The Enlightenment Era

I fixed the yields of Wat Phra Kaew.
Should I delete +20% science?
 

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I've been very much enjoying this mod, but I was wondering if this was possible.

BlouBlou's Era's collection allows one to play a game normally up until a certain era. After that era no further tech progression can occur. For example, his "Eras - Industrial Age" lets you play a game from Ancient to Industrial but not any tech after that.

At the moment these two mods are not compatible and someone has already asked BlouBlou to add compatibility to no avail.

Is there any way I could do this manually for the Enlightenment Era? It's much different playing the game up until that point as opposed to starting within the Era with a mountain of units to manage.

Thanks for the help!
 
Thanks for the update Poukai. When going through the files I noticed some balance changes, will the manual be updated too? And Manor seems to be missing "GreatPeopleRateModifier", and I could not see any effect/yield to substitute that, possibly a bug. Ok just checked the text file it indicates 15% gp generation, so it's a bug then. Good call on nerfing the new buildings btw.
Also the manual is outdated in regards to ships too, and a very minor issue, setting prereqtech blank instead of "null" makes the log a bit more clean. Thanks again.

Aw man. Manor still does nothing?
 
Sadly. But it's easy to fix that, just go to XML/Buildings/Enlightenment_Buildings.xml, find the values for BUILDINGCLASS_EE_MANOR and add the following
<GreatPeopleRateModifier>15</GreatPeopleRateModifier>
Yes, but that's one step too many to ask of randoms with whom I want to put a PBEM together.
 
Academies say they mirror Salons, but they only give +15% science, not 25%. I wish I had the build source.
 
Academies say they mirror Salons, but they only give +15% science, not 25%. I wish I had the build source.

That's intended, because Science is worth waaaaaaaaaay more than Culture and so the change was made to try and give you an incentive to build Salons.

Dunno what you mean by the "build source" tho - you've got the mod's files, so you can change it back if you want...
 
@Pouakai Could you add some recurring yield/bonus to the Summer Palace? The free great person is great and all, but after that, the building itself is 100% useless. Even +1 culture would be better than the current nothing.
 
Great mod. I've not read through all 24 page of this thread, so I don't know if these things have been mentioned, but two errors or oddities are:

1. Skirmisher becomes obsolete with Industrialization, while its replacement, the Gatling Gun, cannot be built until Steam Power has been researched. So once Industrialization has been researched, one cannot build any of this unit class unitl Steam Power. I think all other units in the game become obsolete when the upgrade technology is researched, so this is an anomaly. So Skirmisher obsolescence should be linked to the Steam Power technology, rather than Industrialization.

2. I don't get the Uhlan vs Cavalry thing. They are identical in every way - required tech, costs, stats, abilities, at least according to the Civipedia page - except that Uhlan has an extra Formation I anti-cavalry ability. Are there no other differences? What is the point of Cavalry if Uhlan is identical but with an added ability?
 
I think I've experienced a bug. I was building Crystal Palace in my capital, and upon researching Fortification, I used a Great Engineer to rush the building of Fasil Ghebbi in the same city. When the next turn began, the game crashed, I tried it several times over a couple of turns, with or without using the engineer to build Fasil Gebbi, and it always crashed when I used the engineer and didn't crash when I didn't.
 
I think I've experienced a bug. I was building Crystal Palace in my capital, and upon researching Fortification, I used a Great Engineer to rush the building of Fasil Ghebbi in the same city. When the next turn began, the game crashed, I tried it several times over a couple of turns, with or without using the engineer to build Fasil Gebbi, and it always crashed when I used the engineer and didn't crash when I didn't.

FG causes a CTD on completion, yea; we're not sure why :/
 
Crystal Palace and Manors don't seem to have a visible effect on great people. Is this just me, or has this been a problem for a while?
 
I tested out Manors and they had no effect on Great Person production.

I also tested Cavalry and Uhlans vs infantry and cavalry targets, and the only difference between them was the Uhlan's anti-cavalry bonus. Since there don't appear to be any other differences between them, the Uhlan could do with being rebalanced. The Uhlan's special thing is its +33% bonus vs cavalry. So it should be a specialist anti-cavalry unit and therefore its strength could be reduced to compensate. Half of 33% is 16.5%. Cavalry/Uhlan's strength is 34. 34 - 16.5% is 28.39. Since there are less cavalry units than other units, this could be boosted slightly. I think an Uhlan strength of 30 might be good, vs the Cavalry's 34. This would mean that Uhlan fighting Cavalry would be 40 vs 34. It would be an improvement on the current status quo, anyway.
 
I fixed the Manor Great Person bonus by adding the following code to the relevant section in the mod's Enlightenment_Buildings file:
Code:
            <GreatPeopleRateModifier>15</GreatPeopleRateModifier>
EDIT: As already mentioned a few posts ago... :hammer2:

Well, while I'm here, what are the things that need fixing? So far, I am aware of:

1) Manor great person bonus
2) Crystal Palace great person bonus
3) Fasil Ghebbi crash
4) Skirmisher obsolescence tech.
5) Uhlan rebalancing
 
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