CBP Events and Decisions Compatibility

This was absolutely a gem for VP, maybe is a bit unbalanced but I literally cannot play without it.
Vanilla civs are obviously a bit stronger than modded ones because they lack civ-specific decisions unfortunately
Hope one day someone so kind-hearted will update the Enginseer mods, truly gems imo
 
This was absolutely a gem for VP, maybe is a bit unbalanced but I literally cannot play without it.
Vanilla civs are obviously a bit stronger than modded ones because they lack civ-specific decisions unfortunately
Hope one day someone so kind-hearted will update the Enginseer mods, truly gems imo
I'm playing with it and it works just fine. I also have this other mod, which gives some decisions where you have to use magistrates, it is also working with no problems. I play with 32 mods + 5 additional civs. Balance is secondary thing for me, my games are rich with extra stuff, events are awesome.
 
The only problem for an update of this mod is that it could be a HUGE work, fixing all the unbalanced things, change something, e.g. China decision still refers to papermaker that in VP 3.7 doesn't exist anymore or some Civs like Brazil that, with a decision, gains an effective bonus unit (for Brazil Pracinha). Also, some Decisions are no more balanced with standards of VP nowadays. But I deeply understand the mod author to not work on it anymore: there are 86 decisions to check at minimum, and some other stuff to do, so the only thing I'd do if I was the mod author would be to fix some duplicate and e.g. China decisions and no more; balancing things would be just too much.

Anyway, this mod is not so unbalanced, at least I think is more balanced than a heavy modlist setup; nowadays, I still use this mod, Sometimes I delete the vanilla civ's decisions just because I play with custom VP Civs, so I prefer everyone not to have Unique Decisions. I love the Morality part and the bonus it gives.
 
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Alright, I finally got around to review and fix/balance all the core and civ-specific decisions (if the civ is not listed below in the changelog, it means that all their decisions work fine or/and I didn't change anything to them). These changes do not fix this mod events that will hang your game, turn them OFF in the mod settings file. The maybe-bad news is that I am using VP 2.7.3, the last version before VP 3.X.X for playtesting. If anyone wants to continue to work on this for VP 3.X.X and 4.X.X, please go right ahead.

Installation: overwrite the original files with the ones attached here

Changelog:

1/ CORE:
-General decisions all work fine, just fixed some text and buff Tax Reform decision to give Gold 2x the Culture spent for that decision.

2/ RELIGION:
-No change, everything is fine here.

3/ CIV-specific:
-Morocco: Changed 'Gold from Kill' ability to 'Culture from Kill' ability for Plunder Campaign decision, because the gold bonus doesn’t work. Fixed text description for the special promotion from the Establish the Black Guard decision.

-Rome: Fixed Introduce Concrete decision activation requirement and changed Science cost to Gold cost.

-Germany: Fixed Hanse half build time bonus for Regulate the Zunfte decision.

-Venice: no change. For the Relic of St. Mark decision, I don’t know if the St Mark’s Basilica Wonder ‘bonus culture from trade routes’ ability work (the code for it is too advanced for me and too complicated to test), you still get the free great work item though...

-India: Changed House of Worship decision to only need 1 religion in your empire instead of more than 1.

-Denmark: Removed the ‘8 units’ restriction for Formalize the Thing decision.

-Polynesia: Changed requirement of Revive the Runanga decision from between Industrial-Modern to between Classical-Medieval eras

-Austria: Changed Tu Felix Austria Nube decision to only be enacted from beginning of Medieval Era.

-France: Fixed Grand Armee decision to properly give Gunpower units their special promotion.

-Babylon: Fixed text description of Collate the Star Catalogue decision.

-Shoshone: Changed Found the Comanche Nation decision to cost 2 Magistrates instead of 4.

-Egypt: Changed Establish the Nomes decision to give Gold equal to 2x the amount of Faith spent. Empower Nomarch and Empower Pharaoh decisions deleted because they don’t work properly.

-Korea: Changed Introduce Hangel decision to not require Science cost.

-Zulu: Changed Implement Amabutho Conscription decision to only cost 2 instead of 3 Magistrates.

-Byzantium: Added an extra reward to Establish the Succession Law decision to also give Culture equal to 2x the amount of Gold spent.

-USA: Changed Louisiana Purchase decision to require player to be at least in Industrial Era.

-Lastly, all unique units you can acquire through decisions (Great Galleass, Longbowman, Pracinha .etc.) are updated to VP 2.7.3 the best that I can do - such as proper prereq and obsolete techs, proper unit strength when compared to their normal versions .etc.
 

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new version. Still only playtested with VP 2.7.3 but I think it is compatible with 3.x.x and 4.x.x from looking at the changes in the later versions...

Changes:
-lots of text fix
-Battering Ram now cost 1 Iron to limit it from being gifted by City States
-removal of unique unit decisions/copies from build list of City States (seeing a bunch of City State Battering Rams and Longbowmen midgame is hilarious but annoying). Barbarian still be able to spawn unique units however
-rebalanced unique units so barbarian spawn and City State gifting won't give you a stronger unit (oftentimes meaning the unique unit), also because the unique units instances are copied from their original version, there are actually 2 versions of the same units in the game - meaning more chance of the unique unit spawning instead of their normal counterpart. (ie: 2 Companion Cavalry units, original version & a Greece decision version, and 1 Horseman when game choosing to spawn a Horseman class unit)
-fixed buildings created by decisions (Babylon, Byzantium, Germany, Poland, Code of Laws, Public Transport System) so that they are 100% capturable and Nuke immune like World Wonders. This is because when you click the decision button to build these unique buildings, there is no way to build another version if they are destroyed.
 

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new version. Still only playtested with VP 2.7.3 but I think it is compatible with 3.x.x and 4.x.x from looking at the changes in the later versions...

Changes:
-lots of text fix
-Battering Ram now cost 1 Iron to limit it from being gifted by City States
-removal of unique unit decisions/copies from build list of City States (seeing a bunch of City State Battering Rams and Longbowmen midgame is hilarious but annoying). Barbarian still be able to spawn unique units however
-rebalanced unique units so barbarian spawn and City State gifting won't give you a stronger unit (oftentimes meaning the unique unit), also because the unique units instances are copied from their original version, there are actually 2 versions of the same units in the game - meaning more chance of the unique unit spawning instead of their normal counterpart. (ie: 2 Companion Cavalry units, original version & a Greece decision version, and 1 Horseman when game choosing to spawn a Horseman class unit)
-fixed buildings created by decisions (Babylon, Byzantium, Germany, Poland, Public Transport System) so that they are 100% capturable and Nuke immune like World Wonders. This is because when you click the decision button to build these unique buildings, there is no way to build another version if they are destroyed.
Great work dude! Gonna test it out in a bit.
 
Had the freeze when using the newest Community Event from the OP thread, and the newest Community Event fix from the replies.

First one happened when using the War Edict that summons unit in every city and puts them in revolt.

Second one happened in Celts AI turn around turn 35.

Using latest VP version, 4.15.2. Have a feeling something is broken with unit spawning, which was recently changed in VP IIRC
 
Had the freeze when using the newest Community Event from the OP thread, and the newest Community Event fix from the replies.

First one happened when using the War Edict that summons unit in every city and puts them in revolt.

Second one happened in Celts AI turn around turn 35.

Using latest VP version, 4.15.2. Have a feeling something is broken with unit spawning, which was recently changed in VP IIRC
I've gotten the same freeze on Venice AI and Songhai AI turns recently.
 
do you have events turned on? In any case I guess it is possible this mod is no longer compatible with VP 3.x.x or 4.x.x or/and the updated community events until someone else come here to fix.... :(

I did upload my mod list recently here https://www.nexusmods.com/civilisationv/mods/29?tab=description in case you want to figure out for yourself what the bug is.
 
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do you have events turned on? In any case I guess it is possible this mod is no longer compatible with 3.x.x or 4.x.x until someone else come here to fix.... :(
lol yes, events were on for these freezes. I’ve since turned off the mod and can play games to completion without freezes, so it’s definitely something going on with this one. I agree that it’s probably to do with unit spawning
 
lol yes, events were on for these freezes. I’ve since turned off the mod and can play games to completion without freezes, so it’s definitely something going on with this one. I agree that it’s probably to do with unit spawning

Hmm you can try to play with the version of Community Events mod I uploaded on nexus
 
The freeze also occurs with the "Swords and Shields" decision and the 20% chance of anarchy from the "Implement the Proposals" event. This didn't used to happen before 4.15. So there is some kind of incompatibility between the modmod causing civ-wide anarchy and VP version 4.15.
 
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