplay Bugs
None known. Please post them for me!​

UI
  • Civ/leader names not correct in Advanced Diplo screen.
  • Some diplo text wrong (you'll see some base leader names)
  • Faith appears in a few places where you should see Mana (building help and improvement build help)

Balancing
  • It's getting better all the time but please report your observations to help me balance the mod...

Cosmetic
  • No new unit art; only base Civ5 icons and many are used repeatedly or in inappropriate places. I could use some help on these!
  • Screen will "flicker" when you first meet another civ but both civs don't yet have leaders. This is the dll starting up the leader screen and then immediately exiting (you aren't supposed to be able to talk until both civs have leaders). It's one of many Lua kludges that will go away as I shift over to dll modding.
  • Tooltip text is buggy (it "doubles") when a GP popup appears. Workaround: moving the mouse to the top panel seems to clear it up for the moment.
  • Some GP portraits have some random green spotting. Something wrong with compression I guess. I&#8217;ll remake these when I figure out the exact problem.
  • GP disappearing/reappearing/teleporting is annoying. This is my Lua kludge to allow GPs to enter and remain in foreign cities or other prohibited plots. It will go away eventually when I recode unit movement in the dll.
AI
  • Currently not understood by AI (so ignored):
    • Selling or rendering slaves for gold or production
    • "Alternate" unit upgrades
  • AI has no urgency in removing Living Terrain (forest, jungle, marsh) when non-pantheistic, though it should.
  • Train Unit still mostly non-functional because the AI knows how to target a plot but not a unit. AI Warrior keeps going to the plot where the unit was and finding it has no unit to train (repeat ad infinitum).
  • I'm not sure how good the AI GPs are at getting to the battlefield (Warriors and Priests w/ Heal spell). There is code for this but it isn't very well tested yet. Let me know if you see good/bad results for this.
  • AI for civs specialization (tech and policy choices) can always be improved. Some civs definitely work better than others.
 
I managed to get things working in the tech tree via a reinstall. I had broked muh game.

I will post a few crashes and logs in a bit.

One thing I did notice is that I was never able to get the horse resource from an unimproved horse even with the full pantheism tree unlocked (which was sad as I was Ikos civ with the horse cult founded and all)
 
Well, at least that tells me that it is possible to finish a policy branch (how many turns did that take?). Was your pantheist civ able to get other resources without improvements?
 
Right, well I've followed all of your instructions and I'm about to start up the game... hope it doesn't explode or anything. By the way, long time lurker on your thread, and I really hope that your mod succeeds. I'm glad that there is a... somewhat playable? version now.
 
King Sophroniscus starts as a work boat at a land locked capital!

EDITED

I think I found the issue...

The call to generate a great person...

Code:
LuaSet[GameInfoTypes.EATRAIT_SOPHRONIA] = function(iPlayer)
	local eaPlayer = gPlayers[iPlayer]
	GenerateGreatPerson(iPlayer, nil, "Engineer", GameInfoTypes.EAPERSON_SOPHRONISCUS, true)
end

...but this uses a class type (engineer) in the subclass position of the function. Later, when it is interpreted...

Code:
function GetInfoFromSubclassClass(subclass, class)	--2nd arg is optional if 1st has value
	--return unitTypeID, class1, class2
	if subclass == "Alchemist" then
		return GameInfoTypes.UNIT_SAGE, "Sage", nil
	elseif subclass == "Paladin" then
		return GameInfoTypes.UNIT_PALADIN, "Warrior", "Devout"
	elseif subclass == "Eidolon" then
		return GameInfoTypes.UNIT_EIDOLON, "Warrior", "Devout"
	elseif subclass == "Druid" then
		return GameInfoTypes.UNIT_DRUID, "Devout", "Thaumaturge"
	elseif subclass == "Priest" then
		return GameInfoTypes.UNIT_PRIEST, "Devout", nil
	elseif subclass == "FallenPriest" then
		return GameInfoTypes.UNIT_PRIEST, "Devout", "Thaumaturge"
	elseif subclass == "Witch" then
		return GameInfoTypes.UNIT_WITCH, "Thaumaturge", nil
	elseif subclass == "Sorcerer" then
		return GameInfoTypes.UNIT_SORCERER, "Thaumaturge", nil
	elseif subclass == "Wizard" then
		return GameInfoTypes.UNIT_WIZARD, "Thaumaturge", nil
	--"pure" classes
	elseif class == "Engineer" then
		return GameInfoTypes.UNIT_ENGINEER, "Engineer", nil
	elseif class == "Merchant" then
		return GameInfoTypes.UNIT_MERCHANT, "Merchant", nil
	elseif class == "Sage" then
		return GameInfoTypes.UNIT_SAGE, "Sage", nil
	elseif class == "Artist" then
		return GameInfoTypes.UNIT_ARTIST, "Artist", nil
	elseif class == "Warrior" then
		return GameInfoTypes.UNIT_WARRIOR, "Warrior", nil
	end
end

...there is no subclass == "Engineer".

I added a hack...

Code:
	elseif subclass == "Engineer" then -- RLW, 12/22/2012, added to avoid workboat issue
		return GameInfoTypes.UNIT_ENGINEER, "Engineer", nil

...and got the desired response. It looks like in your design, you assumed all 'unique people' would be 'subclasses' based on some of the comments...?
 

Attachments

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Game crashed around turn 278; it just 'encountered a problem' and I don't know what it is. Here are my thoughts:
1) DEAR GOD I HATE JUNGLES WITH ALL THE PASSION OF MY HEART
I would recommend allowing players to slash-and-burn jungles at or near the beginning of the game. I started next to some citrus, south of a giant jungle, and didn't realize how screwed I was going to be until about turn 30. I needed an army of workers to hold the jungles at bay, as they would spawn in the middle of nowhere or on a plantation tile, and then spread quickly to the surrounding tiles, and of course they remove any yield bonus for a tile's improvements. I don't think requiring people who had jungle starts to go Nature (isn't coded yet, right?) or Iron Working to be able to play the game is a good idea; it really limits their options.
2) the game plays really slowly, and I don't understand a lot of what goes on. How do the GP leadership bonuses - or other promotions - work? Does your civ name affect anything, or is it just cosmetic?
Allow me to post the few notes I wrote during the game:
Playing as the Humans, of course
start near jungle Citrus, on river, near coast, near hill gold, plains horses & wheat
turn 44 get a name: Aldebar (after everybody else, I think)
researched Agriculture, Writing, (plantations tech), now going for mining to take out jungles
I'm being seriously stunted by jungles here. They spread, and there is no way to take them out without Iron Working, which is taking a great number of turns to research.
Don't really know if Culture is supposed to do anything yet.
Can't actually talk with the other leaders... is this because mine died? Sad face.
You should be able to do away with jungles earlier than Iron Working or your people will starve to death.
So much better after Iron Working, but you still need a fleet of workers to stay ahead of the jungles. Forests aren't so bad, but jungles... urgh.
I propose a 'leader screen' where you can see all of your leader's stats, plus a short description perhaps.
I also propose a civilization screen, like above.

I'm going to do a bit more research on this mod, and then get back to you. These are preliminary thoughts after playing part of an experimental game.
 
It took me about ~120 turns to finish the pantheism policy tree. I was focusing heavily on culture.

I did not get any resources from any tiles (I had several wheat and horses at my capital).

Understand that to get policies the way I was came in many ways from limiting my population. The early game is very "slow" right now. Very low access to production.

It's rough around the edges, but naming and all the great people actions I tried went well. I managed to found several cults, build several wonders and a few tomes. I had several great people die of old age, and lost several warriors to the charge ability (man is that a risk).

** Edit**

Managed to get in a few hundred more turns between several starts. A few observations:

1. Great Artists appear to be bugged, they appear on the map as work boats.
2. As mentioned, pantheistic civs can't access resources right now as the wild lands improvements aren't providing earth/animal/plant resources.
3. Work boats can't build fishing boats, even with sailing tech
4. Having a few issues with trying to work on more than one tome at a time, they make no progress and my sages simply vanish until they earn enough passive Exp to reappear. No idea why, but founding rituals works even when interrupted by adding a new promotion to the druid.
5. Archers require race of man for some reason.

A few things about the early game:

Your code to add more resources in the starting area clearly works, but you may want to bias it a tad more towards food resources. I keep getting starts with 1-2 food resources with 4+ luxury resources. I can't possibly work more than 1 of those luxury resources (and even that requires quite a bit of teching just to keep me growing). This is causing the early end of the game to be extremely slow.... 35 turns for a warrior slow.

Sages: their settle/take leadership abilities need to add 1-2 science in addition to the percentage gain. The issue is early game sages literally do nothing for you, since they give you +5% science to a total of 5-6, which is lost due to rounding. Even if it's only 1 science, it's a plus. This likely applies to early game artists as well (as their 5% culture is going to do nothing until much later in the game).

Warriors: love them, but charge could probably stand to see the % chance of killing the warrior go down. 35% is high enough as to make me skip using this ability.

I will try getting you some debug logs posted in the morning (I'll rush artist from tradition policy branch to show you the great workboat that results).
 
Regarding Sezneg's post:
1. I had similar observations with the Pantheism tree; it took more than 100 turns to complete while focusing on culture as the Sidhe, though I was able to gain bonuses from wheat, deer, and fish. I had not researched the techs that reveal copper/iron so I can't tell if I'd get those bonuses too.
2. I was able to get my work boats to build fishing boats, I don't know what problem Sezneg was encountering.
3. The tomes are somewhat interesting. Once my sages have completed whichever tome they were working on, they can start building one that gives an increased bonus. This was intentional, yes?
4. When playing as the Sidhe, I wasn't able to build archers. This is frustrating.

I'd like to ask: are civilizations that choose the Pantheistic social policy branch supposed to get any bonuses from non-resource wildland tiles? Because I think it would make some sense for them to be able to do so, and would justify the earlier losses in population growth, production etc. that the incur by not developing their tiles. It seems odd that nature-worshipers obtain no benefit over the rest of civilization in regards to forests and jungles.

As the Sidhe, my Great People didn't die, and you can only use so many sages and bards in one city at any given time. To be able to use them, I needed to create new, unnecessary cities, which seemed like a suboptimal play style. What do you think about being able to use a Great Person by creating a tile improvement, like in the base game? This would prevent you from having a few bards or whatever hanging around the capital, unable to do anything.

I agree with Sezneg about early Sage and Bard bonus science/culture.
 
, they make no progress and my sages simply vanish until they earn enough passive Exp to reappear.
You can always get your busy GP back at any time. GPs have there own selector arrows in the unit panel, which lets you select them even when vanished (look for the little GP symbol with its own left/right arrows; its there in the lower left corner even when the unit panel isn't).

Can't actually talk with the other leaders... is this because mine died? Sad face.
Both civs have to have a leader to talk. You can't even see other civs in the diplo list until they have a name.

How do the GP leadership bonuses - or other promotions - work? Does your civ name affect anything, or is it just cosmetic?
All of this will go into the pedia eventually. The civs each have their own bonus. This will also show in the Civ Naming popup, but right now that only shows your civ name and a placeholder image. For now, you really have to rely on the pdf game manual.

I propose a 'leader screen' where you can see all of your leader's stats, plus a short description perhaps. I also propose a civilization screen, like above.
Already exists for the great people. Just click on any GP's name (including your leader) to display their "character sheet" with all of their action modifiers. I agree it would be nice to have some additional text for each GP, but there are >100 of them so that will take a while...

Once the Civ Naming popup actually has some info (your civ bonuses and probably other stuff) I'll make it possible to trigger it by clicking your civ name in the diplo list.

I'd like to ask: are civilizations that choose the Pantheistic social policy branch supposed to get any bonuses from non-resource wildland tiles?
Initially I had them gaining +1 food (and incrementally more with additional polices). Problem is, it was always better to work a 4 production plot or assign a specialist even if that caused starvation. The AI would always favor that 1f plot. It's a pointless option that only serves to mess up the AI, so I removed it. (If I make it "not pointless" by giving +4f, then you have run away growth... and that's supposed to be reserved for Agrarian civs.)

My plan is to have them gain some indirect bonus(s), for example mana based on number of owned wildlands plots.

Warriors: love them, but charge could probably stand to see the % chance of killing the warrior go down. 35% is high enough as to make me skip using this ability.
The choice between Lead Charge and Rally Troops is kind of interesting, I think. The first increases moral (=strength) by mod x 5%, so typically 40% or more, but at a risk, and only for the same-plot unit. The second is only mod% but is risk-free and includes adjacent units too. The AI, by the way, will never pick the first if they are Sidhe. Heldeofol, when they are in, will almost always pick the risky one at least if they are with a powerful unit. It's a tough choice for Man.

The risk is 1 / combat mod, so it does go down. Perhaps I should adjust that to 0.5 / combat mod? I'll consider it balanced when the choice is very hard for a Warrior of race Man. Sidhe shouldn't use this option at all unless winning the particular battle is absolutely essential.

start near jungle Citrus, on river, near coast, near hill gold, plains horses & wheat
turn 44 get a name: Aldebar (after everybody else, I think)
This means that my AI is smarter than you. ;)




Thanks for all the other comments!

Bugs: All noted for next version.

Starting food: I only did a quick adjustment to AssignStartingPlots to make sure you have one food resource. This needs more work (unfortunately, AssignStartingPlots.lua is a real bear to work with). But... Don't hesitate to build more cities to exploit resources. You need to get away from Civ4's "perfect non-overlapping" city placement. I think that the designers of Civ5 wanted to break this uniform and even city spacing, though most players try to do city placement exactly like Civ4 except with radius 3 instead of 2. Éa takes this quite a bit further. Build cities based on local conditions, which may be more or less than exactly 6 plots spacing.

Jungle (& marsh and to a lesser extent forest): It's possible that these are too harsh. However, I need them to be tough because this is part of the whole Agrarian/Pantheism conflict (e.g., forest/jungle from the Bloom spell has a spread strength based on the caster). If you are not going Pantheism, then you really need to take a proactive and aggressive stance to these. It has to be your top priory. Otherwise, you need to move your settler (maybe I can give initial settler 4 move?) or restart. If the game really is too tilted against Agrarianism, then I'll adjust. Perhaps jungle slash/burn with Bronze Working is a good idea. Irrigation for removing marsh is tier 2, so I don't think that is too hard.

General Slowness: It's always possible to make GP actions faster and build times less. I have to balance that against the risk of running out of things to do. So this one can be adjusted as I deal with the next problem below...

Lack of things to do: Mostly this just needs to wait for me to add more GP actions and spells. Just to give you an idea, I worked on the code infrastructure/ai for actions and spells for much of the last year. However, I added all of the Warrior actions (which work!) and the Bloom spell (which doesn't) all in about 3 hrs on one day (Dec 20th, to be honest). So you can expect a lot more of these as the game develops...
 
For the cult of leaves, it looks like you are using water tiles for both your % land and % forest calculations vs...

50% of city radius plots must be land, of which 60% must be unimproved forest or jungle

EDITED

I've been playing around with this. The calculation uses every plot in the 3 plot radius regardless of who owns the plot (eg, plots owned by city states are used in calculation). The numbers are being calculated correctly. This is more of a balance question... should 60% of plots within a 3 plot radius be required, even when owned by other players? 60% seems appropriate for the plots within your claimed territory...

Best to find a coastal area that still has 50% land to reduce the number of forest plots needed... :)
 
@Bandersnatching and Sezneg, I've been continually editing 2 posts up based on your comments. I'm going to use a lot of your comments as the basis for a FAQ section (how to reappear GPs, civ name bonuses, etc.).

On the "GP as workboat" issue: I think this might be a symptom of corrupt game data. I.e., something went very wrong earlier in the game. Just as a suggestion, you might want to open the Lua.log every once and a while (or run Fire Tuner in parallel) and look for lines containing "!!!!!!!!!!!!!!!!!!!!!!". Once that appears, something has already gone wrong. Things can only go downhill from there.

As a technical note, the code is not "robust". That is, when it encounters an error, it will self-destruct (more or less) rather than try to recover gracefully. That's partly intentional on my part so I can identify errors more easily. What I'll do for version 2 is add a debug popup in game that tells you when the Lua code has encountered a problem (at which point there is no reason to keep testing).
 
Did you take game speed into account for jungle/forest? Playing marathon I had to use 1 worker for each 2 fields just to keep the forest out ... and barely so.
 
I'd suggest you stick with Standard game speed. I suspect that runs at a "Marathon pace" anyway. I'm going to balance standard first and then work on other speeds. (Some but not all new game mechanics account for gamespeed.)
 
I did some more playing around with the free artist from adopting folklore... it continues to be a work boat, but I've managed to get an artist normally int he same game and he works just fine.

Oh and the work boat great person can build fishing boats (it kills him), but normal work boats cannot. It's bizzare. I've looked in my lua log, most of the errors that I see are AI not having a valid GP action.
 
I haven't tested it today (will in a few hours), but I have a gameplay bug correction to make: the Sidhe can build recon units (Scout, explorer, Ranger) normally.
 
Hotfix for Engineer/workboat problem.

I don't have access to my modding computer til after Christmas, but this should fix the Engineer/workboat problem. Download the file attached at the bottom of this post, unzip and use it to replace the existing EaTraits.lua file in the EaMain folder. Or you can just edit the 4 lines in EaTraits.lua indicated below.


@Severon_Rathe, Wrong fix, but you tipped me off on the problem. These lines in EaTraits.lua:
Code:
00214: GenerateGreatPerson(iPlayer, nil, "Sage", GameInfoTypes.EAPERSON_LAGAD, true)
00220: GenerateGreatPerson(iPlayer, nil, "Engineer", GameInfoTypes.EAPERSON_SOPHRONISCUS, true)
00225: GenerateGreatPerson(iPlayer, nil, "Engineer", GameInfoTypes.EAPERSON_LUCHTA, true)
00230: GenerateGreatPerson(iPlayer, nil, "Engineer", GameInfoTypes.EAPERSON_GOIBNIU, true)
are wrong. They need to have the nil and the class name swapped. There is no Engineer or Sage subclasses. These are classes so they are supposed to be the 2nd arg and the 3rd arg should be nil.

Some correct examples from EaPolicies.lua:
Code:
00208: GenerateGreatPerson(iPlayer, nil, "Druid", GameInfoTypes.EAPERSON_NAL, true)
00210: GenerateGreatPerson(iPlayer, nil, "Druid", GameInfoTypes.EAPERSON_ERIU, true)
00212: GenerateGreatPerson(iPlayer, nil, "Druid")
00216: GenerateGreatPerson(iPlayer, nil, "Priest", GameInfoTypes.EAPERSON_EYMUND, true)
00218: GenerateGreatPerson(iPlayer, nil, "Priest")
00223: GenerateGreatPerson(iPlayer, "Warrior", nil, GameInfoTypes.EAPERSON_NEMED, true)
00225: GenerateGreatPerson(iPlayer, "Warrior", nil, GameInfoTypes.EAPERSON_MORRIGAN, true)
00227: GenerateGreatPerson(iPlayer, "Warrior", nil, GameInfoTypes.EAPERSON_LOTHIN, true)
00229: GenerateGreatPerson(iPlayer, "Warrior, nil")
00233: GenerateGreatPerson(iPlayer, "Merchant", nil, GameInfoTypes.EAPERSON_PARTHOLON, true)
00235: GenerateGreatPerson(iPlayer, "Merchant", nil, GameInfoTypes.EAPERSON_FODLA, true)
00237: GenerateGreatPerson(iPlayer, "Merchant", nil)
00242: GenerateGreatPerson(iPlayer, "Sage", nil, GameInfoTypes.EAPERSON_THEONO, true, "Artist")
00244: GenerateGreatPerson(iPlayer, "Sage", nil, GameInfoTypes.EAPERSON_DANU, true, "Artist")
Priest and Druid are subclasses, so they are properly in the 3rd arg. This is just one of those cases of having some code that works, then changing the system and forgetting to update everything. Originally, Engineer was a subclass of the Engineer class. The way it works now is that Engineer has class = "Engineer" and subclass = nil.
 
Could someone please post the DebugDatabase for me? (It's in the cache folder after you start the mod.) I can't play the game now (I only have my 12 year old laptop) but I might be able to troubleshoot the Sidhe-can't-build-units bug with this file.
 
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