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

I dont believe this has been reported but this is an issue I have. I played with enlightnement era, both the OG version and Cayms version for a few years and something always felt off with the policies.

The mods adds a whole new set of tech but it did not adjust the impact on the policy timing so the mid game feels very off.

Wether you play with this mod or not, the amount of policy needed to choose an ideology is the same. Since rationalism, industry and empire(whatever that branch is called) are delayed because of the Enlightenment, once you unlocked them, you barely have the time to select some of them that you already have to pick an ideology. This is while playing Marathon speed several times with different maps and nations. Because of this I am force to choose an ideology much MUCH too early compared the techs I have. I would suggest increasing the necessary policy amount needed.

Increasing Policy Costs More Sharply After Specific Eras in Civilization 5 (via SQL)​

In Civilization 5, if you want to make policy costs rise more sharply after a certain era, you can achieve this by modifying the PolicyCostModifier in the Eras table. This is the simplest and most reliable way to apply era-based cost scaling using SQL.

1. Adjusting Policy Cost Modifier by Era​

Relevant Table: Eras
ColumnDescription
EraTypeThe type of era (e.g., ERA_ANCIENT, ERA_MEDIEVAL)
PolicyCostModifierPercentage modifier applied to policy costs in this era
For example, if you want to increase policy costs by 50% in and after the Industrial Era, you could write:
sql
Code:
UPDATE Eras
SET PolicyCostModifier = PolicyCostModifier + 50
WHERE EraType IN ('ERA_INDUSTRIAL', 'ERA_MODERN', 'ERA_FUTURE');

2. Adjusting Policy Cost Scaling by Policy Count (Global Modifier)​

Relevant Table: GameSpeeds
ColumnDescription
PolicyCostExponentControls how much policy costs increase with the number of policies you own
This exponent applies to all eras equally, so it cannot directly scale with eras using SQL alone. However, if you want to make policies more expensive across all eras, you could modify this:
sql
UPDATE GameSpeeds
Code:
SET PolicyCostExponent = PolicyCostExponent + 0.2
WHERE Type = 'GAMESPEED_STANDARD';

3. Adding a Dummy Policy to Penalize Late-Game Policy Costs​

Another option is to create a dummy policy that automatically gets "unlocked" when the player enters a certain era (like Industrial Era). This policy would apply a flat penalty to all policy costs. This approach requires combining SQL with Lua scripting.
Example SQL to add such a policy:
sql
INSERT INTO Policies (Type, Description, PolicyCostModifier)
Code:
VALUES ('POLICY_LATE_GAME_COST', 'TXT_KEY_POLICY_LATE_GAME_COST', 50);
With Lua, you would detect when the player reaches a certain era and automatically grant this policy.

I asked GPT. In fact, the part where you touch the policy is not easy. Since the curve of civilization is very different, there is a way to use it by taking other existing policies in a limited way.
 
How change aircraft speed? Before I hade Enlightenment Era and it was very fast. Now I play with EAW and Future Era and its slow. I dont understand this "To change the speed of Airplane animations, open \MODS\(9a) Enhanced Air Warfare 4VP\Faster Aircraft Animations.sql with Notepad2 or Notepad++ and follow the instruction." I made file but what next?
Recently included in VP. Find and adjust the file in VP.
 
EAW is a wonderful mod and I love it. In my opinion, the last bomber and the last fighter that are unlocked before planes switch from oil to aluminum should never go obsolete. Late game there's just such a high demand for aluminum and it's not always possible to get more, nor is it always possible to delete some buildings from cities we've captured that require aluminum. I know the MIG from Autocracy doesn't go obsolete already, but if we've gone Autocracy, we're likely not lacking in strategic resources. This change would benefit Freedom and Order, by allowing them a second, less-ideal, option to build planes (the final oil-based ones). Currently if we're lack aluminum but have an abundance of oil, Guided Missiles are the best we can do.
Yes, that could be possible, but even in the case of the Raptor, it is not used much in the US as a symbol. I thought that in order for aviation to become superior, it was necessary to induce some advantage. I don't think all fighters need to be the latest model. The difference in combat power is not that big.

If you don't like the part, you can just modify the code in SQL.
 
Sorry.

The VP code has changed a lot since 4.17.

It seems like it will be difficult to develop in accordance with the VP code in the future, so please continue developing the code, or if there are parts you don't like, I hope someone else will continue it.

I will upload a version that can be used with both 4.16.2 This is the last update.
(In vp version 4.19, the code for the infantry line was preserved, but it does not run. Image conversion of CAYM's Tweak is also blocked. There is no problem with the code. It is the drop table in DLL or other SQL that is causing the problem.)
 
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There isn't anything called PolicyCostExponent in the GameSpeeds table (or any table).
PolicyCostModifier doesn't exist in Eras either.
 
There isn't anything called PolicyCostExponent in the GameSpeeds table (or any table).
PolicyCostModifier doesn't exist in Eras either.
Yes, there are too many things to worry about when it comes to policy, starting with balance. I asked CHAT-GPT (AI) about this. Feel free to change the code to suit your taste.
 
Yes, that could be possible, but even in the case of the Raptor, it is not used much in the US as a symbol. I thought that in order for aviation to become superior, it was necessary to induce some advantage. I don't think all fighters need to be the latest model. The difference in combat power is not that big.

If you don't like the part, you can just modify the code in SQL.

I think you misunderstood me a bit. The latest planes requiring aluminum isn't an issue, it's that all of the planes that don't require aluminum become obsolete (unable to be built any longer after unlocking a tech).

So for a civ that went Tradition - Artistry - Rationalism - Freedom, for example, there will be a point where the only planes that can be built require aluminum, which may be an unavailable resource by that point
 
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