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

So what will happen to the future era naval units? Are they present in the vox 4.2.1?
 
I updated to my latest 4.2. Check out the link. And if you look at the latest history, you can also download other versions.
And how it combines with Dolen's units pack for VP? He has one pack about the Renaissance and Enlightenment.
Have you tried?
 
And how it combines with Dolen's units pack for VP? He has one pack about the Renaissance and Enlightenment.
Have you tried?
Dolen's Unit pack? What is it? I only use mods I made myself. If you add similar types of mods, there is a high possibility that errors will occur. Enlightenment ERA is also a mode that expands units, eras, buildings, etc., so the possibility of causing bugs increases. 3UC/4UA is available. However, when applying the Age of Enlightenment, it is recommended to insert the code attached to the Age of Enlightenment into sql.
 
Dolen's Unit pack? What is it? I only use mods I made myself. If you add similar types of mods, there is a high possibility that errors will occur. Enlightenment ERA is also a mode that expands units, eras, buildings, etc., so the possibility of causing bugs increases. 3UC/4UA is available. However, when applying the Age of Enlightenment, it is recommended to insert the code attached to the Age of Enlightenment into sql.
Thanks. Dolen is just a reskin mod (former Ethnic Diversity)
About 3UC/4UA, you mean Age of Enlightenment has a compatibility sql code or which part of the sql code? Merge the sql code of Age of Enlightenment into 3UC/4UA?
 
Thanks. Dolen is just a reskin mod (former Ethnic Diversity)
About 3UC/4UA, you mean Age of Enlightenment has a compatibility sql code or which part of the sql code? Merge the sql code of Age of Enlightenment into 3UC/4UA?
There is a !Compatibility/MUC-VPEE.sql file in the 4uc/ua mode folder. There is a problem here with the current era of enlightenment.

You will need to modify the relevant code.

-- 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);

and

Although Reskin mode does not directly cause errors, overlay mode has a high probability of causing problems. Not recommended. If you can find all the errors, you should map them to manual mode.
 
Hello

Can you tell me if i can/must enable the Resource Distribution Options on your Giant Earth Map, or is it balanced without them?

thx
 
Last edited:
Hello

Can you tell me if i can/must enable the Resource Distribution Options on your Giant Earth Map, or is it balanced without them?

thx
There is a map file named “caymresource~” in the MODE folder. If you move this file to the "My Documents\My Games\Sid Meier's Civilization 5\Maps" folder and use it after loading, additional luxury resources will be added after the luxury resources and strategic resources located in each region have been loaded by default.

And when you load the scenario, 22 civilizations appear. +41 city-states appear in tsl locations. And other city-states appear in important locations on Earth. However, the city-state names are different.

- Taiwan (Zanzibar)
- Cuba (Sofia)
- Yatskutz (Milan)
- Astana (Belgrade)
- Hawaii ( )
- Anchorage (Tyre)

(4)Europe: England-Sweden-Germany-Russia
(3)Central Asia: Ottoman-Saudi Arabia-India
(4) Africa: Morocco, Songhai, Zulu, Ethiopia
(2) Southeast Asia: Siam, Indonesia
(4) East Asia: Mongolia, China, Japan, Korea
(3) North and Central America: Iroquois, America, Maya
(2) South America: Inca, Brazil

To use CAYM earth, click on the applicable resource resource item. However, if you do this, ancient ruins will not appear. And since TSL itself has limited features, I personally now play using the maps folder.

If there is a civilization you want, it would be a good idea to create a structure using the SDK.

In the past, I divided each mode and created different civilizations, but I am not doing it now because of balance issues.

This is the placement of civilizations by TSL time zone.
Fixed in Asia (India/China/Japan/Korea/Mongolia/Siam/Indonesia) - Polynesia exchanged with the emergence of the US and Brazil
Fixed in North and Central America (Iroquois / Shoshone / Maya<->Aztec) - When the Iroquois Shoshone appear in the United States, their location is a little further in...
Otherwise, the phenomenon of American dogs being stolen will occur.
South American Fixed (Inca)
Fixed in Africa (Zulu, Ethiopia, Morocco<->Carthage<->Songhai Changes depending on the time)
Regions that vary depending on the situation and historical background: Europe, Northern Africa, Central Asia

state change civilization
1000-0 BC (beginning of Greco-Roman Europe) Speed: Marathon
- Rome, Greece, Persia, Assyria, Carthage
AC 0~1000 (Frankish-Byzantine frontiers of Europe, and the Huns' threat, the arrival of the Vikings, and the beginning of Islam) Speed: Marathon
- Byzantium, Germany (appears as Frankfurt representative, replaces existing France: location Frankfurt), Huns, Arabia, Morocco
AC 1000~1200 (Earl of the Crusades, Dark Ages of the Middle Ages, Heyday of City-States) Speed: Epic
- Byzantium, Venice, Persia, Denmark, Huns, Arabia, Morocco
AC 1200-1400 (1,000 years of historical empire, fall of Rome-Byzantium, revival of the Holy Roman Empire, and beginning of the Ottoman Empire) Speed: Epic
- Ottoman, British, German, Polish, Arabian, Moroccan
AC 1400-1500 (After the Crusades, the birth of Louis XIV, the Sun King of England and France, Winged Hussar Poland) Speed: Epic
- Ottoman, British, French, Swedish, Polish
AC 1500~1600 (Era of Exploration) Speed: Standard
- Portugal, Netherlands,
AC 1600-1800 (Beginning of the marriage alliance of the Habburg monarchy, struggle for supremacy in the Age of Discovery) Speed: Standard
- Austria, UK, Spain
AC 1800-1900 (Brazil, American independence and the dawn of war in the Americas and the era of Napoleon) Speed: Standard
- Brazil, USA, France
AC 1900~2000 (Fascism, the rise of socialism, Pacific War - world heading towards world war) Speed: Standard
- Brazil, USA, Germany
 
Hello, I deleted the folders containing changes I did not wish to play with since the other Tweaks mods allow you to do that and play with them just fine.

1700532429053.png



My question is if you know if this would cause any issues?
Like crashing the game when those folders I deleted would come into play.

I'll go ahead and test it and report back, but I also wanted to ask here since I play with a lot of other mods to and it would be good to know for certain if what I did to further customize your (generously provided) tweaks guarantees it would crash.
 
Hello, I deleted the folders containing changes I did not wish to play with since the other Tweaks mods allow you to do that and play with them just fine.

View attachment 677867


My question is if you know if this would cause any issues?
Like crashing the game when those folders I deleted would come into play.

I'll go ahead and test it and report back, but I also wanted to ask here since I play with a lot of other mods to and it would be good to know for certain if what I did to further customize your (generously provided) tweaks guarantees it would crash.
There is a mode in each sql file in the building folder, so I understand that nothing is linked when deleting, so it probably won't have a big impact.

If you have similar types of lua and building name code duplication with other mods similar to the one I made, it may cause a conflict. (This is not a problem with this mode, it is a problem with that mode.)
 
I'm Playing on 4.4.1 and having this issue with future age that causes almost every single building to turn up a missing key. No issues with units, enlightenment era buildings, or anything else as far as I can tell. I've included my modlist, but aside from wonder mods, utilities, or other minor QoL mods this is the list. I'm already 100 turns into a game so hopefully any fixes can be applied retroactively to savegames lol. Thanks for the great mod and your help!
1703775716327.png
1703775793957.png
1703775842201.png
 
I'm Playing on 4.4.1 and having this issue with future age that causes almost every single building to turn up a missing key. No issues with units, enlightenment era buildings, or anything else as far as I can tell. I've included my modlist, but aside from wonder mods, utilities, or other minor QoL mods this is the list. I'm already 100 turns into a game so hopefully any fixes can be applied retroactively to savegames lol. Thanks for the great mod and your help!
View attachment 680858View attachment 680861View attachment 680862
It looks like you deleted the SQL code. It works fine. The code for 4.4.1 will be inspected later when 4.4 becomes stable. There will be a batch version upgrade when it is confirmed that the mode has stabilized due to recent events.

There is Korean code in the SQL code, so you need to check whether it has been applied to virus scanning.

Next time I upload, I plan to delete the Korean code.

There is a problem that arises when materials uploaded to the Korean community are easily uploaded here as well.
 

Attachments

  • 2212.png
    2212.png
    1 MB · Views: 22
Last edited:
It looks like you deleted the SQL code. It works fine. The code for 4.4.1 will be inspected later when 4.4 becomes stable. There will be a batch version upgrade when it is confirmed that the mode has stabilized due to recent events.

There is Korean code in the SQL code, so you need to check whether it has been applied to virus scanning.

Next time I upload, I plan to delete the Korean code.

There is a problem that arises when materials uploaded to the Korean community are easily uploaded here as well.
If you mean buildings.sql in (6) future age edited, I took it straight from the 23/12/14 version of the mod and unzipped it using 7zip. I did a clean reinstall of the mod and VP and still have this issue with VP 4.4.1. The file itself seems to be intact, though I have little civ v modding experience and cannot say. I've included a .txt file of the .sql contents, as it does not permit me to upload .sql files. Most of the wonders appear to be fine, only the buildings are not for whatever reason.
I tried reverting to an older version of VP (4.2.7) and it worked just fine, but I cant seem to get it to work on the recently released 4.4.1. If you have a discord or alternative form of contact you're willing to share, i'd love to communicate through that as well, as it may have quicker turnaround times. Thanks for the help!
1703824387408.png
 

Attachments

  • Buildings.txt
    189.8 KB · Views: 11
Last edited:
It looks like you deleted the SQL code. It works fine. The code for 4.4.1 will be inspected later when 4.4 becomes stable. There will be a batch version upgrade when it is confirmed that the mode has stabilized due to recent events.

There is Korean code in the SQL code, so you need to check whether it has been applied to virus scanning.

Next time I upload, I plan to delete the Korean code.

There is a problem that arises when materials uploaded to the Korean community are easily uploaded here as well.
having literally the exact same problems as epicnessman. No matter what version I use the buildings in the Cilivilopedia related to the FUTURE ERA appear broken as 'TXT_KEY'. Don't know why are you pretending that there isn't a problem and he just deleted an SQL lmao. Very obviously with the changes to building requirements and or the civiliopedia. They have made it so that the current buildings.sql file is simply no longer compatible. And why is there still Korean in it? Incredibly overcomplex for no reason. It's a shame because this mod feels like a core part of the game now and it's unlplayable. He knows it isn't working, he has seen the Civiliopedia. Just super weird he is dedicated to the idea it is working buildings is obosolete and it looks like Caym has not intention of replying, giving even a simple reply RQ that he is working on it explaining to us many fans what the problem is.
Criminally terrible social interactions with the community that respects and love what you do.
Tell us it is fudged up for you too like you, and I know already know, and stop telling people asking wrong they probably just did something stupid on their end.
YOU KNOW IT IS NOT WORKING. All we ask for is transparency.
 
He said he planned to delete the Korean code next time and prepare an update when 4.4 becomes stable. 4.4 is a beta version and it's reasonable for mod authors to wait until it becomes stable. Remember that you are talking to someone maintaining a mod for all of us for in their free time and without compensation and be more respectful please.
 
Top Bottom