thunderbird_14
Prince
So, are hokath's events also integrated here or is it another modmod?
Dear fellow Civ 5 players. Could you kindly reupload this file to something that is not Mediafire? Russia decided to block this site (because of some nonsense with found loli hentai uploaded by some users or something), and I cannot get to the download page via proxy because of captcha.
It would be very appreciated.
Revolution is pretty powerful in the late game since if you have 60 cities, it could potentially hamper you for 60 units that could be easily made in 1 turn that late. But of course the AI also uses the tax reforms as well making them rich like you!Been playing with this mod for awhile now and I'd give some feedback.
1. I really like this but I think it trivialises the challenge somewhat so have generally moved up to Immortal level now. I find that once I'm able to get the Tax Refund (?) at the end of an era, my money troubles are generally a thing of the past. Also the Swords to Ploughshares (?) one is a little strong. I prefer not use it or the Tax one as a self constraint.
I agree, but they are just bonuses to expending great diplomats. Meaning you can get extra faith and culture necessary for that religion reformation or policy.4. The religious ones overall are a disappointment. I generally take the Gold > Faith one, but the other one Magistrate > 2 x yield, I find extremely weak and so never worth the cost of a Magistrate. Also, do the yields only get added to the main city or are they given to all your cities? If given to all I might reconsider taking it. But again I'm not sure.
5. The one that gives Great Person points, I assume it picks a random GP type and then gives every city that has some of those points already, some more? I think the UI or notification could give you more info on what one was chosen. I rarely take this and when I do I can never tell what GP got boosted, unless it is the one that the EUI tells you is going to spawn next. (I know I could go into the GP option, but meh)
We'll discuss later about this. Add me on Steam6. The Malevolence/Benevolence system feels rather spartan. I found it initially confusing, as I didn't know where to find out my current score. Also, I am still not sure if you can be Beneficent but not Benevolent. I think I've only ever been the one where you get the full double bonus for being naughty or nice.
I think the UI needs to be improved for the Ben/Mal system. To me it just feels like a static power boost without requiring much thought. I'd prefer to see this system fleshed out more. Perhaps a scale
-100 to -76 Malevolent: Bonus 1 + 2
-75 to -26 Maleficent: Bonus 1
-25 to +25 Pragmatic: - No bonus
+26 to +75 Beneficent: Bonus X
+76 to +100 Benevolent: Bonus X + Y
Get boosts from normal Events and Decisions and perhaps additional things like CS quests. But your score is constantly ticking up/down to 0. I think this would incorporate it into the game a little better and be more interactive and less passive. Right not, I find that the system feels a little too passive.
I think that this may be in the game as I think I have seen it in the transparent diplomacy section, but do you get modifiers with other Civs depending on if you share an alignment?
If so, perhaps it could be extended to CS
Hostile CS give a bonus to Malevolent
Irrational > Maleficent
Pragmatic > Beneficent
Friendly > Benevolent
Bonuses could involve increase CS Influence from Quests, or reduced Influence decay, to better bonuses from friendly/allied statuses.
There's a page for the original E&D, but I've reworked many decisions already. You can look in the text XML files instead however. Great Diplomat automatically become magistrates when you use them. So, killing them for an embassy or a quick diplomatic influence in a CS grants magistrates.Lastly, is there a page that lists all the Civ specific decisions? I like to work the decisions into my strategy, but I never know what they are until I start with them. If I knew what they are I's like to use that info to help me choose a Civ rather than just random one.
Great mod. Sorry if I butchered the names of the Decisions, I can never recall their names.
PS. How do I convert a Great Diplomat into a Magistrate?
Link (v 11)
- Fixed a bug where my events wouldn't appear except at the ancient times because not many of Gazebo's events are enabled at Agriculture. (Probability is a thing, eh?)
- No true neutral decisions: Choosing neutral now leads to a 25-50-25 of aligning toward good, neutral, or evil. (Should promote more nations to be leaning toward a morality)
- Neutral Sacred Ruin now yield out +15 culture and production rather than 10.
- Resistance Turn of Neutral Native shortened to 1. (Scaled by game speed)
- WLTKD Turn of Good Native shortened to 2. (Scaled by game speed)
- Readded two events from the original E&D: Incompetent Diplomat (Random CS influence deduction) and Good Diplomacy (Random CS influence increase)
- Added lots of Morality changes to Gazebo's Events (I changed about 8 event choices)
- Added EventClass to E&D Events(If you disable a portion of the events, you disable a portion about morality[especially neutral events], settlement events however are not affected)
- Swords and Shields decision now turns all cities into revolting for 3 turns rather than 2.
- Incompetent Diplomat event made: decreases influence in a random CS
- Competent Diplomat event made: increases influence in a random CS
- City-State Regime Change event made: changes the personality type of the city-state. (Changes their future quests creation depending on their personality type)
- City-State Liberation event: When liberating a city-state, you can choose what personality to give to the city-states(AIs depending on their morality will choose, Benevolence = Friendly; Malevolence = Hostile; Pragmatic = Neutral/Irrational)
Well done! I'm enjoying game with your new version E&D! But it seems that Incan Chasqui System decision still missing their pre-req tech. Intended?
Yes, no longer requires pre-req tech.
Link (v 12)
- Added a Morality to Hokath's Advisor Events
- Decreased Destitute Noble's chance of happening.
- CSD's National Wonders of the Printing Press and Foreign Bureau provides +1 magistrate when built.
- CSD's World Wonders of the Roman Forum and Summer Palace provides +1 magistrate when built.
- Religious Decision restriction now lifted. You should not be punished in costs for pursuing a religion.
- Updated misleading tooltips(France's Organize the Armee decision cannot be lost because the effects are an event)
- Hun's Refine the Recurve Bow Decision effect is now an event(Decision used the obsolete building method which can be lost and given to the enemy)
- Decision buildings can now be recaptured in their original capital, but it can be lost and given to the enemy! The decision affected here are:
- Poland's Hold the Great Sejm
- France's Estate Generals
- India's House of Worship
Do I need the original E+D on top of this or just this? Is i compatible with the CBO's events or should i disable them? Sorry for nooby questions.
I noticed a strange bug: every decisions granting a production bonus to units are twice stronger than their description or what I see in the code, ex: Venice will have a production bonus of +66% on every naval units instead of the 33% expected. No clues why it's happening.
Also the "HOFKRIEGSRAT" doesn't give bonus to Gunpowder units (typo L95 should be 'UNITCOMBAT_GUN').
Mods enabled: Vox Populi 8-12 no EUI full + Community Events V2 + CBP Events and Decisions Compatibility v12 + IGE v39 for quick testing.
i'm assuming v 12 isn't comptabile with the vp 8-12 release
I don't remember. Something about fixing a syntax error and making it fixable with (8/12). This is mainly just a fix on a bug or something...
Oh I remember now! This version fixes critical bugs that many civilization decisions had "dummy" buildings doubled due to a workaround of using the FreeBuilding property for performance's sake. The civilization decisions affected no longer use the FreeBuilding property and now uses decisions to spread their dummy free buildings. Oh and fixes the bug in Version 12 about CSD's Wonders not giving out free magistrates.