CBP Events and Decisions Compatibility

Hi, tried your mod (well or the adaptation of it !) its wonderful !

Just my thoughs : the festivals from religion (the decisions that costs 1 magistrates and give you both science/culture/gold/production) scales a little too well i think. In classical or ancient era its OK but i find the value really too attractive in renaissance/industrial era.

Does the Morality system play a role in version 6 ? will download and test it !
 
Hi, tried your mod (well or the adaptation of it !) its wonderful !

Just my thoughs : the festivals from religion (the decisions that costs 1 magistrates and give you both science/culture/gold/production) scales a little too well i think. In classical or ancient era its OK but i find the value really too attractive in renaissance/industrial era.

Does the Morality system play a role in version 6 ? will download and test it !

Right I forgot about that.

  • Benevolence provides a global GPP.
  • Pragmatic provides a global +1 culture to villages, +2 culture and +1 science to towns.
  • Malevolence provides a global +15% Combat Strength overall.

WARNING: IF YOU HAVE ALREADY INSTALLED VERSION 6, YOU MUST REINSTALL IT. IT IS SAVE-GAME COMPATIBLE. THIS HOTFIX IS NEEDED TO CIRCUMVENT A RELIGIOUS YIELD LEAK.
 
Just played 193 turns of version 6.0 and guess what?
no crashes! Idk what you did but you are a genius!

I still dont really know the benefits of being benevolent, the interface does not tell me about global benefits but its still pretty good.

2 things,
1-codify laws decisions: costs too much culture for what its worth, I believe you should change so that it reduces the cost of future policies by 15%.
2-Ottomans need nerfing, since CP's special building already gives them a bonus against cities (Volley promotion), I suggest you change the +25% gunpowder bonus vs cities for something like (idk if its possible) when you kill an enemy unit you gain a copy of their special unit in your capital.

otherwise, all works like a charm

thanks again for all your help:)
 
If using RtP, you must use the vanilla E&D. In fact, next RtP update will block the CBP E&D.

Did you actually try that before blocking it? It works like a charm for me, I even get your dignitary decisions and everything I could recognize from RtP. I didn't expect that but as far as I can see, they play well together.
 
I am not sure if "balance" is a thing here but might i suggest to look at Carthage? I think their "Free Settler, 2 naval units and a Great Admiral once per era right from the Sailing" is a bit OP. Just looking at Spanish "Great Admiral and 2 naval units starting from Astronomy and only once". Or am i missing something?
 
I am not sure if "balance" is a thing here but might i suggest to look at Carthage? I think their "Free Settler, 2 naval units and a Great Admiral once per era right from the Sailing" is a bit OP. Just looking at Spanish "Great Admiral and 2 naval units starting from Astronomy and only once". Or am i missing something?
Oops, a bit of an oversight. It's supposed to be once per game not once per era, must have conflicted when I began to merge the obsolete CBP E&D and current E&D together.
 
I had the footprint of Buddha's event, recently.
I chose the "spend faith and gain science" decision, but did not see a gain in science (and didn't look at my faith).
Are yields gained at the end of the turn (I may not have been very attentive about that, was in a war) ?

(I am using the E&D version that came from the 3/12 beta, I think)
 
I had the footprint of Buddha's event, recently.
I chose the "spend faith and gain science" decision, but did not see a gain in science (and didn't look at my faith).
Are yields gained at the end of the turn (I may not have been very attentive about that, was in a war) ?

(I am using the E&D version that came from the 3/12 beta, I think)

In cases like this, it is best to always report your lua.log files just in case it never ran and never gave you the science or deducted the faith.
 
The game crashes when I choose a Great Person of my choice. Here's some logs.

EDIT: Apparently loading the game again worked. But still, check those logs. Maybe you'll find something to prevent this in the future.
 

Attachments

  • Logs.rar
    285.7 KB · Views: 313
  • Compatibility for Custom Civilization with Unique Palaces is now installed.
  • Moral Alignment now has an Enacted Decision Interface to indictate the bonuses of the alignment.
  • Converted if not all policies into GameEvents. Meaning more custom civilizations can be in the game without CTDs and/or breaking the policy icon.
  • Become a Gunpowder Empire is now Reform the Ottoman State granting +1 science to towns and towns along with the access to the Ottoman Sipahi
  • Revive the Runanga Polynesia no longer requires a unit to be sacrificed.
  • Maya's Pok-Ta-Pok Ballcourts no longer requires "pyramids" to be built in all cities and grants +2 culture to the pyramids for instead +2 culture to Kuna improvements.
  • Maya's Improve our Atlatls now requires you to be in the medieval era and also no longer grants a production modifier to ranged units.
  • Austria's Tu Felix Austria Nube no longer requires magistrates, granting 2 magistrates and starting a We Love the King Day in all cities while each Great Person expended will grant +15 influence with all city-states.
  • China's Establish the Imperial Exams now provides +1 production and culture to Paper Maker with only +1 culture to universities.
  • China's Create the Fubing System no longer sacrifice a Great General.
  • Persia's Establish the Satrapies decision now properly grants happiness to satrap's court(instead of banks).
  • Mongolia's Incorporate Subdued Peoples now requires 2 magistrate.
  • Japan's Patronise the Theatres no longer provides bonus happiness to opera houses and amphitheaters.

Link (v 7)
 
I appreciate the work you've been putting on this, OP.
It's truly enjoyable to play with.
 
Groovy!...Could you maybe provide an alternate link though. I mentioned this in the past but my campus completely blocks mediafire from being used. :sad:

Also, do you have any plans for Venice considering the Arsenale is now an optional building in the CBP?

In OP's post...


And no I don't. The decision can be renamed, but otherwise it just allows the training of Great Galleass and more naval production.
 
Oops! Stumbled upon a Longbowman in a barbarian camp, turn 10.
I imagine that wasn't intended. :ack:

(With version 7.)

edit: a Ballista now, attacking my capital! rip Madrid in three turns x.x
 
Oops! Stumbled upon a Longbowman in a barbarian camp, turn 10.
I imagine that wasn't intended. :ack:

(With version 7.)

edit: a Ballista now, attacking my capital! rip Madrid in three turns x.x

It seems the AIs like to pick decision units which are supposedly locked for them. I'll try to attempt a hotfix that is savegame compatible. Come back within 2 hours and redownload the same version again. Done, you should download the same link.
 
When clicking on an event I had a CTD. Here are some logs (I'm posting all because I don't know which ones are important.) I am playing with the CPP version from the automatic installer and Events and Decisions v. 7.

Thanks so much for this mod!

Code:
Logs:

[1144292.046] DBG: Command Line Args: 

[1144303.906] columns StrategicViewType, TileType are not unique
[1144303.906] While executing - 'INSERT INTO ArtDefine_StrategicView(StrategicViewType, TileType, Asset) VALUES(?,?,?)'
[1144313.203] no such table: ContentPackage.LocalizedText
[1144313.203] no such table: ContentPackage.LocalizedText
[1144313.203] no such table: ContentPackage.LocalizedText
[1144314.546] no such table: ContentPackage.LocalizedText
[1144321.015] columns StrategicViewType, TileType are not unique
[1144321.015] While executing - 'INSERT INTO ArtDefine_StrategicView(StrategicViewType, TileType, Asset) VALUES(?,?,?)'
[1144322.515] no such table: ContentPackage.LocalizedText
[1144322.515] no such table: ContentPackage.LocalizedText
[1144322.515] no such table: ContentPackage.LocalizedText
[1144337.500] 
-- SQLite Memory Statistics --
Memory Usage:
		[Cur]		[Max]
Malloc:		6223016		75785600
PageCache:	6		12
LookAside:	0		0
Scratch:	0		1

Static Buffer Overflows:
		[TooLarge]	[NoSpace]
PageCache:	5808264		62880720
Scratch:	0		0

Largest Allocations:
Malloc:		262144
PageCache:	1172
Scratch:	6640

Prepared Statements:
Current:		6
------------------------------
[1144338.093] 
-- SQLite Memory Statistics --
Memory Usage:
		[Cur]		[Max]
Malloc:		6224192		75785600
PageCache:	6		12


[1144292.046] Initializing Lua 5.1.4


[1144320.875] Changing active DLC and Mods.


[1144337.515] DBG: Civilization 5: App Version: 403694 FINAL_RELEASE, GameCore: {83F34FF0-3D60-43E7-AEDB-82C79867EE3F}, version 1.0.0
[1144365.484] DBG: Civilization 5: App Version: 403694 FINAL_RELEASE, GameCore: {83F34FF0-3D60-43E7-AEDB-82C79867EE3F}, version 1.0.0



[1144303.515] , Discovering Base Game Map Scripts, 0.003185
[1144306.765] , CreateCoreDatabase, 3.219419
[1144312.046] , 	cvAudioManager::LoadExtraContentScripts, 2.664148
[1144312.046] , cvAudioSystem::Startup, 2.664382
[1144312.218] , DISCOVERING MODS, 0.036758
[1144312.359] , 	Generate BaseGame Loc Database., 0.003310
[1144312.375] , 		Get Package Files, 0.006536
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[1144312.390] , 		Get Package Files, 0.011463
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[1144312.500] , 		Get Package Files, 0.000001
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[1144312.609] , 		Get Package Files, 0.100747
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[1144312.765] , 		Get Package Files, 0.125866
[1144312.796] , 		Generate Specific DLC Database, 0.039037
[1144312.812] , 		Get Package Files, 0.005109
[1144312.812] , 		Generate Specific DLC Database, 0.003964
[1144312.812] , 		Get Package Files, 0.000003
[1144312.812] , 		Get Package Files, 0.000000
[1144312.812] , 		Get Package Files, 0.000000
[1144312.812] , 		Get Package Files, 0.000000
[1144312.812] , 	Generate DLC Loc Databases., 0.450773
[1144319.687] , 	CvLocalizationDatabaseFactory::GenerateMergedLocalizationDatabase(), 6.867333
[1144319.687] , New Localization Code, 7.323412
[1144320.875] , 	BeforeDeactivateMods - Release Database Cache, 0.000117
[1144320.875] , 	BeforeDeactivateMods - Unload DLL, 0.000000
[1144320.953] , 	AfterDeactivateMods - Reset filesystem, 0.000001
[1144322.109] , 		LoadCoreDatabase - Detach Loc Database, 0.035707
[1144322.140] , 		LoadCoreDatabase - Load Database, 0.018847
[1144327.875] , 			CvLocalizationDatabaseFactory::GenerateMergedLocalizationDatabase(), 5.738920
[1144328.828] , 		LoadCoreDatabase - Attach Loc Database, 6.696935
[1144328.828] , 	AfterDeactivateMods - Rollback Database, 7.881742
[1144332.625] , 		Load DLC into Game Database, 3.796475
[1144332.625] , 	AfterDeactivateMods - Load DLC, 3.796545
[1144332.625] , 		Discovering Base Game Map Scripts, 0.002915
[1144335.703] , 		Parse Map Scripts, 3.076472
[1144335.703] , 	Discover and Parse Base Game Map Scripts, 3.079499
[1144335.703] , 		SetActiveDLCandMods - Import Mod Files into filesystem, 0.000665
[1144335.703] , 		SetActiveDLCandMods - Perform OnModActivated Actions, 0.000281
[1144335.703] , 	SetActiveDLCandMods - Activate Mods, 0.000989
[1144336.781] , 	SetActiveDLCandMods - Notify Localization Database Updated, 1.079991
[1144337.515] , 	SetActiveDLCandMods - Reload GameCore DLL, 0.726418
[1144337.546] , 	SetActiveDLCandMods - Refresh include() file list, 0.026251
[1144337.546] , 	SetActiveDLCandMods - Refresh Gameplay DLL Data, 0.000000
[1144337.546] , 	SetActiveDLCandMods - Perform Gameplay Database Post Processing, 0.002952
[1144338.093] , 	SetActiveDLCandMods - Cache Game Database Data, 0.555356
[1144338.093] , 	SetActiveDLCandMods - Rescan Localized Audio, 0.000234
[1144338.734] , SetActiveDLCandMods, 17.866575
[1144350.515] , LoadUnitLibraries via Database, 11.311008


[1144336.906] *** SKIPPING Game Database Validation. ****
[1144336.906] You can enable it by setting 'ValidateGameDatabase = 1' in config.ini
[1144337.500] **** Validating Prefetch Process *****
[1144337.500] **** Validation Success *****
[1144337.500] SetGlobalActionInfo
[1144337.500] 
-- SQLite Memory Statistics --
Memory Usage:
		[Cur]		[Max]
Malloc:		6223016		75785600
PageCache:	6		12
LookAside:	0		0
Scratch:	0		1

Static Buffer Overflows:
		[TooLarge]	[NoSpace]
PageCache:	5808264		62880720
Scratch:	0		0

Largest Allocations:
Malloc:		262144
PageCache:	1172
Scratch:	6640

Prepared Statements:
Current:		6
------------------------------
[1144337.546] *** SKIPPING Game Database Validation. ****
[1144337.546] You can enable it by setting 'ValidateGameDatabase = 1' in config.ini
[1144338.093] **** Validating Prefetch Process *****
[1144338.093] **** Validation Success *****
[1144338.093] SetGlobalActionInfo
[1144338.093] 
-- SQLite Memory Statistics --
Memory Usage:
		[Cur]		[Max]


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A little question: how can I speed up the acquisition of magistrates? Is it Morality what affects it? Where can I see how morale I am?
 
When clicking on an event I had a CTD. Here are some logs (I'm posting all because I don't know which ones are important.) I am playing with the CPP version from the automatic installer and Events and Decisions v. 7.

Thanks so much for this mod!

I need your lua.log.

A little question: how can I speed up the acquisition of magistrates? Is it Morality what affects it? Where can I see how morale I am?

Morality are basically alignment that unlocks specific choices and lock specific choices. (Corruption event has a benevolence choice that allows you to ignore the gold penalty and incur golden age points instead, while also a malevolence choice that reverse the gold penalty into a bonus instead)

Scrivener's Office grants you 3 magistrates upon its construction and then 1 magistrate for every era you hit. There are also random events that can grant a bonus magistrate.

However, I might rework the magistrate system into something that isn't truly static.
 
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