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Cities in Development (Obsolete)

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zahfares

Chieftain
Joined
Sep 1, 2016
Messages
22
2nd 1/2
Spoiler :

[116960.343] Map Script: -------------------------------
[116960.343] Map Script: Map Generation - Adding Goodies
[116960.343] Map Script: ** The game specified NO GOODY HUTS
[116960.343] Map Script: Determining continents for art purposes (MapGenerator.Lua)
[116960.968] LoadScreen: GameInfo.Buildings[UNIT_GERMAN_PANZER] is undefined
[116960.968] LoadScreen: GameInfo.PolicyBranchTypes[-1] is undefined
[116966.593] EUI_context: ==================================================================================================
[116966.593] EUI_context: EUI CONTEXT LuaContext: 0F8875E0
[116966.593] EUI_context: ==================================================================================================
[116966.593] EUI_context: Active DLC: 293C1EE3-1176-44F6-AC1F-59663826DE74 Genghis Khan's Mongolia
[116966.593] EUI_context: Active DLC: B685D5DE-7CCA-4E75-81B4-2F60754E6330 Isabella's Spain and Pachacuti's Incan Empire
[116966.593] EUI_context: Active DLC: ECF7C605-BA11-4CAC-8D80-D71306AAC471 Kamehameha's Polynesian Empire
[116966.593] EUI_context: Active DLC: B3030D39-C0D8-4BC7-91B1-7AD1CAF585AB Harald Bluetooth's Denmark
[116966.593] EUI_context: Active DLC: 112C22B2-5308-42B6-B734-171CCAB3037B Sejong The Great's Korea
[116966.593] EUI_context: Active DLC: BBB0D085-A0B1-4475-B007-3E549CF3ADC3 Wonders of the Ancient World
[116966.593] EUI_context: Active DLC: EA67AED5-5859-4875-BF3A-360FE9E55D1B Conquest of the New World Deluxe
[116966.593] EUI_context: Active DLC: 7459BA32-5764-44AE-8E95-01AD0E0EFD48 Nebuchadnezzar's Babylon
[116966.593] EUI_context: Active DLC: 3F49DF54-68B6-44D1-A930-A168628FAA59 Explorers Map Pack
[116966.593] EUI_context: Active DLC: 46EAEFFC-7B1D-443D-BFC8-F825DFEFB094 Scrambled Continents Map Pack
[116966.593] EUI_context: Active DLC: 4255F5F7-D3AB-4E55-ACEE-4670082040ED Scrambled Nations Map Pack
[116966.593] EUI_context: Active DLC: 0E3751A1-F840-4E1B-9706-519BF484E59D Gods & Kings Expansion Pack
[116966.593] EUI_context: Active DLC: 6DA07636-4123-4018-B643-6575B4EC336B Brave New World Expansion Pack
[116966.593] EUI_context: Active DLC: 8871E748-29A4-4910-8C57-8C99E32D0167 Upgrade Data 1
[116966.593] EUI_context: Disabled: CBE91AF6-0683-4326-BC77-58BB489E509F Tablet Data 1
[116966.593] EUI_context: Active MOD: d1b6328c-ff44-4b0d-aad7-c657f83610cd (1) Community Patch Version 88
[116966.593] EUI_context: Active MOD: 8411a7a8-dad3-4622-a18e-fcc18324c799 (2) Community Balance Overhaul Version 13
[116966.593] EUI_context: Active MOD: eead0050-1e3f-4178-a91f-26cf1881ac39 (3) City-State Diplomacy Mod for CBP Version 27
[116966.593] EUI_context: Active MOD: c7bf7064-d1b1-4708-9e93-7a1560868582 (4) C4DF - CBP Version 11
[116966.593] EUI_context: Active MOD: be2d13ee-d18d-410e-8f04-7cd19cd99a98 (5) More Luxuries - CBO Edition (5-14b) Version 155
[116966.593] EUI_context: Active MOD: 24923240-e4fb-4bf6-8f0e-6e5b6cf4d3c2 (6a) Community Balance Overhaul - Compatibility Files (EUI) Version 1
[116966.593] EUI_context: Active MOD: 170c8ed1-b516-4fe2-b571-befeac39d220 Ingame Editor Version 39
[116966.593] EUI_context: Active MOD: 31a31d1c-b9d7-45e1-842c-23232d66cd47 JFD's Cultural Diversity (Core) Version 10
[116966.593] EUI_context: Active MOD: 1f941088-b185-4159-865c-472df81247b2 Sukritact's Events and Decisions Version 3
[116966.593] EUI_context: Active MOD: 1b1c0548-b197-4f9c-9621-433d3b32c826 Community Patch Mod Compatibility Version 14
[116966.593] EUI_context: Active MOD: eea66053-7579-481a-bb8d-2f3959b59974 JFD's Rise to Power Version 25
[116966.593] EUI_context: Active MOD: cae0781c-556f-4c97-8fba-4d6eb612533f JFD's Cultural Diversity (Soundtrack) Version 1
[116966.593] EUI_context: Active MOD: 10e9728f-d61c-4317-be4f-7d52d6bae6f4 JFD's Cities in Development Version 48
[116966.593] EUI_context: Active MOD: b817fb3e-17ba-4ffb-885d-3f82a640cd6c JFD's Rise to Power - EUI Compatibility Files Version 24
[116966.609] EUI_context: Active MOD: 27219efc-1d23-4c5f-8aad-993bf1708026 JFD's Cities in Development - EUI Compatibility Files Version 48
[116966.609] EUI_context: ==================================================================================================
[116966.859] CivilopediaScreen: IconLookup error - icon index: 0 icon size: 64 atlas: JFD_LOYALTY_WONDER_ATLAS
[116966.859] CivilopediaScreen: IconLookup error - icon index: 1 icon size: 64 atlas: JFD_LOYALTY_WONDER_ATLAS
[116966.953] CivilopediaScreen: SetSelectedCategory(12)
[116966.953] CivilopediaScreen: CivilopediaCategory[CategoryTerrain].DisplayList
[116967.046] CivilopediaScreen: SetSelectedCategory(1)
[116967.046] CivilopediaScreen: CivilopediaCategory[CategoryHomePage].DisplayList
[116967.078] ResourceIconManager: This is the modded ResourceTooltipGenerator from CBP
[116967.343] MiniMapPanel: This is the modded MiniMapPanel from 'UI - Overlay Antiquities'
[116967.343] OverlayAntiquities_MiniMapOverlayHook: Adding Antiquities to group other
[116967.468] CityList: This is the modded CityList from CBP
[116967.781] File Error: UI/InGame/CivilizationOverview.lua
[116967.781] Runtime Error: Error loading UI/InGame/CivilizationOverview.lua.
[116967.984] SimpleDiploTrade: This is the modded TradeLogic from CBP- C4DF
[116968.609] Tutorial: Loaded Additional Tutorial checks - Assets\DLC\Expansion2\Tutorial\Lua\TutorialInclude_Expansion2.lua
[116968.609] Tutorial: Loaded Additional Tutorial checks - Assets\DLC\Expansion\Tutorial\lua\TutorialInclude_Expansion1.lua
[116969.187] GenericPopup: Loaded Popup - Assets\DLC\Expansion2\UI\InGame\PopupsGeneric\ConfirmImprovementRebuildPopup.lua
[116969.187] GenericPopup: Loaded Popup - Assets\DLC\Expansion2\UI\InGame\PopupsGeneric\DeclareWarMovePopup.lua
[116969.187] GenericPopup: Loaded Popup - Assets\DLC\Expansion2\UI\InGame\PopupsGeneric\PuppetCityPopup.lua
[116969.187] GenericPopup: Loaded Popup - Assets\DLC\Expansion2\UI\InGame\PopupsGeneric\DeclareWarPlunderTradeRoutePopup.lua
[116969.187] GenericPopup: Loaded Popup - Assets\DLC\Expansion2\UI\InGame\PopupsGeneric\DeclareWarRangeStrikePopup.lua
[116969.187] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\ConfirmImprovementRebuildPopup.lua
[116969.187] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\NetworkKickedPopup.lua
[116969.187] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\CityPlotManagementPopup.lua
[116969.187] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\ConfirmCommandPopup.lua
[116969.187] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\MinorCivEnterTerritoryPopup.lua
[116969.187] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\LiberateMinorPopup.lua
[116969.187] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\ReturnCivilianPopup.lua
[116969.187] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\AnnexCityPopup.lua
[116969.187] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\DeclareWarMovePopup.lua
[116969.187] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\BarbarianRansomPopup.lua
[116969.187] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\ConfirmGiftPopup.lua
[116969.187] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\ConfirmCityTaskPopup.lua
[116969.187] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\PuppetCityPopup.lua
[116969.187] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\DeclareWarRangeStrikePopup.lua
[116969.187] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\ConfirmPolicyBranchPopup.lua
[116969.187] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\MinorCivGoldPopup.lua
[116969.265] DeclareWarPopup: This is the modded DeclareWarPopup from CBP - C4DF
[116969.437] SocialPolicyPopup: This is the modded SocialPolicyPopup from CBP
[116969.578] WhosWinningPopup: This is the 'UI - Enhanced Rankings - WhosWinningPopup' mod script.
[116969.828] CityStateDiploPopup: This is the modded CityStateStatusHelper from EUI - CBP- CSD
[116970.015] EconomicGeneralInfo: This is the modded EconomicGeneralInfo from CBP
[116970.031] EconomicGeneralInfo: Total Units - 2
[116970.031] EconomicGeneralInfo: Maint Free Units - 0
[116970.031] EconomicGeneralInfo: Paid Units - 2
[116970.062] EconomicGeneralInfo: Total Units - 2
[116970.062] EconomicGeneralInfo: Maint Free Units - 0
[116970.062] EconomicGeneralInfo: Paid Units - 2
[116970.062] DiploCurrentDeals: This is the modded TradeLogic from CBP- C4DF
[116970.093] DiploRelationships: This is the modded CityStateStatusHelper from EUI - CBP- CSD
[116977.937] ChoosePantheonPopup: -252
[116977.937] ChoosePantheonPopup: 963
[116977.937] ChoosePantheonPopup: 711
[116978.109] EspionageOverview: This is the modded EspionageOverview from CBP
[116978.125] EspionageOverview: This is the modded CityStateStatusHelper from EUI - CBP- CSD
[116978.187] ChooseMayaBonus: This is the modded ChooseMayaBonuws from 'CBP'
[116978.265] LeagueOverview: This is the modded LeagueOverview from CBP
[116978.343] ChooseIdeologyPopup: -252
[116978.343] ChooseIdeologyPopup: 963
[116978.343] ChooseIdeologyPopup: 711
[116978.359] ChooseInternationalTradeRoutePopup: This is the modded ChooseInternationalTradeRoutePopup from 'UI - Trade Route Enhancements'
[116978.359] ChooseInternationalTradeRoutePopup: This is the modded TradeRouteHelpers from CBP
[116978.453] CultureOverview: This is the modded CultureOverview from CBP
[116978.453] CultureOverview: Non-Wonder Great Work buildings
[116978.453] CultureOverview: 10:BUILDINGCLASS_CARAVANSARY/BUILDING_BURIAL_TOMB: 1x GW / CIVILIZATION_EGYPT (4,5)
[116978.453] CultureOverview: 121:BUILDINGCLASS_AMPHITHEATER/BUILDING_AMPHITHEATER: 1x GW / Generic (4,1)
[116978.453] CultureOverview: 204:BUILDINGCLASS_AMPHITHEATER/BUILDING_ODEON: 1x GW / CIVILIZATION_GREECE (4,1)
[116978.453] CultureOverview: 116:BUILDINGCLASS_CIRCUS/BUILDING_CEILIDH_HALL: 1x GW / CIVILIZATION_CELTS (5,7)
[116978.453] CultureOverview: 30:BUILDINGCLASS_OPERA_HOUSE/BUILDING_OPERA_HOUSE: 1x GW / Generic (8,5)
[116978.453] CultureOverview: 31:BUILDINGCLASS_MUSEUM/BUILDING_MUSEUM: 2x GW+T / Generic (10,1)
[116978.453] CultureOverview: 32:BUILDINGCLASS_BROADCAST_TOWER/BUILDING_BROADCAST_TOWER: 2x GW+T / Generic (12,4)
[116978.453] CultureOverview: 138:BUILDINGCLASS_MOSQUE/BUILDING_MOSQUE: 1x GW / Generic (no tech)
[116978.453] CultureOverview: 190:BUILDINGCLASS_CHURCH/BUILDING_CHURCH: 1x GW / Generic (no tech)
[116978.453] CultureOverview: 191:BUILDINGCLASS_MANDIR/BUILDING_MANDIR: 1x GW / Generic (no tech)
[116978.453] CultureOverview: 192:BUILDINGCLASS_SYNAGOGUE/BUILDING_SYNAGOGUE: 1x GW / Generic (no tech)
[116978.453] CultureOverview: 297:BUILDINGCLASS_JFD_DAOGUAN/BUILDING_JFD_DAOGUAN: 1x GW / Generic (no tech)
[116978.453] CultureOverview: 299:BUILDINGCLASS_JFD_MANDIR/BUILDING_JFD_MANDIR: 1x GW / Generic (no tech)
[116978.484] ChooseTradeUnitNewHome: This is the modded ChooseTradeUnitNewHome from 'UI - Trade Route Enhancements'
[116978.515] TradeRouteOverview: This is the modded TradeRouteOverview from 'UI - Trade Route Enhancements'
[116978.515] TradeRouteOverview: This is the modded TradeRouteHelpers from CBP
[116979.046] InGame: This is the modded Bombardment from 'Global - City Bombard Range'
[116979.062] EventChoicePopupCity: This is the City Event Popup Manager from CBP
[116979.062] EventChoicePopup: This is the Event Popup Manager from CBP
[116979.218] GlobalArchaeologistDigSites: This is the 'Global - Archaeologist Dig Sites' mod script.
[116979.234] GlobalCityBombardRange: This is the 'Global - City Bombard Range' mod script.
[116979.234] VassalageOverview: This is the VassalageOverview.lua for C4DF - CP
[116979.281] IGE_Controller_All: ****************************************************************
[116979.281] IGE_Controller_All: Starting...
[116979.312] IGE_Overlay: This is the modded ResourceTooltipGenerator from CBP
[116979.312] IGE_Overlay: loaded
[116979.312] IGE_CityBanner: loaded
[116979.328] IGE_MiniMap: loaded
[116979.343] IGE_TabsBar: IGE_TabsBar
[116979.343] IGE_ActivePlayerSelection: IGE_ActivePlayerSelection
[116979.359] IGE_RiversElement: IGE_RiversElement
[116979.359] IGE_TerrainPanel: IGE_TerrainPanel
[116979.375] IGE_CitiesPanel: IGE_CitiesPanel
[116979.390] IGE_UnitsPanel: IGE_UnitsPanel
[116979.390] IGE_PlayersPanel: IGE_PlayersPanel
[116979.406] IGE_TechsPanel: IGE_TechsPanel
[116979.406] IGE_PoliciesPanel: IGE_PoliciesPanel
[116979.437] IGE_ConfirmPopup: IGE_ConfirmPopup
[116979.468] IGE_Window: IGE_Window
[116979.468] IGE_Window: IGE_ShareGlobalAndOptions
[116979.468] IGE_Window: IGE_SharingGlobalAndOptions, IGE=...
[116979.468] IGE_Window: IGE loaded
[116979.484] BuildingResourcePerEra: loaded
[116979.484] BuildingYieldFromCityStates: loaded
[116979.484] CityInfoStack: loaded
[116979.484] EnactDescisionsPopup: --=======================================================================================================================
[116979.484] EnactDescisionsPopup: Loading Random Events
[116979.484] EnactDescisionsPopup: --=======================================================================================================================
[116979.484] EnactDescisionsPopup: Using Sukritact's NewSaveUtils
[116979.500] EnactDescisionsPopup: Core Decisions: loaded
[116979.500] EnactDescisionsPopup: Civ Specific Decisions: loaded
[116979.687] EnactDescisionsPopup: Religious Decisions: loaded
[116979.703] EnactDescisionsPopup: JFD's Piety Decisions: loaded
[116979.718] EnactDescisionsPopup: Calculating size and anchoring
[116979.718] LuaEvents.PlayerEnteredNewEra: loaded
[116979.718] RandomEventsPopup: --=======================================================================================================================
[116979.718] RandomEventsPopup: Loading Random Events
[116979.718] RandomEventsPopup: --=======================================================================================================================
[116979.718] RandomEventsPopup: Using Sukritact's NewSaveUtils
[116981.625] RandomEventsPopup: Core Events: loaded
[116982.187] RandomEventsPopup: Civ Events: loaded
[116982.187] RandomEventsPopup: Religious Events: loaded
[116982.203] RandomEventsPopup: JFD's CulDiv Events: loaded
[116982.203] RandomEventsPopup: JFD's Piety Events: loaded
[116982.218] RandomEventsPopup: JFD's Epithets Events: loaded
[116982.390] RandomEventsPopup: --=======================================================================================================================
[116982.390] RandomEventsPopup: --=======================================================================================================================
[116982.406] SanMarco_Functions: loaded
[116982.406] Sukritact_ChangeResearchProgress: loaded
[116982.468] JFD_RTP_Claims_RomeFunctions: Caesar Augustus is in this game
[116983.703] DiscussionDialog: This is the modded DiscussionDialog.lua from CBP - C4DF
[116983.718] DiploTrade: This is the modded TradeLogic from CBP- C4DF
[116983.796] AdvisorInfoPopup: Closing Advisor Info
[116983.796] Demographics: Dequeuing demographics
[116983.796] Demographics: Dequeuing demographics
[116984.796] PlotHelpManager: Loading EUI plot help LuaContext: 0F5D7AB0 243.903
____ _ _ _ _ _ __ __
| _ \| | ___ | |_| | | | ___| |_ __ | \/ | __ _ _ __ __ _ __ _ ___ _ __
| |_) | |/ _ \| __| |_| |/ _ \ | '_ \| |\/| |/ _` | '_ \ / _` |/ _` |/ _ \ '__|
| __/| | (_) | |_| _ | __/ | |_) | | | | (_| | | | | (_| | (_| | __/ |
|_| |_|\___/ \__|_| |_|\___|_| .__/|_| |_|\__,_|_| |_|\__,_|\__, |\___|_|
|_| |___/
[116984.796] PlotHelpManager: This is the modded ResourceTooltipGenerator from CBP
[116984.796] PlotHelpManager: found default work rate 150
[116984.796] PlotHelpManager: Finished loading EUI plot help 243.905
[116984.796] CityBannerManager: Loading EUI city banners LuaContext: 0F801160 243.905
____ _ _ ____ __ __
/ ___(_) |_ _ _| __ ) __ _ _ __ _ __ ___ _ __| \/ | __ _ _ __ __ _ __ _ ___ _ __
| | | | __| | | | _ \ / _` | '_ \| '_ \ / _ \ '__| |\/| |/ _` | '_ \ / _` |/ _` |/ _ \ '__|
| |___| | |_| |_| | |_) | (_| | | | | | | | __/ | | | | | (_| | | | | (_| | (_| | __/ |
\____|_|\__|\__, |____/ \__,_|_| |_|_| |_|\___|_| |_| |_|\__,_|_| |_|\__,_|\__, |\___|_|
|___/ |___/
[116984.828] CityBannerManager: This is the modded CityStateStatusHelper from EUI - CBP- CSD
[116984.828] CityBannerManager: Finished loading EUI city banners 243.93
[116984.828] UnitPanel: Loading EUI unit panel LuaContext: 0F88B820 243.93
_ _ _ _ ____ _
| | | |_ __ (_) |_| _ \ __ _ _ __ ___| |
| | | | '_ \| | __| |_) / _` | '_ \ / _ \ |
| |_| | | | | | |_| __/ (_| | | | | __/ |
\___/|_| |_|_|\__|_| \__,_|_| |_|\___|_|
[116984.906] UnitPanel: Finished loading EUI unit panel 244.001
[116984.906] NotificationPanel: Loading EUI notification panel LuaContext: 0F8DFBF0 244.001
_ _ _ _ __ _ _ _ ____ _
| \ | | ___ | |_(_)/ _(_) ___ __ _| |_(_) ___ _ __ | _ \ __ _ _ __ ___| |
| \| |/ _ \| __| | |_| |/ __/ _` | __| |/ _ \| '_ \| |_) / _` | '_ \ / _ \ |
| |\ | (_) | |_| | _| | (_| (_| | |_| | (_) | | | | __/ (_| | | | | __/ |
|_| \_|\___/ \__|_|_| |_|\___\__,_|\__|_|\___/|_| |_|_| \__,_|_| |_|\___|_|
[116984.906] NotificationPanel: This is the modded CityStateStatusHelper from EUI - CBP- CSD
[116984.953] NotificationPanel: Finished loading EUI notification panel 244.05
[116984.953] CityView: Loading EUI city view LuaContext: 0F5E7AA0 244.05
____ _ _ __ ___
/ ___(_) |_ _ \ \ / (_) _____ __
| | | | __| | | \ \ / /| |/ _ \ \ /\ / /
| |___| | |_| |_| |\ V / | | __/\ V V /
\____|_|\__|\__, | \_/ |_|\___| \_/\_/
|___/
[116985.015] CityView: Finished loading EUI city view 244.116
[116985.015] TechTree: Loading EUI tech tree LuaContext: 0F5E74A0 244.117
_____ _ _____
|_ _|__ ___| |_|_ _| __ ___ ___
| |/ _ \/ __| '_ \| || '__/ _ \/ _ \
| | __/ (__| | | | || | | __/ __/
|_|\___|\___|_| |_|_||_| \___|\___|
[116985.234] TechTree: Finished loading EUI tech tree 244.336
[116985.234] TopPanel: Loading EUI top panel LuaContext: 0F5D6EB0 244.336
_____ ____ _
|_ _|__ _ __ | _ \ __ _ _ __ ___| |
| |/ _ \| '_ \| |_) / _` | '_ \ / _ \ |
| | (_) | |_) | __/ (_| | | | | __/ |
|_|\___/| .__/|_| \__,_|_| |_|\___|_|
|_|
[116985.234] TopPanel: Active Mod (1) Community Patch ID d1b6328c-ff44-4b0d-aad7-c657f83610cd Version 88
[116985.234] TopPanel: Active Mod (2) Community Balance Overhaul ID 8411a7a8-dad3-4622-a18e-fcc18324c799 Version 13
[116985.234] TopPanel: Active Mod (3) City-State Diplomacy Mod for CBP ID eead0050-1e3f-4178-a91f-26cf1881ac39 Version 27
[116985.234] TopPanel: Active Mod (4) C4DF - CBP ID c7bf7064-d1b1-4708-9e93-7a1560868582 Version 11
[116985.234] TopPanel: Active Mod (5) More Luxuries - CBO Edition (5-14b) ID be2d13ee-d18d-410e-8f04-7cd19cd99a98 Version 155
[116985.234] TopPanel: Active Mod (6a) Community Balance Overhaul - Compatibility Files (EUI) ID 24923240-e4fb-4bf6-8f0e-6e5b6cf4d3c2 Version 1
[116985.234] TopPanel: Active Mod Ingame Editor ID 170c8ed1-b516-4fe2-b571-befeac39d220 Version 39
[116985.234] TopPanel: Active Mod JFD's Cultural Diversity (Core) ID 31a31d1c-b9d7-45e1-842c-23232d66cd47 Version 10
[116985.234] TopPanel: Active Mod Sukritact's Events and Decisions ID 1f941088-b185-4159-865c-472df81247b2 Version 3
[116985.234] TopPanel: Active Mod Community Patch Mod Compatibility ID 1b1c0548-b197-4f9c-9621-433d3b32c826 Version 14
[116985.234] TopPanel: Active Mod JFD's Rise to Power ID eea66053-7579-481a-bb8d-2f3959b59974 Version 25
[116985.234] TopPanel: Active Mod JFD's Cultural Diversity (Soundtrack) ID cae0781c-556f-4c97-8fba-4d6eb612533f Version 1
[116985.234] TopPanel: Active Mod JFD's Cities in Development ID 10e9728f-d61c-4317-be4f-7d52d6bae6f4 Version 48
[116985.234] TopPanel: Active Mod JFD's Rise to Power - EUI Compatibility Files ID b817fb3e-17ba-4ffb-885d-3f82a640cd6c Version 24
[116985.234] TopPanel: Active Mod JFD's Cities in Development - EUI Compatibility Files ID 27219efc-1d23-4c5f-8aad-993bf1708026 Version 48
[116985.234] TopPanel: This is the JFD's Global Modded Top Panel
[116985.296] TopPanel: Finished loading EUI top panel 244.397
[116985.296] TopPanel: Loading EUI top panel LuaContext: 14DBAAD0 244.397
_____ ____ _
|_ _|__ _ __ | _ \ __ _ _ __ ___| |
| |/ _ \| '_ \| |_) / _` | '_ \ / _ \ |
| | (_) | |_) | __/ (_| | | | | __/ |
|_|\___/| .__/|_| \__,_|_| |_|\___|_|
|_|
[116985.296] TopPanel: Active Mod (1) Community Patch ID d1b6328c-ff44-4b0d-aad7-c657f83610cd Version 88
[116985.296] TopPanel: Active Mod (2) Community Balance Overhaul ID 8411a7a8-dad3-4622-a18e-fcc18324c799 Version 13
[116985.296] TopPanel: Active Mod (3) City-State Diplomacy Mod for CBP ID eead0050-1e3f-4178-a91f-26cf1881ac39 Version 27
[116985.296] TopPanel: Active Mod (4) C4DF - CBP ID c7bf7064-d1b1-4708-9e93-7a1560868582 Version 11
[116985.296] TopPanel: Active Mod (5) More Luxuries - CBO Edition (5-14b) ID be2d13ee-d18d-410e-8f04-7cd19cd99a98 Version 155
[116985.296] TopPanel: Active Mod (6a) Community Balance Overhaul - Compatibility Files (EUI) ID 24923240-e4fb-4bf6-8f0e-6e5b6cf4d3c2 Version 1
[116985.296] TopPanel: Active Mod Ingame Editor ID 170c8ed1-b516-4fe2-b571-befeac39d220 Version 39
[116985.296] TopPanel: Active Mod JFD's Cultural Diversity (Core) ID 31a31d1c-b9d7-45e1-842c-23232d66cd47 Version 10
[116985.296] TopPanel: Active Mod Sukritact's Events and Decisions ID 1f941088-b185-4159-865c-472df81247b2 Version 3
[116985.296] TopPanel: Active Mod Community Patch Mod Compatibility ID 1b1c0548-b197-4f9c-9621-433d3b32c826 Version 14
[116985.296] TopPanel: Active Mod JFD's Rise to Power ID eea66053-7579-481a-bb8d-2f3959b59974 Version 25
[116985.296] TopPanel: Active Mod JFD's Cultural Diversity (Soundtrack) ID cae0781c-556f-4c97-8fba-4d6eb612533f Version 1
[116985.296] TopPanel: Active Mod JFD's Cities in Development ID 10e9728f-d61c-4317-be4f-7d52d6bae6f4 Version 48
[116985.296] TopPanel: Active Mod JFD's Rise to Power - EUI Compatibility Files ID b817fb3e-17ba-4ffb-885d-3f82a640cd6c Version 24
[116985.296] TopPanel: Active Mod JFD's Cities in Development - EUI Compatibility Files ID 27219efc-1d23-4c5f-8aad-993bf1708026 Version 48
[116985.296] TopPanel: This is the JFD's Global Modded Top Panel
[116985.359] TopPanel: Finished loading EUI top panel 244.459
[116993.093] PlotHelpManager: GameInfo.PolicyBranchTypes[-1] is undefined
[116997.875] UnitPanel: GameInfo.Features[-1] is undefined
[116998.843] Runtime Error: Failed to iterate table due to query error. Check Database.log for more details.
[117001.562] Runtime Error: Failed to iterate table due to query error. Check Database.log for more details.
[117005.828] TechTree: IconHookup error - icon index: 0 icon size: 45 atlas: JFD_LOYALTY_WONDER_ATLAS image control: B4
[117005.906] TechTree: IconHookup error - icon index: 1 icon size: 45 atlas: JFD_LOYALTY_WONDER_ATLAS image control: B4
[117022.562] Runtime Error: C:\Users\zahfares\Documents\My Games\Sid Meier's Civilization 5\MODS\JFD's Cities in Development (v 48)\Components\Development\Lua\Utilities\JFD_CID_DevelopmentUtils.lua:116: attempt to call method 'GetNumTotalBuildings' (a nil value)
[117023.687] TurnProcessing: Hiding TurnProcessing
[117026.828] Runtime Error: Failed to iterate table due to query error. Check Database.log for more details.
[117026.937] Runtime Error: Failed to iterate table due to query error. Check Database.log for more details.
[117029.546] EnactDescisionsPopup: Calculating size and anchoring
[117031.031] EnactDescisionsPopup: Calculating size and anchoring
[117032.140] Demographics: Dequeuing demographics
[117032.156] EnactDescisionsPopup: Calculating size and anchoring
[117045.031] VictoryProgress: GameDefines.MAX_CIV_PLAYERS: 22
[117046.203] Runtime Error: C:\Users\zahfares\Documents\My Games\Sid Meier's Civilization 5\MODS\JFD's Cities in Development - EUI Compatibility Files (v 48)\Lua\UI\Overrides\NotificationPanel.lua:856: attempt to index field 'Text' (a nil value)
[117047.343] Runtime Error: C:\Users\zahfares\Documents\My Games\Sid Meier's Civilization 5\MODS\JFD's Cities in Development - EUI Compatibility Files (v 48)\Lua\UI\Overrides\NotificationPanel.lua:856: attempt to index field 'Text' (a nil value)
[117047.593] CivilopediaScreen: SetSelectedCategory(10)
[117047.593] CivilopediaScreen: CivilopediaCategory[CategoryCivilizations].DisplayList
[117047.656] CivilopediaScreen: CivilopediaCategory[CategoryCivilizations].SelectArticle
[117047.687] CivilopediaScreen: SetSelectedCategory(10)
[117047.765] CivilopediaScreen: CivilopediaCategory[CategoryCivilizations].SelectArticle
[117048.250] Runtime Error: C:\Users\zahfares\Documents\My Games\Sid Meier's Civilization 5\MODS\JFD's Cities in Development - EUI Compatibility Files (v 48)\Lua\UI\Overrides\NotificationPanel.lua:856: attempt to index field 'Text' (a nil value)
[117049.437] Runtime Error: Failed to iterate table due to query error. Check Database.log for more details.
[117049.625] Runtime Error: Failed to iterate table due to query error. Check Database.log for more details.
[117053.703] CivilopediaScreen: SetSelectedCategory(4)
[117053.703] CivilopediaScreen: CivilopediaCategory[CategoryUnits].DisplayList
[117053.843] CivilopediaScreen: CivilopediaCategory[CategoryUnits].SelectArticle
[117053.890] CivilopediaScreen: SetSelectedCategory(4)
[117053.890] CivilopediaScreen: CivilopediaCategory[CategoryUnits].SelectArticle
[117067.406] Runtime Error: C:\Users\zahfares\Documents\My Games\Sid Meier's Civilization 5\MODS\JFD's Cities in Development (v 48)\Components\Development\Lua\Utilities\JFD_CID_DevelopmentUtils.lua:116: attempt to call method 'GetNumTotalBuildings' (a nil value)
[117067.781] Runtime Error: C:\Users\zahfares\Documents\My Games\Sid Meier's Civilization 5\MODS\JFD's Cities in Development (v 48)\Components\Development\Lua\Utilities\JFD_CID_DevelopmentUtils.lua:116: attempt to call method 'GetNumTotalBuildings' (a nil value)
[117068.484] Runtime Error: C:\Users\zahfares\Documents\My Games\Sid Meier's Civilization 5\MODS\JFD's Cities in Development (v 48)\Components\Development\Lua\Utilities\JFD_CID_DevelopmentUtils.lua:116: attempt to call method 'GetNumTotalBuildings' (a nil value)
[117068.921] Runtime Error: C:\Users\zahfares\Documents\My Games\Sid Meier's Civilization 5\MODS\JFD's Cities in Development (v 48)\Components\Development\Lua\Utilities\JFD_CID_DevelopmentUtils.lua:116: attempt to call method 'GetNumTotalBuildings' (a nil value)
[117070.031] TurnProcessing: Hiding TurnProcessing
[117073.640] Runtime Error: C:\Users\zahfares\Documents\My Games\Sid Meier's Civilization 5\MODS\JFD's Cities in Development - EUI Compatibility Files (v 48)\Lua\UI\Overrides\NotificationPanel.lua:856: attempt to index field 'Text' (a nil value)
 

JFD

Kathigitarkh
Joined
Oct 19, 2010
Messages
9,131
Location
The Kingdom of New Zealand
@Zahfares Have you updated to the September 2nd version of the CP? You're missing functions introduced in that version.

The loyalty basically starts at seperatist and never improves. I've always had them revolt on me no matter how many loyalty boosting buildings/policies I have. And it seems that if I disable colonies I break the game.

Why does disabling/removing colonies break the game?

I'd prefer a more elegant solution than merely exempting Venice from Colonies. What about adding to Venice's UA additional Loyalty per Trade Route? Instead of, say, the free MoV at Optics?

It doesn't, from what I tested.
 

Natan35

Mayor of St. Natansburg
Joined
Jul 2, 2014
Messages
5,139
Location
Ashdod,israel
@Zahfares Have you updated to the September 2nd version of the CP? You're missing functions introduced in that version.



I'd prefer a more elegant solution than merely exempting Venice from Colonies. What about adding to Venice's UA additional Loyalty per Trade Route? Instead of, say, the free MoV at Optics?

It doesn't, from what I tested.

Tbf real life Venice did have colonies... Maybe this could work

UA: Serenissima
May not build settlers nor annex cities, but may purchase in :c5puppet: puppets. Forts grant +2 :c5gold: gold (+3 :c5gold: after compass) and increase the range of trade routes by 1 tile when worked, in addition to granting the city working them +3% loyalty per each active :trade: trade route (applies once per city). May have double the number of :trade: trade routes.

Based on forts built by Venice in real life, which were used to guard their trade routes. A bit long, but, well, I tried to be accurate...
 

Skaz881

History Major
Joined
Dec 15, 2013
Messages
1,368
Location
Crystal Lake, Illinois, USA.
@Zahfares Have you updated to the September 2nd version of the CP? You're missing functions introduced in that version.



I'd prefer a more elegant solution than merely exempting Venice from Colonies. What about adding to Venice's UA additional Loyalty per Trade Route? Instead of, say, the free MoV at Optics?

It doesn't, from what I tested.

Really? When I disable colonies I get numerous errors, the game breaking one being
Code:
[577522.531] Runtime Error: C:\Users\Sarah\Documents\My Games\Sid Meier's Civilization 5\MODS\JFD\JFD's Cities in Development (v 48)\Shared\Lua\UI\Overrides\Popups\ProductionPopup.lua:1961: attempt to index local 'buildingclass' (a nil value)
[577523.937] Runtime Error: C:\Users\Sarah\Documents\My Games\Sid Meier's Civilization 5\MODS\JFD\JFD's Cities in Development (v 48)\Shared\Lua\UI\Overrides\Popups\ProductionPopup.lua:1961: attempt to index local 'buildingclass' (a nil value)
but I also have
Code:
[577388.265] Runtime Error: C:\Users\Sarah\Documents\My Games\Sid Meier's Civilization 5\MODS\JFD\JFD's Cities in Development (v 48)\Shared\Lua\UI\Overrides\Civilopedia\CivilopediaScreen.lua:960: attempt to index local 'thisBuildingClass' (a nil value)
stack traceback:
	C:\Users\Sarah\Documents\My Games\Sid Meier's Civilization 5\MODS\JFD\JFD's Cities in Development (v 48)\Shared\Lua\UI\Overrides\Civilopedia\CivilopediaScreen.lua:960: in function 'PopulateList'
	C:\Users\Sarah\Documents\My Games\Sid Meier's Civilization 5\MODS\JFD\JFD's Cities in Development (v 48)\Shared\Lua\UI\Overrides\Civilopedia\CivilopediaScreen.lua:8052: in main chunk
	=[C]: ?
[577388.265] Runtime Error: Error loading C:\Users\Sarah\Documents\My Games\Sid Meier's Civilization 5\MODS\JFD\JFD's Cities in Development (v 48)\Shared\Lua\UI\Overrides\Civilopedia\CivilopediaScreen.lua.
Code:
[577391.203] Runtime Error: C:\Users\Sarah\Documents\My Games\Sid Meier's Civilization 5\MODS\(1) Community Patch\Core Files\Core Values\TechHelpInclude.lua:102: attempt to index local 'thisBuildingClass' (a nil value)
stack traceback:
	C:\Users\Sarah\Documents\My Games\Sid Meier's Civilization 5\MODS\(1) Community Patch\Core Files\Core Values\TechHelpInclude.lua:102: in function 'GetHelpTextForTech'
	Assets\DLC\Expansion2\UI\TechTree\TechTree.lua:479: in function 'AddTechButton'
	Assets\DLC\Expansion2\UI\TechTree\TechTree.lua:341: in function 'InitialSetup'
	Assets\DLC\Expansion2\UI\TechTree\TechTree.lua:867: in main chunk
	=[C]: ?
[577391.203] Runtime Error: Error loading Assets\DLC\Expansion2\UI\TechTree\TechTree.lua.

The problems I've had with city state colony's are that without the bonus from being conquored and with the penalties from distance and rising population, even a city state relatively close to Venice starts seperatist and is very difficult/next to impossible to make loyal. At least that's what I've experienced, which is why I was happy to just delete the LUA code for turning captured cities into colonies. I personally was never going to take that option anyway(I usually annex or raze) so it works for me.
 

JFD

Kathigitarkh
Joined
Oct 19, 2010
Messages
9,131
Location
The Kingdom of New Zealand
Tbf real life Venice did have colonies... Maybe this could work

UA: Serenissima
May not build settlers nor annex cities, but may purchase in :c5puppet: puppets. Forts grant +2 :c5gold: gold (+3 :c5gold: after compass) and increase the range of trade routes by 1 tile when worked, in addition to granting the city working them +3% loyalty per each active :trade: trade route (applies once per city). May have double the number of :trade: trade routes.

Based on forts built by Venice in real life, which were used to guard their trade routes. A bit long, but, well, I tried to be accurate...

Too much Gold I think :p

Really? When I disable colonies I get numerous errors, the game breaking one being
Code:
[577522.531] Runtime Error: C:\Users\Sarah\Documents\My Games\Sid Meier's Civilization 5\MODS\JFD\JFD's Cities in Development (v 48)\Shared\Lua\UI\Overrides\Popups\ProductionPopup.lua:1961: attempt to index local 'buildingclass' (a nil value)
[577523.937] Runtime Error: C:\Users\Sarah\Documents\My Games\Sid Meier's Civilization 5\MODS\JFD\JFD's Cities in Development (v 48)\Shared\Lua\UI\Overrides\Popups\ProductionPopup.lua:1961: attempt to index local 'buildingclass' (a nil value)
but I also have
Code:
[577388.265] Runtime Error: C:\Users\Sarah\Documents\My Games\Sid Meier's Civilization 5\MODS\JFD\JFD's Cities in Development (v 48)\Shared\Lua\UI\Overrides\Civilopedia\CivilopediaScreen.lua:960: attempt to index local 'thisBuildingClass' (a nil value)
stack traceback:
	C:\Users\Sarah\Documents\My Games\Sid Meier's Civilization 5\MODS\JFD\JFD's Cities in Development (v 48)\Shared\Lua\UI\Overrides\Civilopedia\CivilopediaScreen.lua:960: in function 'PopulateList'
	C:\Users\Sarah\Documents\My Games\Sid Meier's Civilization 5\MODS\JFD\JFD's Cities in Development (v 48)\Shared\Lua\UI\Overrides\Civilopedia\CivilopediaScreen.lua:8052: in main chunk
	=[C]: ?
[577388.265] Runtime Error: Error loading C:\Users\Sarah\Documents\My Games\Sid Meier's Civilization 5\MODS\JFD\JFD's Cities in Development (v 48)\Shared\Lua\UI\Overrides\Civilopedia\CivilopediaScreen.lua.
Code:
[577391.203] Runtime Error: C:\Users\Sarah\Documents\My Games\Sid Meier's Civilization 5\MODS\(1) Community Patch\Core Files\Core Values\TechHelpInclude.lua:102: attempt to index local 'thisBuildingClass' (a nil value)
stack traceback:
	C:\Users\Sarah\Documents\My Games\Sid Meier's Civilization 5\MODS\(1) Community Patch\Core Files\Core Values\TechHelpInclude.lua:102: in function 'GetHelpTextForTech'
	Assets\DLC\Expansion2\UI\TechTree\TechTree.lua:479: in function 'AddTechButton'
	Assets\DLC\Expansion2\UI\TechTree\TechTree.lua:341: in function 'InitialSetup'
	Assets\DLC\Expansion2\UI\TechTree\TechTree.lua:867: in main chunk
	=[C]: ?
[577391.203] Runtime Error: Error loading Assets\DLC\Expansion2\UI\TechTree\TechTree.lua.

Just the Colonies (Core) option? Because nope, I get no such errors :/ Post your database log - there's some buildingclass obviously missing.
 

Skaz881

History Major
Joined
Dec 15, 2013
Messages
1,368
Location
Crystal Lake, Illinois, USA.
Here you go.
 

Attachments

  • Database.zip
    28.5 KB · Views: 80
  • Lua.zip
    21.2 KB · Views: 68

Dusk Ignition

Chieftain
Joined
Sep 8, 2016
Messages
2
Hi JFD. I just wanted to say I really love your mods. I have over 3k hours put into Civ 5 and at least 2k of them have been with the Cities in Development, Rise to Power, Exploration Continue Expanded, Cultural Diversity and Events Compendium mods enabled, as well as the Community Patch. Great work and I really love what you do. I look forward to the Sovereignty component of Rise to Power, and hope that in the future, you make wonderful mods for Civilization 6.

My question for this thread though, is about Development. Do villages and towns effect development? The tooltip for me, when mousing over development in the city screen, only lists Buildings, Citadels and Forts as increasing development.

Thank you!
 

Chrisy15

Flower, Beautiful
Joined
Jul 9, 2015
Messages
2,096
Hi JFD. I just wanted to say I really love your mods. I have over 3k hours put into Civ 5 and at least 2k of them have been with the Cities in Development, Rise to Power, Exploration Continue Expanded, Cultural Diversity and Events Compendium mods enabled, as well as the Community Patch. Great work and I really love what you do. I look forward to the Sovereignty component of Rise to Power, and hope that in the future, you make wonderful mods for Civilization 6.

My question for this thread though, is about Development. Do villages and towns effect development? The tooltip for me, when mousing over development in the city screen, only lists Buildings, Citadels and Forts as increasing development.

Thank you!

They're meant to, yeah.

Also welcome to the forums!
 

Natan35

Mayor of St. Natansburg
Joined
Jul 2, 2014
Messages
5,139
Location
Ashdod,israel
Old EUI bugs (with unit and city panels, as well as no effects to hvering over settlers and tiles with the mouse) seem to resurface when using the version. The city thing might be intended, but I'm really not sure why is the unit panel bugged again. I thought it was related to the CP, but that didnt happen before I updated CiD (my CP was already updated).

P.S. I don't really care about EUI anymore, seeing how my game constantly crushes/ malfunctions/ becomes ridiculous because of the CP's recent versions... I get a crush every few turns now.
 

Solitude102

Chieftain
Joined
Oct 22, 2010
Messages
86
Location
U.S
Is this compatible with Vox Populi? Or just the Community Patch? I seem to be experiencing some sort of bug within the city screen (non-eui).
 

Chrisy15

Flower, Beautiful
Joined
Jul 9, 2015
Messages
2,096
Is this compatible with Vox Populi? Or just the Community Patch? I seem to be experiencing some sort of bug within the city screen (non-eui).

Yes, it is compatible. Post Lua log.
 

tomas1931

Chieftain
Joined
Jan 2, 2002
Messages
34
Location
Illinois
I have two problems with the 9/2 box populi and jfd cid rise to power and events etc
Frequent freezing of the game requiring a Ctrl alt del and inability to control plague in my cities


Sent from my iPhone using Tapatalk
 

Skaz881

History Major
Joined
Dec 15, 2013
Messages
1,368
Location
Crystal Lake, Illinois, USA.
I forgot to mention how much I appreciate having the enact decision button as part of the overview now. The loss of the culture overview button is a bit annoying but admittedly that can be accessed by clicking on tourism. The random crashes are annoying, especially as lua logs reveal nothing but I'm chalking them up to the CP as I've heard others mention problems in that department.
 

Chrisy15

Flower, Beautiful
Joined
Jul 9, 2015
Messages
2,096
I forgot to mention how much I appreciate having the enact decision button as part of the overview now. The loss of the culture overview button is a bit annoying but admittedly that can be accessed by clicking on tourism. The random crashes are annoying, especially as lua logs reveal nothing but I'm chalking them up to the CP as I've heard others mention problems in that department.

>Using the Culture Overview instead of this (Jifford plz add buttons for WH mods plz)

Yeah, CP CTDs are pretty annoying atm :/
 

Skaz881

History Major
Joined
Dec 15, 2013
Messages
1,368
Location
Crystal Lake, Illinois, USA.
You didn't delete stuff, did you? By the looks of things, the majority of the problems can be fixed by modifying JFD_CID_ColoniesUtils.lua, and adding in
Code:
if player:GetCivilizationType() == GameInfoTypes["CIVILIZATION_VENICE"] then return false end
to the function JFD_IsPlotFoundsColony.

I'm going to give your solution a try and see if it works.
 

Zares

Warlord
Joined
Dec 3, 2014
Messages
226
Location
Poland
Should I be able to buy (hurry production) in Colony or not? Because I can, but after I had done it, the building disappeared from the list. Has it gone forever? :D I have a heavy border-expansion focused strategy and I'd like my monument back! :D

Next problem - my Great Scout founded City instead of Colony (it was about 40 tiles from the capitol):
Spoiler :


And I'm not sure, if it's related to the CiD mod, but Walls' pop up shows strange yields (+4:c5food: and 21:c5faith:), but in the reality Cities don't get them.
In addition demanded resource info covers over requirements for Province upgrade.
Spoiler :


My settings in JFD_CID_UserSettings.sql (disabled health [don't like, because hard to counter in non-river cities], development, happiness [because it doesn't work with VP, right?], decreased distances to found colonies by 2 and I think some other settings, but I don't remember what everything was by default
Spoiler :
Code:
--------------------------------------------------------------------------
INSERT INTO JFD_GlobalUserSettings
		(Type,															Value)
VALUES	('JFD_CID_MISC_BUILDING_CHANGES_ACADEMY',						1), --Changes to Enlightenment Era's Academy.
		('JFD_CID_MISC_BUILDING_CHANGES_MINT',							1), --Changes to the Mint.
		('JFD_CID_MISC_CIV_BUILDING_SOUNDS',							1), --Buildings completed trigger a sound.
		('JFD_CID_MISC_ENLIGHTENMENT_CULTURE_LINE',						1), --Changes to Enlightenment Era's Culture Buildings.
		('JFD_CID_MISC_IMPROVEMENT_CHANGES_FORT',						1), --Changes to Forts (grants vision, reduces build time).
		('JFD_CID_MISC_RANKINGS_DROPDOWN',								0), --Enables Top Rankings to be viewed from the Dropdown.
		('JFD_CID_MISC_NATIONAL_WONDER_CHANGES_NATIONAL_TREASURY',		1),	--Changes to the National Treasury.
		('JFD_CID_MISC_SATELLITES',										1),	--Enables 'Satelliting' of City-States.
		('JFD_CID_MISC_UI_QUEUE',										1), --Production Queue (Vanilla) is open by default.
		('JFD_CID_MISC_UNIT_LEVEL_UP_SOUND',							1), --Units ready for Promotion trigger a sound.
		('JFD_CID_MISC_WONDER_ADDITIONS_VENETIAN_ARSENAL',				1); --Adds Venetian Arsenal wonder (faster Naval Production, can train Galleass without Compass).
--==========================================================================================================================	
-- COLONIES
--==========================================================================================================================	
/*
--Cities founded a certain distance from your Capital or with a Colonist will become Colonies instead. 
--Colonies act not dissimilarly to puppets. However, unlike in a Puppet, you may still purchase Buildings, Tiles, and Units. 
--In addition, Colonies begin with 3 Population, extra Tiles, and a range of Buildings. 

CORE SETTINGS
-------------
  1 = Enabled (Default)
  0 = Disabled 
*/
--------------------------------------------------------------------------
INSERT INTO JFD_GlobalUserSettings
		(Type,															Value)
VALUES	('JFD_CID_COLONIES_CORE',										1),  --Core functionality.
		('JFD_CID_COLONIES_CORE_FORT_COLONIES',							1),  --Enables Fort Colonies to be established by Great Generals.
		('JFD_CID_COLONIES_BELIEF_ADDITIONS_MISSION_COLONIES',			1),  --New Mission Colonies Reformation Belief; Faith Purchase Civilian Units.
		('JFD_CID_COLONIES_CIVILIZATION_CHANGES_NETHERLANDS',			1),  --Changes to Dutch UA (claims tiles when founding Colonies).
		('JFD_CID_COLONIES_NATIONAL_WONDER_CHANGES_EIC',				1),  --Changes to East India Company; adds National Treasury.
		('JFD_CID_COLONIES_UNIT_ADDITIONS_COLONIST',					1),  --New Colonist unit; founds Colonies which begin with advanced infrastructure.
		('JFD_CID_COLONIES_UNIT_CHANGES_SETTLER',						1),  --Changes Settler to obsolete at Astronomy.
		('JFD_CID_COLONIES_WONDER_ADDITIONS_PENA',						1);  --Adds the Pena National Palace wonder (Culture, Faith, Gold on Colonies).

/*
DISTANCE SETTINGS
-------------
*/
--Distance before a city becomes a Colony.
--To add a custom world size, copy the format below with the name of that world size (Defaults to Standard otherwise).
--------------------------------------------------------------------------
INSERT INTO JFD_GlobalUserSettings
		(Type,															Value)
VALUES	('JFD_CID_COLONIES_DISTANCE_CORE',								1),  --Core functionality.
		('JFD_CID_COLONIES_DISTANCE_CORE_FORT',							0),  --Allows Forts to establish Fort Colonies if built outside your borders.
		('JFD_CID_COLONIES_DISTANCE_CORE_CITY_RADIUS',					0),  --How many tiles a City must be from another City before it becomes a Colony (0-3 disables).
		('JFD_CID_COLONIES_DISTANCE_CORE_NEW_CAPITAL',					1),  --First Colony is named after your Capital, with the prefix 'New.'
		('JFD_CID_COLONIES_DISTANCE_CORE_NUM_CITIES',					1),  --How many Cities required before a city becomes a Colony.
		('JFD_CID_COLONIES_DISTANCE_WORLDSIZE_HUGE',					18), --Huge Maps.
		('JFD_CID_COLONIES_DISTANCE_WORLDSIZE_LARGE',					13), --Large Maps.
		('JFD_CID_COLONIES_DISTANCE_WORLDSIZE_STANDARD',				12), --Standard Maps.
		('JFD_CID_COLONIES_DISTANCE_WORLDSIZE_SMALL',					10), --Small Maps.
		('JFD_CID_COLONIES_DISTANCE_WORLDSIZE_TINY',					8), --Tiny Maps.
		('JFD_CID_COLONIES_DISTANCE_WORLDSIZE_DUEL',					9);  --Duel Maps.
--==========================================================================================================================	
-- LOYALTY
--==========================================================================================================================	
/*
--Loyalty and Disloyalty are the measurement of a city's compliance to the empire. 

CORE SETTINGS
-------------
  1 = Enabled (Default)
  0 = Disabled 
*/
--------------------------------------------------------------------------
INSERT INTO JFD_GlobalUserSettings
		(Type,														Value)
VALUES	('JFD_CID_LOYALTY_CORE',									1),		--Core Loyalty functionality.
		('JFD_CID_LOYALTY_CORE_AI',									1),		--Core Loyalty functionality for the AI.
		('JFD_CID_LOYALTY_CORE_GLOBAL_MEASURE',						0),		--(With Rise to Power) Adds a Global measure of your Loyalty.
		('JFD_CID_LOYALTY_CORE_FIRST_NOTIFICATION_REVOLT_TURNS',	10),	--Turns before a Notification is send about impending Revolt (first time). 0 to disable.
		('JFD_CID_LOYALTY_CORE_SECOND_NOTIFICATION_REVOLT_TURNS',	5),		--Turns before a Notification is send about impending Revolt (second time). 0 to disable.
		('JFD_CID_LOYALTY_CORE_FIRST_NOTIFICATION_WLTKD_TURNS',		10),	--Turns before a Notification is send about impending WLTKD (first time). 0 to disable.
		('JFD_CID_LOYALTY_CORE_SECOND_NOTIFICATION_WLTKD_TURNS',	5),		--Turns before a Notification is send about impending WLTKD (second time). 0 to disable.
		('JFD_CID_LOYALTY_NATIONAL_WONDER_CHANGES_EIC',				1),		--Changes to the East India Company (reduces Disloyalty from distance).
		('JFD_CID_LOYALTY_POLICY_CHANGES_MILITARY_CASTE',			1),		--Changes to Military Caste (Loyalty from garrisons per Level).
		('JFD_CID_LOYALTY_TECH_ADDITIONS_NATIONALISM',				1),		--Adds Nationalism Tech to the Industrial Era.
		('JFD_CID_LOYALTY_WONDER_ADDITIONS_TRAFALGAR',				1);		--Adds Trafalgar Square (free Great Admiral, Loyalty from naval garrison).
--------------------------------------------------------------------------
/*
CORE LOYALTY SETTINGS
-------------
  3 = All Cities
  2 = Colonies, Puppets, and Occupied Cities
  1 = Only Colonies
*/
--------------------------------------------------------------------------
INSERT INTO JFD_GlobalUserSettings
		(Type,														Value)
VALUES	('JFD_CID_LOYALTY_CITIES',									3);		--Determines what cities are affected by Loyalty.
--==========================================================================================================================	
-- CRIMES
--==========================================================================================================================	
/*
--Crimes is a revision of the Building Maintenance system. 
--In essence, Buildings now produce either Crime or Maintenance, and Crime, unlike Maintenance, can affect any yield that your city produces. 

CORE SETTINGS
-------------
  1 = Enabled (Default)
  0 = Disabled 
*/
--------------------------------------------------------------------------
INSERT INTO JFD_GlobalUserSettings
		(Type,														Value)
VALUES	('JFD_CID_CRIMES_CORE',										1), -- Core Crimes functionality.
		('JFD_CID_CRIMES_CORE_ALT_FONTS',							1), -- Uses alternative icons for Crimes/Organized Crimes by Hypereon.
		('JFD_CID_CRIMES_CORE_ORGANIZED',							1), -- Allows Organized Crimes to emerge if the combination of two Crimes gets too high.
		('JFD_CID_CRIMES_BUILDING_CHANGES_BURIAL_TOMB',				1),	-- Changes Egypt's UB to reduce Vandalism.
		('JFD_CID_CRIMES_BUILDING_CHANGES_MUD_PYRAMID',				1),	-- Changes Songhai's UB to have no Crime.
		('JFD_CID_CRIMES_BUILDING_CHANGES_NATIONAL_WONDERS',		0),	-- Various National Wonders reduce Crime, not Buildings.
		('JFD_CID_CRIMES_BUILDING_CHANGES_SATRAPS_COURT',			1),	-- Changes Persia's UB to produce less Crime.
		('JFD_CID_CRIMES_CIVILIZATION_CHANGES_INDIA',				1),	-- Changes India's UA to reduce Violence.
		('JFD_CID_CRIMES_NOTIFICATION_ERA_ANCIENT',					3),	-- Sends a Notification when Crime Losses exceed X.
		('JFD_CID_CRIMES_NOTIFICATION_ERA_CLASSICAL',				5),	-- Sends a Notification when Crime Losses exceed X.
		('JFD_CID_CRIMES_NOTIFICATION_ERA_MEDIEVAL',				5),	-- Sends a Notification when Crime Losses exceed X.
		('JFD_CID_CRIMES_POLICY_ADDITIONS_TENETS',					1), -- Adds one Crime-reducing Tenet per Ideology.
		('JFD_CID_CRIMES_POLICY_CHANGES_REPUBLIC',					1),	-- Republic (re-named Commonwealth) reduces Theft.
		('JFD_CID_CRIMES_POLICY_CHANGES_SCIENTIFIC_REVOLUTION',		1),	-- Scientific Revolution reduces Fraud.
		('JFD_CID_CRIMES_RESOLUTION_ADDITIONS_CRIMINAL_COURT',		1), -- Adds International Criminal Court resolution.
		('JFD_CID_CRIMES_WONDER_ADDITIONS_TOWER_LONDON',			1), -- Adds the Tower of London wonder at Nobility/Chivalry.
		('JFD_CID_CRIMES_WONDER_CHANGES_PENTAGON',					1), -- Changes the Pentagon to reduce Abduction and Violence.
		('JFD_CID_CRIMES_WONDER_CHANGES_UFFIZI',					1); -- Changes Uffizi to eliminate Crime from Great Works in the city.
--==========================================================================================================================	
-- DEVELOPMENT
--==========================================================================================================================	
/*
--When a city has more Citizens than Buildings (excluding Wonders), it becomes Overpopulated.
--Overpopulation increases the maluses associated with Crime, Disease, and Unhappiness.
--Overpopulated cities also cannot build Wonders.

CORE SETTINGS
-------------
  1 = Enabled (Default)
  0 = Disabled 
*/
--------------------------------------------------------------------------
INSERT INTO JFD_GlobalUserSettings
		(Type,														Value)
VALUES	('JFD_CID_DEVELOPMENT_CORE',								0), --Core functionality (TBD).
		('JFD_CID_DEVELOPMENT_CORE_GROWTH_PENALTY',					0),	--Disables the Growth penalty from Unhappiness.
		('JFD_CID_DEVELOPMENT_CORE_WONDER_PENALTY',					0); --Low Development penalizes Wonder Production.
--==========================================================================================================================	
-- HAPPINESS
--==========================================================================================================================	
/*
--Happiness is the measurement of a city's attractiveness, and is used to offset Unhappiness, which may lead to Resistance, and to boost Production. 

CORE SETTINGS
-------------
  1 = Enabled (Default)
  0 = Disabled 
*/
--------------------------------------------------------------------------
INSERT INTO JFD_GlobalUserSettings
		(Type,															Value)
VALUES	('JFD_CID_HAPPINESS_CORE',										0),  --Core functionality. 
		('JFD_CID_HAPPINESS_CORE_CITY_BANNER_TURNS',					0), --Turns before impending Resistance shows on the City Banner.
		('JFD_CID_HAPPINESS_CORE_NOTIFICATION_FIRST_RESISTANCE_TURNS',	0), --Turns before a Notification is sent about impending Resistance (first time). 0 to disable.
		('JFD_CID_HAPPINESS_CORE_NOTIFICATION_SECOND_RESISTANCE_TURNS',	0),  --Turns before a Notification is sent about impending Resistance (second time). 0 to disable.
		('JFD_CID_HAPPINESS_BUILDING_CHANGES_PALACE',					0);	 --Changes the Palace (removes Production).
--==========================================================================================================================	
-- HEALTH
--==========================================================================================================================	
/*
--Health is the measurement of a city's viability for habitat, and is used to offset Disease, which may lead to a Plague, and to boost Food. 

CORE SETTINGS
-------------
  1 = Enabled (Default)
  0 = Disabled 
*/
--------------------------------------------------------------------------
INSERT INTO JFD_GlobalUserSettings
		(Type,														Value)
VALUES	('JFD_CID_HEALTH_CORE',										0),  --Core functionality. 
		('JFD_CID_HEALTH_CORE_CITY_BANNER_TURNS',					30), --Turns before Disease shows on the City Banner.
		('JFD_CID_HEALTH_CORE_FIRST_NOTIFICATION_PLAGUE_TURNS',		10), --Turns before a Notification is sent about impending Plague (first time).
		('JFD_CID_HEALTH_CORE_SECOND_NOTIFICATION_PLAGUE_TURNS',	5),  --Turns before a Notification is sent about impending Plague (second time).
		('JFD_CID_HEALTH_CORE_PLAGUE_EFFECT',						1),  --Enables the Plague effect (a smaller Fallout cloud) to hover over a plagued city.
		('JFD_CID_HEALTH_CORE_SETTLER_NO_PLAGUES',					1),  --Disables the ability to train Settlers during Plagues.
		('JFD_CID_HEALTH_BELIEF_ADDITIONS_HEALING_VAPORS',			1),	 --Adds Healing Vapors as a pantheon belief (Health on Marsh and Flood Plains).
		('JFD_CID_HEALTH_BELIEF_ADDITIONS_GOD_MEDICINE',			1),	 --Adds God of Medicine as a pantheon belief (Health on Herbalists).
		('JFD_CID_HEALTH_BELIEF_ADDITIONS_SHAMANISM',				1),	 --Adds Shamanism as a follower belief (Doctors yield Health and Faith).
		('JFD_CID_HEALTH_BELIEF_CHANGES_ONE_WITH_NATURE',			1),	 --Changes to One With Nature pantheon (Health, Faith on Natural Wonders).
		('JFD_CID_HEALTH_BUILDING_ADDITIONS_CISTERN',				1),	 --Adds the Cistern (non-river based Health), and makes the Aqueduct river-dependent.
		('JFD_CID_HEALTH_BUILDING_ADDITIONS_GRAIN_SILO',			1),	 --Adds the Grain Silo (Food) to replace the Hospital.
		('JFD_CID_HEALTH_BUILDING_CHANGES_FLOATING_GARDENS',		1),	 --Changes Floating Gardens (Health).
		('JFD_CID_HEALTH_BUILDING_CHANGES_LONGHOUSE',				1),	 --Changes to Longhouse (Health on Forests).
		('JFD_CID_HEALTH_BUILDING_CHANGES_MONASTERY',				1),	 --Changes to Monastery (Health on Wine, Incense (Saffron with ExCE)).
		('JFD_CID_HEALTH_FEATURE_CHANGES_FOUNTAIN_YOUTH',			1),  --Changes to Fountain of Youth (Health, Happiness).
		('JFD_CID_HEALTH_FEATURE_CHANGES_LAKE_VICTORIA',			1),  --Changes to Lake Victoriah (Health, Food).
		('JFD_CID_HEALTH_POLICY_CHANGES_PIETY',						1),  --Changes to Piety Opener (purchase of Great Doctors with Faith).
		('JFD_CID_HEALTH_POLICY_CHANGES_ORGANIZED_RELIGION',		1),  --Changes to Organized Religion (+1 Health and +1 Faith on Shrines and Temples).
		('JFD_CID_HEALTH_POLICY_CHANGES_TRADITION',					1),	 --Changes to Tradition Finisher (4 free Aqueducts OR Cisterns).
		('JFD_CID_HEALTH_POLICY_CHANGES_UNIVERSAL_HEALTHCARE',		1),  --Changes to Universal Healthcare (Disease from Population).
		('JFD_CID_HEALTH_TECH_ADDITIONS_MEDICINE',					1),  --Adds Medicine tech to Medieval Era, and moves Theology down.
		('JFD_CID_HEALTH_TECH_CHANGES_ANGKOR_WAT',					1),  --Moves Angkor Wat to Medicine
		('JFD_CID_HEALTH_TECH_CHANGES_GREAT_WALL',					1),  --Moves the Great Wall to Iron Working.
		('JFD_CID_HEALTH_TECH_CHANGES_GARDEN',						1),  --Moves the Garden to Medicine.
		('JFD_CID_HEALTH_UNIT_ADDITIONS_DOCTOR',					1),  --Adds the Great Doctor (does not preclude the Doctor specialist if disabled).
		('JFD_CID_HEALTH_WONDER_ADDITIONS_PONT_DU_GARD',			1),  --Adds the Pont du Gard wonder (more Food from Excess Health, free Aqueduct).
		('JFD_CID_HEALTH_WONDER_CHANGES_ALHAMBRA',					1),  --Changes to Alhmabra (Health, Great Doctor points).
		('JFD_CID_HEALTH_WONDER_CHANGES_ANGKOR_WAT',				1),  --Changes to Angkor Wat (Health, Great Doctor Points).
		('JFD_CID_HEALTH_WONDER_CHANGES_CHICHEN_ITZA',				1),  --Changes to Chichen Itza (Health).
		('JFD_CID_HEALTH_WONDER_CHANGES_GREAT_WALL',				1),	 --Changes to Great Wall (Walls in all cities).
		('JFD_CID_HEALTH_WONDER_CHANGES_HANGING_GARDENS',			1),  --Changes to Hanging Gardens (Health, Great Doctor points, free Garden, Health on all Gardens).
		('JFD_CID_HEALTH_WONDER_CHANGES_TEMPLE_ARTEMIS',			1);  --Changes to Temple of Artemis (Health, Great Doctor Points).
--==========================================================================================================================	
-- INVESTMENTS
--==========================================================================================================================	
/*
--Investments are a replacement for 'rush-buying' Buildings and (TBD) mechanized Units with Gold. 
--When you spend Gold on a Building, it now reduces its Production cost instead of outright completing it.

CORE SETTINGS
-------------
  1 = Enabled (Default)
  0 = Disabled 
*/
--------------------------------------------------------------------------
INSERT INTO JFD_GlobalUserSettings
		(Type,														Value)
VALUES	('JFD_CID_INVESTMENTS_CORE',								1),	 --Core functionality. 
		('JFD_CID_INVESTMENTS_CORE_UNITS',							0),	 --Extends Investments to Units.
		('JFD_CID_INVESTMENTS_CORE_UI',								0),	 --New Investment Button in Production Queue (non-EUI only).
		('JFD_CID_INVESTMENTS_POLICY_CHANGES_MERCANTILISM',			1),	 --Changes to Mercantilism (Investments 15% more powerful).
		('JFD_CID_INVESTMENTS_WONDER_CHANGES_EIC',					1);	 --Changes East India Company (overrides Colonies changes).
--==========================================================================================================================	
-- POWER
--==========================================================================================================================	
/*
--Power is a new Strategic Resource required and produced by certain Buildings. 
--Most late-game Buildings that do not produce Power will now require it. In addition, the Workshop requires Power.

CORE SETTINGS
-------------
  1 = Enabled (Default)
  0 = Disabled 
*/
--------------------------------------------------------------------------
INSERT INTO JFD_GlobalUserSettings
		(Type,														Value)
VALUES	('JFD_CID_POWER_CORE',										1),  --Core functionality.
		('JFD_CID_POWER_CORE_PRE_INDUSTRIAL',						1),  --Pre-Industrial Buildings (Workshop, Windmill, Watermill) interact with Power.
		('JFD_CID_POWER_BUILDING_ADDITIONS_BLAST_FURNACE',			1),  --Adds the Blast Furnace (Iron for Engineer Specialists).
		('JFD_CID_POWER_BUILDING_ADDITIONS_COAL_PLANT',				1),  --Adds the Coal Plant (consumes Coal for Power).
		('JFD_CID_POWER_BUILDING_ADDITIONS_HORSE_MILL',				1),  --Adds the Horse Mill (consumes Horses for Power).
		('JFD_CID_POWER_BUILDING_ADDITIONS_OIL_REFINERY',			1),  --Adds the Blast Furnace (consumes Oil for Power).
		('JFD_CID_POWER_BUILDING_ADDITIONS_WIND_FARM',				1),  --Adds the Wind Farm (Aluminum for Power).
		('JFD_CID_POWER_TECH_CHANGES_BIG_BEN',						1),  --Moves Big Ben to Rifling.
		('JFD_CID_POWER_UNIT_CHANGES_GATLING_GUN',					1),  --Moves the Gatling Gun to Rifling.
		('JFD_CID_POWER_WONDER_ADDITIONS_THREE_GORGES',				1);  --Adds Three Gorges Dam wonder (extra Power, free Hydro Plant).
--==========================================================================================================================	
-- PROVINCES
--==========================================================================================================================	
/*
--Provinces are a measurement of a city's development. They determine Bombard Range and how affective your Levies are.
--They also increase the rate at which a city's borders may expand and the Gold output of Towns and Villages.

CORE SETTINGS
-------------
  1 = Enabled (Default)
  0 = Disabled 
*/
--------------------------------------------------------------------------
INSERT INTO JFD_GlobalUserSettings
		(Type,														Value)
VALUES	('JFD_CID_PROVINCES_CORE',									1),  --Core functionality. 
		('JFD_CID_PROVINCES_CORE_BOMBARD_RANGE',					1),  --Changes City Bombard Range to upgrade with Provinces; Gunpowder unlocks Indirect Fire.
		('JFD_CID_PROVINCES_CORE_LEVIES',							1),  --Enables Population spending Units; Provinces spawn Units when war is declared against you.
		('JFD_CID_PROVINCES_CORE_LEVIES_AI',						1),  --Enables AI to receive additional Levies.
		('JFD_CID_PROVINCES_BELIEF_CHANGES_RELIGIOUS_SETTLEMENTS',	1),  --Changes to Religious Settlements pantheon belief (+1 Faith on TPs, Villages, and Towns).
		('JFD_CID_PROVINCES_IMPROVEMENT_CHANGES_TRADING_POST',		1),  --New Improvement Upgrades: Trading Post > Village > Town.
		('JFD_CID_PROVINCES_POLICY_CHANGES_MOBILIZATION',			1),	 --Changes to Mobilization (+1 Levy when conscripted).
		('JFD_CID_PROVINCES_TECH_CHANGES_OPEN_BORDERS',				1);  --Moves Open Borders to Guilds.
--==========================================================================================================================	
-- SLAVERY
--==========================================================================================================================	
/*
--Slavery is an alternative means of purchasing Units, 
--done so by expending the new Shackles resource, accumulated through conquest, trade, and clearing Barbarian Encampments. 

CORE SETTINGS
-------------
  1 = Enabled (Default)
  0 = Disabled 
*/
--------------------------------------------------------------------------
INSERT INTO JFD_GlobalUserSettings
		(Type,														Value)
VALUES	('JFD_CID_SLAVERY_CORE',									1),  --Core functionality. 
		('JFD_CID_SLAVERY_CORE_ENSLAVEMENT',						1),  --Allows Enslavement of Cities for Shackles. Annexing no longer causes Resistance.
		('JFD_CID_SLAVERY_BELIEF_CHANGES_GOD_WAR',					1),	 --Changes to God of War pantheon belief (boost num Shackles from clearing Barb. Encampments and Capturing Civilians).
		('JFD_CID_SLAVERY_NO_GOLD_PURCHASING',						1),  --Removes rush-buying of non-Mechanized Military Units with Gold. 
		('JFD_CID_SLAVERY_RESOLUTION_ADDITIONS_HUMAN_RIGHTS',		1),  --Adds Declaration of Human Rights World Project (disables Shackles, gives Happiness).
		('JFD_CID_SLAVERY_UNIT_ADDITIONS_SLAVE_WORKER',				1),  --Adds the Slave Worker, and splits the Worker into the Peasant and the Worker. 
		('JFD_CID_SLAVERY_WONDER_ADDITIONS_STONE_TOWN',				1);  --Adds Stone Town wonder (increases Shackles from Trade Routes).

And a question:
Crime shouldn't be counted as unhappiness (City is dangerous), right? In the previous game I had it like that (and I had "Various National Wonders reduce Crime, not Buildings" enabled - maybe because of that?). So I had massive unhappiness (like 8-12 per city).

List of mods:

+ Tectonic Map Script

Should CiD be loaded before ExCE? I did these 9b,c,d things to names, because CivV didn't load CiD eui comp. files AFTER CiD, which was causing problems with EUI.
 

Chrisy15

Flower, Beautiful
Joined
Jul 9, 2015
Messages
2,096
Things I can help with:

Yeah, colony calculation distances are kinda screwy. Either Jifford can't work them out or he refuses to believe in them - can't quite remember :p

Order can be found by looking at the mods' references either in their .modinfos or the mod selection screen. CulDiv first, then ExCE, then CID and then RTP iirc. Remember that the only way you can control this is by adding them into your MODS folder manually in that order.

Walls bug; no idea, sure it isn't just a CBP thing?

Resource box: Probably just hasn't been moved in the EUI files

Happiness is incompatible with the CBP, yeah, but I think it might disable automatically; not sure if Crime might also be incompatible.
 

Zares

Warlord
Joined
Dec 3, 2014
Messages
226
Location
Poland
Order can be found by looking at the mods' references either in their .modinfos or the mod selection screen. CulDiv first, then ExCE, then CID and then RTP iirc. Remember that the only way you can control this is by adding them into your MODS folder manually in that order.

Wait, what? Could you write more about this, please? Game loads mods in the order I place them in MODS folder manually instead of the order I activate them in mod selection screen and/or alphabetically by names?
It would mean, that after updating one mod, it would be needed to delete all mods and place them again in the correct order in MODS folder.
Even if I installed CiD and then CiD EUI Comp. files, there was problem, because game liked to load Comp. files before CiD.
I think that adding these (9b,c,d,...) things in names in modinfo files helped a bit, but still something is wrong.
Some quote from JFD's Wordpress
Is there a load-order?

Yes, but mod-users have little control over it. Generally, a mod author is responsible for determining load orders within their mod. However, users do have some, limited control:

“Basically the mods load in whatever order they are retrieved from the database, which typically is the order you enable them in, but isn’t guaranteed to be”

— whoward69, 15 Februrary, 2013


Oh, and - are missing UI icons like Corporations & Monopolies, Enact Decisions and Vassalages (I think?) caused by CiD Comp. files? How to fix this? I'd like them back :D


Walls bug; no idea, sure it isn't just a CBP thing?

I don't know, I haven't seen this before. I mean, I played without CiD and was fine.


Happiness is incompatible with the CBP, yeah, but I think it might disable automatically; not sure if Crime might also be incompatible.
I think Crime is fine, but, like I said, I had strange problem with counting Crime to Unhappiness and "Various National Wonders reduce Crime, not Buildings" could be the cause of it. In the next game everything with Crime was fine, but I turned off this setting with National Wonders.

JFD mods are awesome, but:
CiD - problems, especially with Colonies.
RtP - CTDs
CulDiv - Communitas map crashes sometimes when the game is about to start (after civ selection screen) - https://github.com/LoneGazebo/Community-Patch-DLL/issues/2263 (is it fixed in the newest version? I saw JFD's post there and day after, he released a new version of CulDiv)

I'm waiting for the RtP update, maybe CTDs will be gone :) (and I know that it's incompatible with Civic Reforms, I had crashes with RtP without CR)

But with mods from the list from my previous post, I'm in Modern/Atomic Era and finishing the game without any CTD.
 

Chrisy15

Flower, Beautiful
Joined
Jul 9, 2015
Messages
2,096
I was under the impression that load order was the order they were placed into the MODS folder, but maybe I misread.

RTP shouldn't cause CTDs. The last CP version did, and some E&D events do, but it's been a long time since I've ever come across an RTP CTD.
 
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