Civ IV traits in Civ V

Bingles

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I am working on a mod that adds leader traits into Civ V similar to those found in Civ IV. My theory is that since so many civs have weak or boring UAs, I will unilaterally improve them by making them all more powerful. A rising tide lifts all boats.

So far I have selected these 10 14 Leader Traits:

:c5war:Aggressive: -33% Military upkeep costs. All melee and Gun units start with free Drill 1 and Shock 1 Promotions.
+100% Production when building Barracks and Armories.

:c5happy:Charismatic: +1 Happiness in every city. +1 Happiness from every Monument, Broadcast Tower and Happiness building. Units gain experience 50% faster..
+100% Production when building Colosseums and Circuses.

:c5culture:Creative: +2 Culture per city. +2 Culture per 5 Population in a city.
+100% Production when building Monuments and Ampitheatres.

:c5influence:Diplomatic: +2 Influence from trade routes with city states, +3 Influence if you can demand tribute. Once allied with a city state, the city state receives a permanent bonus to Defense, Food, Production, Science and Gold.
+100% Production when building Caravansaries and Harbors.

:c5food:Expansive: +3 Food per city. +1 Population when founding a new city.
+100% Production when building Granaries and Forges.

:c5gold:Financial: +10% Food and +10% Production in Cities connected to the Capital. Internal Trade Routes generate +50% Food or Production. City connections generate 50% more gold.
+100% Production when building Aquaducts and Stables.

:c5citystate:Imperialistic: +100% Great General Admiral rate. +4 Happiness per general and admiral and +2 Happiness from Courthouses.
+100% Production when building Courthouses and 25% Production bonus for military land units.

:c5production:Industrious: +50% Production when building wonders. +1 Production from Specialists.
+100% Production when building Workshops and Stone Works.

:c5science:Inventive: +2 Science per city. +1 Science per Specialist. 25% of base Production is added to science.
+100% Production when building Libraries and Watermills.

:c5trade:Mercantile: +1 Gold per luxury resource worked by a city. Bonus increases to +2 Gold after researching Economics. Markets, Banks and Stock Exchanges generate roughly 50% more gold.
+100% Production when building Markets and Mints.

:c5greatperson:Philosophical: +100% generation of Great People. +1 Culture and +50% Tourism from Great Works.
+100% Production when building Universities and Gardens.

:c5strength:Protective: +50% City range attack strength when a unit is garrisoned. +15% Strength to units in friendly land.
+100% Production when building Walls and Castles.

:c5moves:Seafaring: Building Lighthouses provide 1 free Workboat. Building a Harbor in the Capital provides 1 free Cargo Ship and 1 additional trade route. All Military naval units get Seafaring Promotion*.
+100% Production when building Lighthouses and +25% Production when building Military Naval Units.

:c5faith:Spiritual: +1 Faith per city. +1 Faith per 5 citizens in a city. Bonus doubles after discovering theology.
+100% Production when building Shrines and Temples.

*Seafaring Promotion: First it has +1 movement, then in Classical it gets +1 sight, in Medieval it gets +10% attack, then in Renaissance it gives +10% defense. For the next 4 eras it repeats until it is +2/+2/+20%/+20%.

Every leader gets 2 traits and no two leaders have the same combination of bonuses.

I thought I would crowd source ideas for which leaders deserve which traits. Also, I have not yet begun to balance my mod. The traits were inspired by a Civ IV guide, so the numbers may need to be toned down.

For example, Catherine of Russia could be Expansive and Protective. Russia would grow larger, faster, and be much more difficult to invade. Germany could be Financial and Philosophical. They would have a stronger economy and generate more Nietzsches.

Any suggestions are welcome.

Credits:
JFD for Lua help and advice
Machiavelli24 for 'Policies grant Buildings' and access to Reform and Rule files.
Tomatekh for access to 'Mali Unique Ability' Lua.
Whoward69 for UI tutorials
Nutty for compatibility advice

Custom Civilization Compatibility List:
Spoiler :
JFD CIVILIZATIONS

Tiridates III - Aggressive, Protective
Albert I - Mercantile, Protective
Charlemagne - Imperialistic, Spiritual
Stephen I - Protective, Spiritual
Mussolini - Aggressive, Expansive
Bulan - Aggressive, Mercantile
Gediminas - Aggressive, Spiritual
Haakon - Financial, Seafaring
Pius IX - Diplomatic, Spiritual
Frederick - Imperialistic, Philosophical
Dufour - Charismatic, Protective
Genseric - Aggressive, Seafaring
Tojo - Seafaring, Imperialistic
Churchill - Charismatic, Imperialistic
Hannibal - Aggressive, Charismatic
Hitler - Aggressive, Inventive
Lenin - Charismatic, Industrious
Lincoln - Charismatic, Protective
Louis XIV - Creative, Industrious
Nicholas II - Industrious, Spiritual
Peter - Creative, Industrious
Roosevelt - Charismatic, Financial
Stalin - Imperialistic, Industrious
Victoria - Expansive, Financial

TOMATEKH civs

Goths: Aggressive - Charismatic
Sumer: Expansive - Inventive
Timurids: Imperialistic - Charismatic
Kievan Rus': Mercantile - Philosophical
Garamantes: Expansive - Financial
Hittites: Diplomatic - Imperalistic
Kongo: Diplomatic - Mercantile
Benin: Protective - Imperialistic
Mali: Financial - Spiritual
Harappa: Mercantile - Expansive
Champa: Seafaring - Aggressive
Sitting Bull: Expansive - Charismatic

TPANGOLIN CIVILIZATIONS:

Australia - Charismatic, Industrious
Blackfoot - Spiritual, Aggressive
Boer - Expansive, Aggressive
Canada - Diplomatic, Financial
Dene - Spiritual, Philosophical
Inuit - Seafaring, Spiritual
Mexico - Creative, Protective
Philippines - Seafaring, Expansive
Vietnam - Protective, Philosophical

LEUGI Civs

Muisca: Mercantile, Spiritual
Chile: Aggressive, Seafaring
Gran Colombia: Imperialistic, Philosophical
Bolivia: Creative, Charismatic
Aymara: Spiritual, Expansive
Mapuche: Protective, Imperialistic
Argentina: Philosophical, Charismatic
Israel: Spiritual, Aggressive
Tiwanaku: Industrious, Inventive
Tupi: Expansive, Diplomatic
Peru: Creative, Industrious
Paraguay: Financial, Industrious
Cuba: Charismatic, Protective

POUAKAI civs

Ayyubids - Spiritual, Inventive
Buccaneers - Seafaring, Aggressive
Burma - Philosophical, Imperialistic
Chola - Seafaring, Diplomatic
Kilwa - Seafaring, Charismatic
Maratha - Aggressive, Protective
Maurya - Aggressive, Philosophical
Mexico - Creative, Expansive
Mughals - Industrious, Aggressive
Nazca - Spiritual, Inventive
Oman - Seafaring, Imperialistic
Phoenicia - Seafaring, Inventive
Sami - Spiritual, Charismatic
Tibet - Protective, Spiritual
Tuscany - Industrious, Philosophical

TARCISIO civs

The Alans - Aggressive, Expansive
Holy Roman Empire - Spiritual, Imperialistic
Bactria - Expansive, Imperialistic
Ptolemic Kingdom - Charismatic, Philosophical
Sicily - Mercantile, Diplomatic
Etruscan League - Expansive, Charismatic
Suebi - Aggressive, Mercantile
Parthia - Charismatic, Creative

HIRAM civilizations

Latvia: Diplomatic, Creative
Lithuania: Spiritual, Protective
Sibir: Expansive, Aggressive
Uyghur: Expansive, Diplomatic
Bosnia: Spiritual, Aggressive
Mitanni: Aggressive, Imperialsitic
Ryukyu: Seafaring, Inventive
Iceni: Aggressive, Charismatic
Ireland: Diplomatic, Aggressive
Picts: Aggressive, Protective
Cornwall: Financial, Industrious
Wales: Charismatic, Industrious
Seleucids: Imperialistic, Expansive
Saba: Financial, Mercantile
Nabataea: Financial, Diplomatic
Chimor: Industrious, Spiritual
Kulin: Creative, Charismatic
Yakut: Financial, Expansive
 

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You wouldn't be remiss to add three more (and it may be necessary, to keep things both unique and thematic); to round out mechanics for a City-State trait (Diplomatic), Exploration (Seafaring) and a Trade Route trait (Mercantile). This would be my list (going off the leader, so it may (and does) differ from what you want, so take from it what you please:

Code:
[B]Ahmad al-Mansur[/B] - Diplomatic, Mercantile
[B]Alexander[/B] - Aggressive, Charismatic
[B]Ashurbanipal[/B] - Aggressive, Inventive
[B]Askia[/B] - Financial, Spiritual
[B]Attila[/B] - Aggressive, 
[B]Augustus[/B] - Expansive, Industrious
[B]Bismark[/B] - Aggressive, Industrious
[B]Boudicca[/B] - Protective, Spiritual
[B]Casimir[/B] - Expansive, Industrious
[B]Catherine[/B] - Creative, Expansive
[B]Darius[/B] -- 
[B]Dido[/B] -- 
[B]Elizabeth[/B] - Financial, Seafaring
[B]Enrico[/B] - Diplomatic, Mercantile
[B]Gajah Mada[/B] - Mercantile, Seafaring
[B]Ghandi[/B] - Philosophical, Protective
[B]Genghis[/B] -- Aggressive
[B]Gustav[/B] -- Aggressive, Expansive
[B]Halie Selassie[/B] -- Protective
[B]Harald Bluetooth[/B] -- Aggressive, Seafaring
[B]Harun al-Rashid[/B] -- Mercantile, Aggressive
[B]Hiawatha[/B] -- Protective
[B]Isabella[/B] -- Seafaring, Spiritual
[B]Kamehameha[/B] -- Seafaring
[B]Maria[/B] -- Diplomatic, Financial
[B]Maria Theresa[/B] -- Creative, Diplomatic
[B]Montezuma[/B] -- Aggressive, Spiritual
[B]Napoleon[/B] -- Aggressive
[B]Nebuchadnezzar[/B] -- 
[B]Oda Nobunaga[/B] -- Aggressive, Protective
[B]Pacal[/B] -- 
[B]Pachacuti[/B] -- Expansive, Protective
[B]Pedro II[/B] -- 
[B]Pocatello[/B] -- Protective
[B]Ramesses[/B] -- Industrious
[B]Ramkhamhaeng[/B] -- Diplomatic, Spiritual
[B]Sejong[/B] -- Creative, Inventive
[B]Shaka[/B] -- Aggressive
[B]Suleiman[/B] -- Creative, Charismatic
[B]Theodora[/B] -- 
[B]Washington[/B] --
[B]William[/B] -- Financial, Mercantile
[B]Wu Zetian[/B] --
 
JFD, Good list. Shocking how similar it reads to the one I have sitting here on my desk. One question: What would Seafaring do? I read somewhere it used to exist in Civ IV.

Edit: I read some forum posts about Seafaring and there seems to be 3 basic ideas: Bonus naval unit movement and sight (Like Elizabeth), Bonus yields for sea tiles (like starting with a free lighthouse) and bonus sea trade routes (Either more routes or more money from routes.)

Edit 2: I really like the idea of a Diplomatic trait. I really like Alexanders UA with city-states, and giving this ability to a dozen other civs would make diplomacy much more challenging. The turn before a world congress vote, when you go to bribe everyone to vote for your interests, the influence levels will much higher to beat.
 
Probably something like:

:c5moves:Seafaring: Naval Units have +2 Movement. Build Naval Units 20% faster.

I'm assuming these will replace regular UAs, rather than supplementing them. Otherwise, something else might be necessary for Seafaring.
 
Does the DLL not prohibit having multiple UAs? Or were you planning to just cram both effects into one UA for each leader?

Either way, we could just steal trait combos from the Civ4 counterparts of civ5 leaders:

Washington was Exp, Cha :)c5food:, :c5happy:)
Montezuma was Agg, Spi :)c5war:, :c5faith:)
Boudicca was Agg, Cha :)c5war:, :c5happy:)
Ramesses was Spi, Ind :)c5faith:, :c5production:)
Elizabeth was Phi, Fin :)c5greatperson:, :c5gold:)
Napoleon was Org, Cha (???, :c5happy:)
Bismarck was Exp, Ind :)c5food:, :c5production:)
Alexander was Agg, Phi :)c5war:, :c5greatperson:)
Gandhi was Spi, Phi :)c5faith:, :c5greatperson:)
Pacal was Fin, Exp :)c5gold:, :c5food:)
Genghis Khan was Agg, Imp :)c5war:, ???)
William was Fin, Cre :)c5gold:, :c5culture:)
Suleiman was Phi, Imp :)c5greatperson:, ???)
Darius was Org, Fin (???, :c5gold:)
Augustus was Ind, Imp :)c5production:, ???)
Catherine was Imp, Cre (???, :c5culture:)
Isabella was Exp, Spi :)c5food:, :c5faith:)
and Shaka was Agg, Exp :)c5war:, :c5food:)

I think we should figure out what to do for Imperialistic [IMP].
And what's Inventive [INV]? I guess for all intensive porpoises it's the equivalent of Organized [ORG]...
 
I was surprised to discover that it doesn't prohibit multiple UAs; although only the first UA listed will be shown in the Civ Selection Menu.

I think there could be Administrative/Organised to make conquered cities more manageable. Faster Courthouse production and shorter resistance periods.

Inventive doesn't have an equivalent in Civ IV; I wouldn't really call Organised its equivalent.
 
I was surprised to discover that it doesn't prohibit multiple UAs; although only the first UA listed will be shown in the Civ Selection Menu.

I think there could be Administrative/Organised to make conquered cities more manageable. Faster Courthouse production and shorter resistance periods.

Inventive doesn't have an equivalent in Civ IV; I wouldn't really call Organised its equivalent.
TBH... Spiritual [SPI] is probably the closest equivalent to this "Administrative" [ADM] trait you propose, due to it's "no anarchy" component. :/ (Although that really only takes effect when switching state religions or civics)

And the closest to INV is FIN 'cuz more :commerce: = more :science:
So I can see how we may have to deviate slightly from the actual collection of civ4 traits, but on the other hand, having played civ4 many a time and loved it I really really want these traits to be as accurate as possible, perhaps the point of being slightly paranoid about it, even after only knowing this thread existed for ~20 or fewer minutes.
WHOO that was a long sentence... *takes deep breath to replace lost oxygen*

:c5citystate: IMP should be fairly easy to translate into Civ5 - +50% settler production speed and +100% GG emergence rate, although we may have to tone those numbers down a bit.
 
Actually, the mod doesn't change UAs. Not one bit. I wanted to create something that is compatible with whatever other changes people make to the civs, and so the whole system involves slipping a pair of invisible dummy policies into each civ. This way, if you think America's 'cheap tile costs' trait sucks and replace it with something else, it does not invalidate this mod.

Also, the traits are slipped into UI by being attached to the leader, not the civilization. So Everywhere it says 'America' is unchanged, but everywhere it says 'Washington' now says 'Washington:c5food::c5happy:'. This way, you see the traits at civ selection, and you also see the traits when you look at your Diplomacy panel. Knowing what each other civ is good at will help you strategize how best to take them on.
 
Ok, I have added the 4 suggested traits: Diplomatic, Imperialistic, Mercantile and Seafaring. They are tested and functional. [ICON_GREAT_EXPLORER] is an unused telescope icon, otherwise they appear as listed above in game.

I think the new additions are a bit uninspired. They mimic items on the social policy trees a little too closely. So do some of the originals. I think we will need to imagine up some clever alternatives.
 
So... if the mod doesn't edit UAs, how do you get the traits to take effect?
I'm almost certainly going to add compatibility for this to my mods ;)
Along with Decisions compatibility, if I can figure out how... :cringe:

EDIT: :D
(Black box represents leader of mystery civ)
 

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I wrote a Lua script (Or rather, I took a Lua script from 'Fall of Rome' and hacked out the bits I don't need) That adds a pair of dummy policies to each civ. To add traits to your own civs, just copy one of the 43 blocks and replace the CIVILIZATION_AMERICA or whatever entries, then replace the POLICY_CREATIVE_X entries with the desired traits from the Traits.XML. Tell ya what, I'll polish some of the unfinished bits and put a beta up on the downloads section.

Also, to get icons next to the leader name, use the reference at the beginning of the LeaderText.XML file and add [ICON_FOOD] or whatever corresponds with the trait.

On a side note, the Financial Trait would not work at all if not for Machiavelli's 'Policy grants building' file, and a modified SQL file from his 'Reform and Rule'. If I forget to tag credit for that anywhere, remind me.
 
I could write some code to make the process a bit more friendly, if you're willing. So that you only have to add things into a table, like so:

Code:
INSERT INTO Leader_SharedTraits
	(LeaderType,		  TraitOne,	        TraitTwo)
VALUES	('LEADER_AHMAD_ALMANSUR', 'POLICY_DIPLOMATIC',	'POLICY_MERCANTILE');
 
I could write some code to make the process a bit more friendly, if you're willing. So that you only have to add things into a table, like so:

Code:
INSERT INTO Leader_SharedTraits
	(LeaderType,		  TraitOne,	        TraitTwo)
VALUES	('LEADER_AHMAD_ALMANSUR', 'POLICY_DIPLOMATIC',	'POLICY_MERCANTILE');

I appreciate the offer. I have uploaded a copy of the mod and attached it to the first post. It would be fantastic if you took a look into its guts and let me know if there are some more efficient ways it can be written.

In the current version, all traits have been briefly tested and every leader has been assigned 2. The assignments are merely placeholders, I am very interested in other people's opinions on who should recieve which trait. Also, 4 traits (Diplomatic, Mercantile, Seafaring and Imperialistic) have been added and tested, but not yet assigned. I look forward to your feedback!
 
Just add this SQL file (as you did the rest) and use this Lua file instead of the one you have made.

Then you can just change the Policy details in the SQL table instead, and mod authors can add support by just adding to that table.

The code runs off of the leader instead of the civ, but it makes not practical difference.
 
Excellent! Thank you very much. I'll take a look into those as soon as I can.

Edit: Pretty slick! Although it needed a player:SetNumFreePolicies(1) above the line player:SetNumFreePolicies(0). I read somewhere you have to do that to trick the game into keeping policy cost at 25 for your first policy. Worked like a charm with Alexander, but now Napoleon with his Creative trait is costing 20 culture for his first policy. Sigh. I'll figure that one out tomorrow.
 
I'm going to spitball some ideas for the traits I put no real effort into:

:c5moves:Seafaring: Gain a free ship every time a maritime building is completed. Lighthouses give workboats, harbors give cargo ships and seaports give privateers.

Pros: Free Units!
Cons: If you build 10 coastal cities and all buildings, you may not have enough trade routes to fill and may not want a fleet of 10 privateers. But hey, you could always gift unwanted ships to city states and wait on constructing harbors until you have an open trade slot.

OR : Units may embark at Sailing. Gain Ocean travel at Compass.

Pros: You can meet other civs earlier, allowing more trade opportunities and chances at city state quests. Allows you to conduct invasions on other continents an era earlier.
Cons: Useless at Renaissance. However, the head start allows you to accumulate much more before the other civs even start. Also robs Kamehameha of some of his uniqueness, and if you anger Elizabeth you might get a face full of longbowmen in Medieval.

:c5trade:Mercantile: Each city connected to the capital recieves +10% Growth and +10% Production.

Trade isn't all about money. It is also about getting the things you need to thrive.

:c5citystate:Imperialistic: Training a settler also spawns a Worker. +4 happiness per great general. (Happiness is lost when they die or make a citadel.)

The issue with Imperialistic from original Civ IV is the abilities have already been adopted into the Social Policy tree. It would be nice to have something different.

:c5influence:Diplomatic: +5% Gold per turn from each City state Ally and +10% from Declarations of Friendship. Caps at 35%.

City States already give other yields (Culture, Faith, Food, Units, Happiness) and the gold they gift you is long since spent by the time you reach allied status. Declarations of Friendship are fleeting things, since the Civs need little reason to start hating you.

OR: Each Allied City State gets a free Promotion of +30% :c5strength:. Each Civ you have a Declaration of Friendship with recieves a promotion of +15% :c5strength:.

I really like making allies, especially on the borders of hostile or aggressive civs. The City States are great at distracting my enemies while I launch a sneak attack on their least defended border, but after a few turns the City States are dead or dying. After I liberate them, they lose population, have pillaged lands and no workers, and I assume half their buildings are destroyed. Also, in late game they are frequently several eras behind in technology. A good diplomat will already complete the patronage tree and have influence bonuses, so this would make the Allies more useful.

Cons: I have found code to make the first three Traits work (Although nothing is written yet) but I have no idea how to make the Diplomatic ideas work. I'm sure there is a way (There is almost always a way).
 
Would the great admiral icon (an anchor) work better than the great explorer icon for Seafaring, do you think?
And shouldn't Arabia be FIN/SPI, not FIN/INV?
...And Venice be a lot more gold-based, like FIN/MER or FIN/DIP or MER/DIP? Or was INV/DEF for balance purposes?

Also, how does one add compatibility for this mod? Some kind of SQL like this? Probably got the indents wrong or something...
Code:
WHERE TABLE EXISTS Leader_SharedTraits
	INSERT INTO Leader_SharedTraits
		(LeaderType,	   TraitOne,		TraitTwo)
	VALUES 
		('LEADER_WILHELM', 'POLICY_PROTECTIVE', 'POLICY_MERCANTILE'),
	UPDATE Leaders SET
		Description='TXT_KEY_LEADER_WILHELM_CIV4_TRAITS'
	WHERE Type = 'LEADER_WILHELM';

EDIT: Offically added compatibility for this mod to my to-do list on my to-update list! Hype meter = Hyped! :D
 
Would the great admiral icon (an anchor) work better than the great explorer icon for Seafaring, do you think?
And shouldn't Arabia be FIN/SPI, not FIN/INV?
...And Venice be a lot more gold-based, like FIN/MER or FIN/DIP or MER/DIP? Or was INV/DEF for balance purposes?

Also, how does one add compatibility for this mod? Some kind of SQL like this? Probably got the indents wrong or something...
Code:
WHERE TABLE EXISTS Leader_SharedTraits
	INSERT INTO Leader_SharedTraits
		(LeaderType,	   TraitOne,		TraitTwo)
	VALUES 
		('LEADER_WILHELM', 'POLICY_PROTECTIVE', 'POLICY_MERCANTILE'),
	UPDATE Leaders SET
		Description='TXT_KEY_LEADER_WILHELM_CIV4_TRAITS'
	WHERE Type = 'LEADER_WILHELM';

EDIT: Offically added compatibility for this mod to my to-do list on my to-update list! Hype meter = Hyped! :D

Sorry, but this mod is still in beta testing. The traits assigned to the civilizations are mostly arbritrary and not intended to be final. I'm going to reassign everybody to their equivalent Civ IV leaders eventually. Right now I'm just playing a game to see how it feels. and honestly, it feels great. Washington:c5happy::c5food: built a ton of cities, then Askia:c5war::c5strength: Immediately conquered them all. Harun Al Rashid:c5science::c5gold: Is the first to jump into new eras (A little too fast...) and I, Pedro:c5faith::c5culture: was first to found a religion.

I tried the Great Admiral Icon at first, but I didn't like it. It has a stylized chain wrapped around it and it looked like a blurry mess.

Also, thanks to JFD's improved Lua script and SQL table, it shouldn't take you more then 10 minutes to completely switch every civ to what you think makes more sense. (Well, 10 minutes of modding and 2 hours of trying to plan it JUST right...)Just open up the LeaderTable.SQL and Copy/paste your heart out. I look forward to what you come up with, just post it here in the thread.

Edit: The other 4 traits, Diplomatic, Mercantile, Seafaring and Imperialistic, are all coded. They are just not assigned to anyone. However, I have a reasonable suspicion that I didn't do Diplomatic correctly so I think it doesn't work.

Edit2: Venice was made Inventive/Protective for balance purposes. Every game I play, he angers all his neighbors and gets himself conquered.
 
Excellent! Thank you very much. I'll take a look into those as soon as I can.

Edit: Pretty slick! Although it needed a player:SetNumFreePolicies(1) above the line player:SetNumFreePolicies(0). I read somewhere you have to do that to trick the game into keeping policy cost at 25 for your first policy. Worked like a charm with Alexander, but now Napoleon with his Creative trait is costing 20 culture for his first policy. Sigh. I'll figure that one out tomorrow.

Whoops. Sorry. I had that there, but must've accidentally deleted it. Yeah, this is a bug in the DLL that we're exploiting. What is the trouble with the Creative trait?

Also, how does one add compatibility for this mod? Some kind of SQL like this? Probably got the indents wrong or something...
Code:
WHERE TABLE EXISTS Leader_SharedTraits
	INSERT INTO Leader_SharedTraits
		(LeaderType,	   TraitOne,		TraitTwo)
	VALUES 
		('LEADER_WILHELM', 'POLICY_PROTECTIVE', 'POLICY_MERCANTILE'),
	UPDATE Leaders SET
		Description='TXT_KEY_LEADER_WILHELM_CIV4_TRAITS'
	WHERE Type = 'LEADER_WILHELM';

EDIT: Offically added compatibility for this mod to my to-do list on my to-update list! Hype meter = Hyped! :D

Not quite:

Code:
INSERT INTO Leader_SharedTraits
    (LeaderType, TraitOne, TraitTwo)
VALUES    ('LEADER_WILHELM', 'POLICY_PROTECTIVE_X', 'POLICY_MERCANTILE_X');
Just needed to add the semi-colon at the end, and remove the WHERE TABLE EXISTS line. Also, the convention for policy naming is slightly different to what you put.

Seeing as you're not going to be depending on the mod, I recommend adding the following beforehand:

Code:
CREATE TABLE IF NOT EXISTS 
	Leader_SharedTraits (
	LeaderType  		text 	REFERENCES Leaders(Type) 		default null,
	TraitOne 			text 	REFERENCES Policies(Type) 		default null,
	TraitTwo 			text 	REFERENCES Policies(Type) 		default null);

SQLite, unfortunately, doesn't have a WHERE TABLE EXISTS check.
 
Not quite:
Code:
INSERT INTO Leader_SharedTraits
    (LeaderType, TraitOne, TraitTwo)
    ('LEADER_WILHELM', 'POLICY_PROTECTIVE', 'POLICY_MERCANTILE');
Just needed to add the semi-colon at the end, and remove the WHERE TABLE EXISTS line.
So I don't need VALUES either? And I won't get errors in the database.log like "No such table: Leader_SharedTraits" if I don't have this mod enabled?
 
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