CBP Events and Decisions Compatibility

Eh, magistrates are easily earned through Great Diplomats and there's that one +3 magistrate random event popping up randomly if you do get the chance...

I'll think about it.

Never saw that +3 magistrates event must have been unlucky.

I think it's very low-priced. Maybe need additional gold cost or something.

I have played only on huge map for the last 3 years so 5 horses are really not that big a bonus but the one thing I really don't like is the randomness of the reward.
What about reducing the magistrate cost to 2 while adding a gold cost scaling with game turns, let's say 45 or 60 per unused horses.

Edit:

Actually I was checking the wrong iReward and missed the part about the game turn percentage bonus so it's not as bad as I thought, still all others specifics decisions cost 2 magistrates at most so I maintain my revised proposition above.
 
Last edited:
He Engineer any chance you could do compatibility for Vietnam?

I have a couple ideas. How about the Start Dynastic Epoch available from the start can only be enacted in ancient Era 2 magistrate
Dynastic throne built in capital +1 culture per era
Great writer specialist slot
2 unique great writing slots when filled grants great works grant +1% culture per great work empire wide

abandon the monarchy may only be adopted in the industrial era
costs large amount of culture 4 magistrates
policies cost -10% less
All cities granted a city that buffs culture 10%

or Resist invaders
costs 1 magistrate
1 melee unit per city
these units have promotion granting +15% in friendly lands
can be adopted as many times per era

Basically Vietnamese Dynasty started in 3000 BCE
 
Last edited:
So whenever I make a mod-pack with the events sub-mods my game is rendered 100% silent as long as the mod-pack is there.

I can send you a modpack if you want to investigate, or you can make one yourself. I'd really like to use this mod but I don't have the patience for the mod-menu.
 
So whenever I make a mod-pack with the events sub-mods my game is rendered 100% silent as long as the mod-pack is there.

I can send you a modpack if you want to investigate, or you can make one yourself. I'd really like to use this mod but I don't have the patience for the mod-menu.
Beats me. People did the mod pack with the original E&D and has the same issues.
 
Hello. Is this mod works out of the box? And do i need to activate anything in EventsAndDecisions_Settings.lua file first? Actually, can you explain to me what each of those options do?
 
He Engineer any chance you could do compatibility for Vietnam?

I have a couple ideas. How about the Start Dynastic Epoch available from the start can only be enacted in ancient Era 2 magistrate
Dynastic throne built in capital +1 culture per era
Great writer specialist slot
2 unique great writing slots when filled grants great works grant +1% culture per great work empire wide

abandon the monarchy may only be adopted in the industrial era
costs large amount of culture 4 magistrates
policies cost -10% less
All cities granted a city that buffs culture 10%

or Resist invaders
costs 1 magistrate
1 melee unit per city
these units have promotion granting +15% in friendly lands
can be adopted as many times per era

Basically Vietnamese Dynasty started in 3000 BCE
Yeah please do that.
 
I'm doing Funak's Civ challenge (England) and it looks like my game crashes everytime I upgrade composite bowmen to longbowmen. Going to give it another go, but thought I would flag this potential issue.
 
I'm doing Funak's Civ challenge (England) and it looks like my game crashes everytime I upgrade composite bowmen to longbowmen. Going to give it another go, but thought I would flag this potential issue.
How many upgrades do you do? And Lua.log? I think I know how to replicate this bug now on lower-end computers.
 
How many upgrades do you do? And Lua.log? I think I know how to replicate this bug now on lower-end computers.

Very first upgrade. Eventually was able to get past it and upgrade the rest. No log but will try it again.

EDIT: Log included from a different playthrough where it crash upon upgrading. It also says "crossbowman" instead of "longbowman"
 

Attachments

Last edited:
Like I mentioned on the Civics and Reform thread, would it be possible to have the notifications have a particular icon? Perhaps the stamp that appears in the E&D button at the top right hand corner? Would prefer a non-blue icon if possible mainly to help distinguish it from the blue exclamation point notification.

Cheers
 
Very first upgrade. Eventually was able to get past it and upgrade the rest. No log but will try it again.

EDIT: Log included from a different playthrough where it crash upon upgrading. It also says "crossbowman" instead of "longbowman"
So this only happens on the first upgrade? I think it's more of a bad TSL to me then. I'll just have to rely on dummy events to store memory now.
 
Is there any particular way I can get the decisions of certain mod civs to show up with this? I like using Vice's mod civilizations and when using the normal events and decisions mod the events and decisions show up but for this one the only civilizations with unique choices that show up are the non-mod ones. Any advice would be appreciated.
 
I'm having a problem where ill have a city event but when i click on the notification nothing happens, no menu or anything but the 'Resolve a city event' promt prevents me from ending the turn, The issue can temporarily be fixed by loading to a previous auto save, puts off the issue for about 10-15 turns. I apologize if this is not the correct thread to post about this in.

Mods:
the 8 CPP modules.
JFD's Event Compendium (v 4)
The Olmec (CBP) (v 1) (Issue happens even without this mod)
 
Is there any particular way I can get the decisions of certain mod civs to show up with this? I like using Vice's mod civilizations and when using the normal events and decisions mod the events and decisions show up but for this one the only civilizations with unique choices that show up are the non-mod ones. Any advice would be appreciated.
I'll have to see what certain civ5 mod conflict then.
I'm having a problem where ill have a city event but when i click on the notification nothing happens, no menu or anything but the 'Resolve a city event' promt prevents me from ending the turn, The issue can temporarily be fixed by loading to a previous auto save, puts off the issue for about 10-15 turns. I apologize if this is not the correct thread to post about this in.

Mods:
the 8 CPP modules.
JFD's Event Compendium (v 4)
The Olmec (CBP) (v 1) (Issue happens even without this mod)
I'll need your logging file.
 
Back
Top Bottom