CBP Events and Decisions Compatibility

Enginseer

Salientia of the Community Patch
Supporter
Joined
Nov 7, 2012
Messages
3,646
Location
Somewhere in California
Events and Decisions are owned by Sukritact. This mod intends to add new features and only balance the decisions and events for users of Community Balance Patch.Don't know what Events and Decisions is?

Overview
This compatibility version of Sukritact's Events and Decisions adds in features that the regular E&D couldn't implement due to DLL restrictions and much more. It adds in two major components: moral alignments and settlement events. Settlement events occurs as random events upon settling a new city. Moral alignment occurs as the morality of every civilization.

This mod requires the latest of Gazebo's Community Patch, Community Balance Patch, and City-State Diplomacy.

This thread is also for the discussion of Sukritact's Events and Decisions on the balance of Events and Decisions. Anyone concerned or interested may be addressed here.

  • All cost and rewards scale upon game turns.
  • Found the Arsenale (Venice) also allows the construction of the Venetian Great Galleass
  • Found The Comanche Nation (Shoshone) also allows the construction of the Comanche Riders.
  • Indelningsverket (Sweden) also allows the construction of the Hakkapeliitta.
  • Panem et Circenses (Rome) is now replaced with Ballista Fulminalis (Rome) granting +25% siege production along with the construction of the Ballista.
  • Fund Columbus (Spain) now checks for nearby coastal cities to place caravels and admirals instead of looking for the capital.
  • Spanish Inquisition (Spain) is replaced with Fund Pizarro (Spain) providing 3 conquistadors and a great general.
  • Buildings with yield modifiers and happiness are appropriately adjusted.
  • Removed Judiciary Court and moved her bonuses to the Scrivener's Office.
  • House of Wisdom (Arabia) produces +2 science for each caravansary instead of +20% science for every caravansary.
  • Establish the Chasqui System (Inca) no longer requires a worker in the capital.
  • Recruit Udibi (Zulu) requires 1 magistrate rather than 2 and now gives all unit +15 XP instead of 10.
  • Collate the Star Catalogues (Babylon) no longer requires magistrates.
  • Call for Ilku-Services (Assyria) now requires 1 magistrate rather than 2 to enact. No longer provides a siege tower for the capital
  • Fund Columbus's Expedition (Spain) is now renamed to Fund Pizarro's Expedition (Spain) providing 3 trained conquistadors and a great general.
  • Request the Services of a Great Person is renamed to Civil Examination which increases a random certain type of Great People Points in all applicable cities that have at least one of its Great People Points.
  • Excellent Officials now have 3 choices: Receive 1 magistrate, Spend gold for golden age points and 1 magistrate, or Spend more gold for more golden age points and 1 magistrate.
  • A Monstrous Beast's cultural reward has a lower chance of occurring while giving out more of the amount.
  • Corruption now has a 2nd decision where gold cannot be lost, but rather culture is sacrificed for a chance of earning golden age points.
  • Introduction of Moral Alignment
  • Settlement Events occurs when settling. There are only 4 events for now, so there's a 25% of activating any one of them.
  • Most random events have been moralized.
 
Last edited:
The happiness in E&D isn't balanced at all, that's another concern.
 
With generally only 2 unique events I would not lower the effects, I'd increase the costs instead.

You want those choices to be meaningful, not some forgettable bonus.

Higher costs would also reward you if you managed to swing a particularly strong hammers/science/religion game.

In terms of other changes. I'd like to see an option to set the frequency of events in the game setup. You might also consider tying magistrate production to the civil servant specialist similarly to the great diplomat.
 
With generally only 2 unique events I would not lower the effects, I'd increase the costs instead.

You want those choices to be meaningful, not some forgettable bonus.

Higher costs would also reward you if you managed to swing a particularly strong hammers/science/religion game.

In terms of other changes. I'd like to see an option to set the frequency of events in the game setup. You might also consider tying magistrate production to the civil servant specialist similarly to the great diplomat.
Problem is that high costs rewards snowballing civilizations and the AIs are particularly good at snowballing in higher difficulties and with their added AI thinking, who knows their potential... But mostly I'm only lowering the effects of the events(those that you can get for free randomly), because I never really liked how a few random science events can snowball you into the Industrial Era by 0 A.D.

However, decisions are definitely impactful and powerful.
 
I'm hopefully introducing a version out today. Download now on the main page. Remember to check for any updates!

  • Random Events are nerfed significantly in rewards.
  • Found the Arsenale decision now allows the construction of the Venetian Great Galleass.
  • The Comanche Nation decision now allows the construction of the Comanche Riders.
  • The Sweden decision now allows the construction of the Hakkapeliitta
  • Buildings that have yield modifiers are reduced.
  • Random events are significantly reduced in their yields.
  • Happiness appropriately adjusted.
Link (v 1)

Any balance concerns or suggestion is appreciated.
 
Nice! I was sad to see that E&D was no longer considered compatible with the CBP, since it added another layer of uniqueness to each civ. Balancing it for the CBP will probably be a pretty major task though, since if memory served it really wasn't...at all. As for specifics...it's been a long time, so I'll have to try it out first and get back to you. I remember Carthage having a tremendously powerful UD, but it just fit the civ's play-style so well I kind of feel like it should be made the standard others are held to rather than being nerfed.
 
By the way did you fix the issues that caused massive problems and crashes? I mean I think that was the main reason E&D was abandoned in the first place.
 
By the way did you fix the issues that caused massive problems and crashes? I mean I think that was the main reason E&D was abandoned in the first place.

:confused: It did? I played 4 games with the mod already, so I'm sure that the problems and crashes must have been resolved with the Sukitract's latest version.
 
There have been improvements to the code since the CBP version that I gave techpriest, so there is the unenviable task of updating that to be done
edit: lol half a conversation took place in the time i wrote this :D
 
Well, as time goes by, E&D becomes more and more in demand if you are going to use JDF's mods, sure you can use them, even without it but you are missing about 50% content, so it's nice to see someone, pull a sleeves and took balancing this mod in their hands.
 
Well, as time goes by, E&D becomes more and more in demand if you are going to use JDF's mods, sure you can use them, even without it but you are missing about 50% content, so it's nice to see someone, pull a sleeves and took balancing this mod in their hands.

I think JFD said he was moving away from E&D and was going to create something seperate for his mods.
 
I think JFD said he was moving away from E&D and was going to create something seperate for his mods.

And I think this great mod should be fully compatible and merged into CP/CBP. As an option/add on, of course.
 
I think JFD said he was moving away from E&D and was going to create something seperate for his mods.

Trouble is, something more requires, DLL modding (C++ programming), which isn't feasible, if you don't have experience with programming languages like C/Java/C# - although Java and C# won't make you experts and they are not quite in league with C ++.

They would give you decent background to work with it, because you get decent OOP (Inheritance, Polymorphism,Abstraction,Encapsulation, Methods/Functions overloading......) practice principles, familiar syntax with them and so on but you don't get to work with pointers, get dirty with memory management to say the least (there is so much more to it), although C# is exception, since it has "unsafe code" which allows you work with pointers, that said it's rarely done in C# , as a Java and C# developer I can tell you that much.

For instance, I didn't know that you can't make Resolution without modding DLL, until JDF wrote me tonight. Well, you can but they don't work as they should, so that would be one of example where JDF is hitting obstacle, so therefor he is forced to use E&D.
 
I think JFD said he was moving away from E&D and was going to create something seperate for his mods.

I just made it possible to use my mods without E&D. Still a lot of content missing if you're not using E&D.

And I think this great mod should be fully compatible and merged into CP/CBP. As an option/add on, of course.

I would have to oppose that. Sukritact's not dead.
 
No thanks. I don't do lua-heavy mods (no offense, JFD, but I hate working in lua!).

G

Although, I agree I do love one thing about LUA is that it is save-game compatible.
 
Because compared to LUA and XML, you notice one of these errors in every un-trained unique units and it is un save-game compatible.

Version 1 re-updated.
 
Feels good to have that little seal icon in the top right again.
-> Arabia Found the House of Wisdom needs the %science taken away in place of flat yields
-> Inca Found the Choiquoiququqio System requiring a worker to disband in the capital is really weird, maybe change this requirement?
-> The Judiciary Court is (and always has been) really awkward. Perhaps roll its effect into the Scrivener's Office? Makes a lot of sense to my way of thinking.

More to follow
 
Top Bottom