CAYM's Tweaks (NAVAL warfare, AIRCRAFT warfare, Enlightment Era, Futre Age, CAYM's Change)

CAYM

Chieftain
Joined
Jul 25, 2023
Messages
70
Hello!

Over time, by fixing one bug and correcting one mistake after another in the mod, I ended up creating my own mod.

As I worked on it, I felt the urge to share it with all of you and introduce it here.

In some places, my modifications overlap with the original creator's work. I've obtained permission from the original creator where I could, but there might be instances where I couldn't. I've acknowledged the original creator in the mod, but if there are any omissions, I apologize in advance.

The parts I modified are popularly used in VP, such as:

  1. Enlightenment Era
  2. Future Era
  3. Navy Expansion Mod
  4. Air Force Expansion Mod
Additionally, I created the 5) CAYM tweaks.

Brief Descriptions of Each Mod:

  1. Enlightenment Era:
    • The Gallery was integrated into VP 3.9, making some code deletions necessary.
    • Faith points required to purchase units have been modified.
    • Some bugs were fixed, and lacking wonders and imbalances in the tech tree have been addressed.
    • Added new wonders like "Belém Tower," "Lowell Mill," and "Kaiserich"
    • Adjusted Galleon and Corvette images for historical accuracy.
  2. Future Era:
    • A revamp of vanilla's "Future Worlds" and community's "Future Age."
    • Three main themes: 1) Mech-Humans, 2) Bio-engineered Humans, 3) Space Experts. Each has unique units and buildings and aims for specific victory conditions.
  3. Navy Expansion Mod:
    • Adjusted for faith changes in VP 3.9.
    • Fixed tech position conflicts and differentiated between future mods and non-future mods.
    • Improved unit images and portraits.
  4. Air Force Expansion Mod:
    • Similar adjustments as the Navy Expansion Mod. ADV jet got an image based on the F-117.
  5. CAYM'S Tweaks:
    • Includes unit changes, such as modifications to the Skirmisher line, Recon line, and the introduction of new units.
    • Several image improvements.
    • Balance changes, such as civilization adjustments, terrain edits, and policy changes.
    • Added several new buildings.
    • Improvement changes like new trenches, pontoon bridges, and the ability for Great Engineers to access resources.
Lastly, I've made construction changes to make road building slightly faster and less tedious.

Thank you for considering my mod. I hope you enjoy it!

1. Enlightenment Era (Click)
1.png

  • In VP 3.9, the gallery was absorbed into the existing VP, so related code needed to be deleted.
  • Additionally, the faith points required to purchase units were different, so the code had to be modified.
  • Bugs occurred in some parts, so those parts were replaced.
  • The Age of Enlightenment had some weak wonders and some rough patches in the technical layout, so we made necessary modifications.
  • Additionally, by making “Belem Tower,” “Lowell Mill,” and “Kaiserich” into wonders, other parts were added to the military-leaning Enlightenment era.(Literally... it was the "Enlightenment" era, but there were too few related buildings.)
  • Also, the image of the galleon is that of the Spanish Armada, and the original design of VP's corvette was Carrack, so it was modified accordingly.(Galleon differentiated itself by applying different textures to the Portuguese NAU image.)
if you use 4uc ua change this code (v87) => EDIT (!Compatibility\MUC-VPEE)
-- Armada
UPDATE Unit_ClassUpgrades SET UnitClassType = 'UNITCLASS_IRONCLAD' WHERE UnitType = 'UNIT_SPAIN_ARMADA' AND EXISTS (SELECT * FROM COMMUNITY WHERE Type='MUCfVP-EE' AND Value= 1);
UPDATE Units SET Cost = '425', FaithCost = 350 WHERE Type = 'UNIT_SPAIN_ARMADA' AND EXISTS (SELECT * FROM COMMUNITY WHERE Type='MUCfVP-EE' AND Value= 1);
-- Cacadores
UPDATE Units SET Cost = '475', FaithCost = 500 WHERE Type = 'UNIT_PORTUGUESE_CACADORES' AND EXISTS (SELECT * FROM COMMUNITY WHERE Type='MUCfVP-EE' AND Value= 1);
-- Corsair
UPDATE Civilization_UnitClassOverrides SET UnitClassType = 'UNITCLASS_PRIVATEER' WHERE UnitType = 'UNIT_MOROCCO_CORSAIR' AND EXISTS (SELECT * FROM COMMUNITY WHERE Type='MUCfVP-EE' AND Value= 1);
UPDATE Units SET Class = 'UNITCLASS_PRIVATEER' WHERE Type = 'UNIT_MOROCCO_CORSAIR' AND EXISTS (SELECT * FROM COMMUNITY WHERE Type='MUCfVP-EE' AND Value= 1);
UPDATE Units SET PrereqTech = 'TECH_EE_EXPLORATION' WHERE Type = 'UNIT_MOROCCO_CORSAIR' AND EXISTS (SELECT * FROM COMMUNITY WHERE Type='MUCfVP-EE' AND Value= 1);
UPDATE Units SET Combat = '38' WHERE Type = 'UNIT_MOROCCO_CORSAIR' AND EXISTS (SELECT * FROM COMMUNITY WHERE Type='MUCfVP-EE' AND Value= 1);
UPDATE Units SET Cost = '380', FaithCost = 350 WHERE Type = 'UNIT_MOROCCO_CORSAIR' AND EXISTS (SELECT * FROM COMMUNITY WHERE Type='MUCfVP-EE' AND Value= 1);
DELETE FROM Unit_FreePromotions WHERE UnitType = 'UNIT_MOROCCO_CORSAIR' AND PromotionType = 'PROMOTION_EE_FIRST_RATE';
-- Licorne
UPDATE Units SET Cost = '475', FaithCost = 500 WHERE Type = 'UNIT_RUSSIA_LICORNE' AND EXISTS (SELECT * FROM COMMUNITY WHERE Type='MUCfVP-EE' AND Value= 1);
WHERE Tag = 'TXT_KEY_UNIT_RUSSIA_LICORNE_HELP' AND EXISTS (SELECT * FROM COMMUNITY WHERE Type='MUCfVP-EE' AND Value= 1);
-- Turtle Ship
UPDATE Units SET Moves = '4' WHERE Type = 'UNIT_KOREAN_TURTLE_SHIP' AND EXISTS (SELECT * FROM COMMUNITY WHERE Type='MUCfVP-EE' AND Value= 1);
UPDATE Units SET Cost = '250', FaithCost = 400 WHERE Type = 'UNIT_KOREAN_TURTLE_SHIP' AND EXISTS (SELECT * FROM COMMUNITY WHERE Type='MUCfVP-EE' AND Value= 1);

2. Future Age (Click)
2.png

I made a new improvement by referring to "future worlds" used in existing vanilla and "future age" posted in this community.
I enjoyed future worlds in vanilla, but bugs and some disappointing parts were corrected.

What I am currently thinking about in the future mode is whether or not to make it possible to select 3 policies and organize only 3 dedicated units and buildings (example T-34).
We haven't restricted it yet to give it a degree of freedom.

To briefly introduce,

It is categorized into three major themes. 1) Machine humanity 2) Biotechnology humanity 3) Space expert humanity strives for each victory.

1) Mechanical mankind
It is a system for rapid building construction and unit production with high productivity and efficiency. The victory you seek is a diplomatic victory, and depending on the situation, you can also aim for other victories.
2) Bio engineering humanity
This is the type that aims for cultural victory by managing a large empire using rapid scientific development and military supply limits with high cultural power and a large population.
3) Space Engineering Humanity
With high scientific power, you can wage a military war aimed at occupation using aircraft, or with high scientific power, you can aim for scientific victory.

Units appropriate for each specialization are set accordingly, and constructing that building restricts the construction of other buildings.

3. Naval Units Mode (Click) : Naval mode has been integrated in vp 4.0. Do not download anything higher than 4.0
6.png


Faith values were changed in VP 3.9.
Also, when running in future mode, there was a problem with the location of the technology, so the location was adjusted. It was necessary to distinguish between modes that run future mode and those that do not.
There was a problem with the strategy view in the existing mode, so it was adjusted.

The unit image had a somewhat strange texture, so we improved it, and the unit portrait image was improved.

4. Air Units mode (Click)
5.png


Faith values were changed in VP 3.9.
Also, when running in future mode, there was a problem with the location of the technology, so the location was adjusted. It was necessary to distinguish between modes that run future mode and those that do not.

The unit image had a somewhat strange texture, so we improved it, and the unit portrait image was improved.

In the case of ADV jet, the f-117, which was developed after stealth, was given to improve the image similar to JET.


5. CAYM'S Tweaks (Click)

4.png
3.png


1) CAYM Unit change

- Changed Skirmisher-line. (Melee combat power has been lowered, and long-distance combat power has been lowered to about 80-90% of that of archers. They make a melee attack in the first turn and retreat once. They have strengths in flank attacks.)
= Arabian Camelarcher: Moves faster and is stronger in Desert. and splash damage
= shoshone Komachi changed: Flank attack promotion
= Armed car unit design and Resource changed (Aluminium->Coal: this period, Aluminium is very very expensive)

- Changed Recon-line. (In the case of special forces, they consume strategic resources and become engineers who help conquer the city.)
= Airship unit line (Historically, after the advent of airships, scouts disappeared. The existing scout units mentioned above became Sapper, and the role of scouts was replaced by airships.)

- A new unit was created.
= PMC (This is an upgraded version of the existing mercenary. Now it is upgraded to PMC instead of mechanized infantry upgrade.)
= Anti-tankmissile (bazooka-Javelin: The existing tank had a poor value compared to its production capacity. Anti-tank section promotions were reduced, replaced with missiles, and related units carried bombs.)

- Improved images.
= Roman legionaries, Spanish Armada, Dutch sea begars, Indonesian Djong, Horse Archer, Assyria Iron-chariot, Corvette, Polish Pancerny, Paratrooper, Greek Spartans, Tadodoho

2) CAYM Balance Change
- Civilization change (referred to Pineappledan's)
= Mongoila attack 2 times => Rough terrain movement penalty removed, ranged combat power adjusted to 33%, attack 1 time
= Korean Hwach'a => Replace "Cannon", and deleted Logistics, and get Repeater
= Korean Turtle ship => get Plating Promotion
= Chinease Chu KO-NU => delete Repeater and get Logistics

-Terrain change
= I enjoy playing TSL. But growing bananas on the European "MARSH" set really drove my brain crazy. So I deleted that content.

- Policy change (traditional policy change)
=Existing opener: Food 2, Population 2, Happiness 2 => Deleted, Culture 1 for every 2 capital population => Converted to Culture 1, Gold 1, Science 1 for every 2 capital population.
= When selecting policy: Capital Science 1 -> Capital Population 1, Urbanization Unhappiness - 1
=Policy individual change

Last row left (Splendor): When using a great person, culture 50 (correction by era) -> When using a great person, culture 50, gold 50 (correction by era), free construction of cultural buildings in the first 4 cities (including the capital) [[Existing vanilla function ]]
Last row right (Majesty): Free construction of food buildings in the first 4 cities (including the capital) [[Existing vanilla function]]

- New Buildings
= Breeding Center, Casino, Cemetery, Clocktower, Fire station, GMO Lab, Supermarket, Polar station, Recruitment Office, Ski resort-Marina-Urban Center-Safari Park, Shopping Mall

3) CAYM Improvement Change (New improvement)
7.png

  • Trench: Can be built outside of friendly territories. Historically, in the past, cities were conquered by building earthen walls. Ranged defense increases, and attack power against cities increases. Can be built by workers and Roman legionaries.
  • Pontoon Bridge: You can connect a bridge one space away. Can be crafted using a work boat. You can only build within your own territory.
  • Investment in iron, coal, and oil: You can obtain iron, coal, and oil by Using great engineers. It makes the game more survivable and enjoyable, even if you're in a relatively inhospitable area.

4) CAYM IConstruction changes (30% Faster)
  • Road construction is so boring. Additionally, slightly faster road building is essential for non-Carthaginian civilizations to enjoy policy "progress".
 
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I checked the version with VP 3.10.1 and updated everything through community download.


P.S

Currently, due to a bug in VP 3.10.1, I have not been able to check whether bugs are playing during the game, but there are no duplicate codes, so I don't think there will be any problems with the file I updated again today.
 
Okay so I was testing your mods with the newest version of VP

The good thing is that text issues i was mentioning ealier disappeard,al i had to do was update the vox populi.

Bad thing is that during testing your mods i came across errors, asociated with the latest version of vp.

First one are issues with the planes descriptions.(photo below)

Ships seems to be okay, but I didnt reach further than renessaince era.

Second this is that the game crashes eaach time i reach any technology from enlightment era , either starting from the beggining or for the era itsef.

However when i started from renessaince era, the game crashed after 15-25 turs( tested 3 times).

I am suspectiong this is the fault of the newest version, but is there any chance you can check if it is true?

List of mods below.

Zrzut ekranu (307).png
Zrzut ekranu (308).png
Zrzut ekranu (310).png
Zrzut ekranu (309).png
Zrzut ekranu (306).png
 
Okay so I was testing your mods with the newest version of VP

The good thing is that text issues i was mentioning ealier disappeard,al i had to do was update the vox populi.

Bad thing is that during testing your mods i came across errors, asociated with the latest version of vp.

First one are issues with the planes descriptions.(photo below)

Ships seems to be okay, but I didnt reach further than renessaince era.

Second this is that the game crashes eaach time i reach any technology from enlightment era , either starting from the beggining or for the era itsef.

However when i started from renessaince era, the game crashed after 15-25 turs( tested 3 times).

I am suspectiong this is the fault of the newest version, but is there any chance you can check if it is true?

List of mods below.

View attachment 672733View attachment 672734View attachment 672735View attachment 672736View attachment 672732
55222.png


By mistake, it was set to Korean. I uploaded everything new today, so give it a try. After running STEAM in English, I confirmed that it worked well. It looks like you didn't check the version I recently uploaded. The modification date is written on the teaser. At least you must apply a file with a modification date of 20230914 days or later.

check TEASER.
 
Thank uoy.
Will download latest version and check it out
And if you bounced from the Middle Ages to the Renaissance or Age of Enlightenment, I probably made a mistake in an older version where I deleted the dragoon art while creating the galleon art image. Perhaps, if you downloaded and ran the file, an error may have occurred in the middle of the game. Files that may cause confusion or cause problems have been deleted by the Enlightenment ERA mode page.
 
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I dont know is that the case, but again i was starting from enlightment era, and around turn 25- 30 the game crashes.
Tried starting from medieval but again crashed between reneissance and elightment era aroud 35 turn this time.
I have your recent verions.
But the planes descripions are fine, so that is the step forward :)
 
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I dont know is that the case, but again i was starting from enlightment era, and around turn 25- 30 the game crashes.
I have your recent verions.
But the planes descripions are fine, so that is the step forward :)
Can you upload the save file? I think I need to look at the cause to find out. and What is your VP version? Currently, VP 3.10.1 is so buggy that it crashes while playing.
 
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To reduce bugs, try the following:

1. If you are using VP version 3.10, use versions 3.9.X
2. The file folder creation date of the Age of Enlightenment and other eras must be created later than the VP folder creation date. (I don't know the exact cause, but it seems to affect the mode loading order.)
3. When changing the VP version, it is recommended to delete the Civilization game and then install it. Because VP changes the ASSESTS folder, it sometimes causes fundamental code errors. I also did this in case of a crash for unknown reasons.
4. Using IGE may cause unexpected bugs. Before using IGE, you must make a separate backup and compare.
 
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Can you upload the save file? I think I need to look at the cause to find out. and What is your VP version? Currently, VP 3.10.1 is so buggy that it crashes while playing.
Yes, I have version 3.10.1, so I'll just wait until they fix it and try again.

If that doesn't work, I'll check out your suggestions
 
I had a crash once between turns 25 and 28, but the second time went well without any problems. It is probably a bug in the city-state or civilization itself. There was no particular crash situation, but a crash occurred. Usually, in this case, deleting and reinstalling Civilization solved the problem. Perhaps because I was changing ASSETS in VP, some problems arose every time I changed the version.

I tested with 3.9.1 because 3.10.1 had too many bugs.
 

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A lot of tempting works in your mod. a couple of questions:
1) Is it possible to use only part of it like 1 and 5 or 2 and 4 and 5, stuff like that?
2) Is it ocmpatible with More Wonders and 4UC mods?
3) Any load order recommended for your mod?
 
A lot of tempting works in your mod. a couple of questions:
1) Is it possible to use only part of it like 1 and 5 or 2 and 4 and 5, stuff like that?
2) Is it ocmpatible with More Wonders and 4UC mods?
3) Any load order recommended for your mod?
1) yes. The mode was separated to enable it to be used that way. If you do not run the Enlightenment ERA and only activate the Future Age, you will see empty space in the tech tree due to its structure, but this does not affect play. Without Future age mode, do not run airplane mode, navy mode, 7b2, or 7c2 mode. USE 7b1, 7c1. In that case, you can produce Information Age units from the beginning.

In particular, if you want to properly enjoy the future era, you can enjoy it only when all of the above modes are running.
(Navy mode, Age of Enlightenment, Air Force mode, 4ucua, caym tweaks)

2) As you can see from the screenshot above, it runs. To use my tweaks, 4uc ua must be run first. So I change modeinfo to (overhaul)->(7a) using the notepad program. I don't use the wonder increase mode, but I think there are still enough. If you're curious, you can run it. The Wonder I added to the Wonder of the Age of Enlightenment added the Belem Tower, Lowell Mill, and the Kaiser Society. You will need to check whether the content overlaps.

3) I use VP and the mods I add here are "IGE", "quick turn" and the "TSL mod" I created. If you're interested, I've uploaded the map I made to Community Downloads here. I feel really confident that it represents the most realistic Earth.

If you don't want to bother setting it up, I created a scenario map and placed it in the mode folder. (22 civilizations, 41 city-states, and as many of the planet's strategic and luxury resources as possible are included. Random resources are activated in empty spaces.)

(MAP name CAYMearthforVP-ResourceSlow, Fast, Marathon, Standard) -> MOVE TO "MAPS" folder


 
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I will try it all when 3.10 will be stable, thanks for the extended reply. I already edit the XMLs to order all the mods I use so no problem here I will make tries for the load order and report about compatibility of it all with 4Uc and More Wonders! Thanks again
 
1. Yes, gallery, bastion moved to VP (3.0 first bastion, 3.8 Gallery... it is only that you can find sql code. if you use "--", this mean is no function.
2. Few moths ago, i test some try, maybe little my mistake. but this code is not function. so it is ok. later time i will delete.
3. I can not find only typing "fisson". it runs at "TECH_NUCLEAR_FISSON" where is it??

The " CAYM image" discussion is elsewhere. And my dedicated thread was opened. Any other questions please ask here. This is the story of the Age of Enlightenment, as mentioned above. As VP continues to evolve, it needs to be modified accordingly.
The " CAYM image" was created by reflecting more historical and realistic research into the VP. The Caym tweaks also tweaks VP a lot, so read the description and apply it if it seems interesting. So far it is working well without any bugs.


Continuing from the other thread :)
1 - The Gallery part has a mention in Enlightment Era(for VP 3.10)/SQL/EEVP_Policies.sql thats not commented. I abbreviated the folder name but you get it.
3 - TECH_NUCLEAR_FISSON is in Enhanced Naval Warfare(Standard for VP 3.10)/AttackSubmarine/Unit_AttackSubmarine.sql

thanks :)
 
Continuing from the other thread :)
1 - The Gallery part has a mention in Enlightment Era(for VP 3.10)/SQL/EEVP_Policies.sql thats not commented. I abbreviated the folder name but you get it.
3 - TECH_NUCLEAR_FISSON is in Enhanced Naval Warfare(Standard for VP 3.10)/AttackSubmarine/Unit_AttackSubmarine.sql

thanks :)
1. Ah, ok.. this code is made by N.CORE. I do not know this TEXT. So I deleted.
3. ah. flavor Spell mistake. (Actually, I have to delete that phrase because of Battleship. Since there are battleships, the affinity scores are the same at the same time. Fortunately, it doesn't seem like the crash occurred because I made that mistake. )

Thx, i will upload Enlightment ERA. (NAVAL MODE is a mistake... However, this code mistake prevented the crash. So I think we can just leave it as is. Next time I edit and post, I will turn off the code spelling feature after editing.

attack submarine.png

I use korea letter, so this mean "attack submarine"
 
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When a person who downloads and runs this mode selects the above mode, in some cases, the explanation may be different from actual use, so I added an explanation for each mode so that it can be set to suit each situation.

1. Enlightment Era
- fixed Text
- Tradition +2 culture in Manor, Park

2. Future age
- fixed Text (Policies, building, units)

3. Naval units
- Null

4. Airunits
- Null

5. CAYM tweaks
- Tradition: Removed -2 specialist unhappiness
- fixed Text
 
Compatibility has changed. (for VP 4.2)

1. Enlightment Era
- fixed Text

2. Future age
- New Units (zumwalt)
- specialist changed

3. Naval units
- deleted

4. Airunits
- unit tech fixed
- Portratit fixed

5. CAYM tweaks
- skirmisher line +33% strength fort unit,
flankattack 25% deleted
 
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