Civics and Reforms

After 6 games : 3 with civic and reform and 3 without. I constat the mod is unfortunatly a game breaker.

I really like the mod since, it adds a specialization to your empire but here are the issues:

1) happiness balance is totally broken, since you can't have unhappiness (exept on purpose), by playing normally, i realised, arriving in medieval era, i had beetween 50-100 happiness (and no happiness problem anymore in classical era), and it grows bigger and bigger (giving fealty doctrine a huge buff^^).

2) veneration of ancestor (religion civic) is SO valuable to get a religion, in multiplayer especially the most efficient strategy is to take it as fast as possible. Solution i suggest : replace lock all bonus faith until you either found you religion or you're capital is converted by a other; for the altar i propose 1) change +1 faith lock until you get a religion in your capital and +1 food to compensate)

3)finally all yield given by civic should either:
- not be included in the calculation for happiness treshhold OR
- give to each civic a big counter-part (unhappiness namely) and it must scale on era (for exemple Confédération -8 happiness is not enough since +40% gold in cities nullify the malus the further you go through era.
Happiness got reworked again, srry I'll take a look and tweak some numbers. Also, I'm surprised you could use this in multiplayer... very interesting.
 
Happiness got reworked again, srry I'll take a look and tweak some numbers. Also, I'm surprised you could use this in multiplayer... very interesting.

This mod wasn't intend to be used in multiplayer? Because i can assure you it is possible :thumbsup:

I will add, my friends were quite sad when i removed it, but when i show them how i double the amount of happiness with civic, they all agreed about the remouval (they also agreed about ancestor veneration):sad:.

That's why i really want a tweak since it adds lots of personnalisation very interesting.
 
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Government Changes
  • Hereditary Rule no longer grants +1 Happiness from Garrison.
  • Confederation's Gold Bonus reduced from +40% to +25%.
  • Confederation's Unhappiness Needs increased from -12% to -15%.
  • Patronage's Friend CS Gold Bonus reduced from 2 to 1.
  • Patronage's Allied CS Production Bonus removed.
  • Representation's Tourism/Faith Bonus reduced from +25% to +10% during Golden Ages.
  • Representation no longer grants +1 Gold and +1 Faith to Artists, Musicians, and Writers.
  • Representation's Capital Happiness Bonus reduced from 5 to 0.
  • Totalitarianism's Great General/Admiral Effectiveness Bonus reduced from +10% to +5%.
  • Totalitarianism's Military Unit Production reduced from +50% to +25%.
  • Totalitarianism's War Weariness Reduction reduced from -20% to -10%.
  • Totalitarianism no longer grants Gold from Constabularies.
  • National Suffrage now produces +1 Food, +1 Production, +1 Gold per 3 Citizens instead of +1 Food/Production per 2 citizens and +1 Gold per 4 Citizens.
Legal Changes
  • Codified Law's Food Bonus during Golden Age reduced from +10% to +5%.
  • Codified Law no longer contributes specialist happiness. (still prevents 1 specialist unhappiness).
  • Codified Law's Gold Bonus from Tile Expansion reduced from 5 to 3.
  • Codified Law's Golden Age Bonus from Tile Expansion reduced from 2 to 1.
  • Feudalism's Vassal/CS Bonus Yield reduced from +15% to +10%.
  • Bureaucracy no longer adds +1 Happiness to National Wonders and Capital.
  • Free Speech's Culture reduced from +12% to +10%.
  • Constitutionalism's Culture Bonus during Golden Age removed.
Labor Changes
  • Slavery now grants +1 Production in the Capital for every 10 Population.
  • Slavery no longer grants a Production Bonus to Lumbermills, Logging Camps, Villages, and Great People Improvements.
  • Slavery's City Bonus reduced from +30 to +20.
  • Manoralism now grants +1 Food in the Capital for every 8 Population(was 10)
  • Manoralism no longer grants +1 Food to Great People Improvements and Villages.
  • Manoralism's +1 Production Bonus moved to Villages.
  • Caste System now incurs a +5% Unhappiness or +1 Unhappiness if using just CP.
  • Caste System now grants +1 Great General Point and +1 Great Admiral Point in the Capital for every 10 Population.
  • Caste System no longer grants Great General Points and Great Admiral Points per City.
  • Caste System no longer provides +1 Science to Great People Improvements.
  • Industrial Servitude now grants +1 Gold in the Capital for every 10 Population.
  • Industrial Servitude no longer grants +1 Gold to Great People Improvements.
  • Industrial Servitude's Factory Bonus reduced from +25% to +10%.
  • Industrial Servitude's Strategic Resource Gold Bonus reduced from +3 to +1.
  • Unionism now grants +1 Golden Age Point and +1 Science in the Capital for every 10 Population.
  • Unionism no longer grants +1 Golden Age Point to Great People Improvements.
  • Unionism's Yield Bonus reduced from +6 to +2.
  • Emancipation now grants +1 Tourism in the Capital for every 10 Population.
  • Emancipation's Tourism Bonus to Less Happy Civs reduced from +35% to +10%.
  • Emancipation no longer grants +1 Tourism to Great People Improvements.
  • Emancipation's +1 Happiness per Population increased from 8 to 15.
Economy Changes
  • Decentralization's Gold Bonus on Trade Routes reduced from +2 to +1.
  • Decentralization's Route Maintenance Reduction reduced from -20% to -15%.
  • Commercialism's Food/Production on Internal Trade Routes reduced from +50% to +20%.
  • Commercialism's Gold from City Connections reduced from +33% to +20%.
  • Free Market no longer grants +1 Gold to Villages.
  • State Property's HQ Bonus reduced from +25% to +15%.
  • State Property's Office Bonus Modifier converted to a Bonus Yield. (+5% and +5% to +5 and +5).
  • State Property's Franchise Bonus Yield converted to a Bonus Modifier (+5 and +2 to +5% and +2%).
  • Corporatism's HQ Bonus reduced from +25% to +15%.
  • Corporatism's Office Bonus Modifier converted to a Bonus Yield. (+5% and +5% to +5 and +5).
Religion Changes
  • Ancestor Veneration no longer grants +1 Faith to the Capital for every 4 population there.
  • Ancestor Veneration's Majority Religion Faith Bonus increased from +1 to +2.
  • Altars can no longer be built, they can only be faith-purchased.
  • Organized Faith's Founding Building Yield Bonus reduced from +5 to +3.
  • Organized Faith's Founding Building Yield Modifier reduced from +10% to +5%.
  • Pacifism's Majority Religion Food Bonus reduced from +4 to +3.
  • Idols no longer generate +5% Culture when Cult of Personality is active.
  • Free Religion's Science Bonus reduced from +10% to +5%.
 
Very niceu :goodjob:

I will try this out !

Edit: I just try ancestor veneration and the balance you just made works! i'm not force to rush calendar anymore ^^
 
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Hi Enginseer! Thanks for all of your great work! I've got an issue, though. I was playing a game using your wonderful Civics & Reform mod when the update to Provincial Palace came out. Now, Civics & Reform doesn't show up as an icon on the screen and the Provincial Palace is buiild-able in ALL of my cities. Any ideas on how to resolve these issues?
 
Hi Enginseer! Thanks for all of your great work! I've got an issue, though. I was playing a game using your wonderful Civics & Reform mod when the update to Provincial Palace came out. Now, Civics & Reform doesn't show up as an icon on the screen and the Provincial Palace is buiild-able in ALL of my cities. Any ideas on how to resolve these issues?
You do realize they are not save-game compatible.

In any case Logging is needed to diagnose any further errors.
 
You do realize they are not save-game compatible.

In any case Logging is needed to diagnose any further errors.

Here's a Lua log. I do see these 2 errors
[627205.281] Runtime Error: Assets\DLC\Expansion2\UI\InGame\InGame.lua:1262: attempt to index local 'addinFile' (a nil value)
[627205.281] Runtime Error: Error loading Assets\DLC\Expansion2\UI\InGame\InGame.lua.

but I don't have enough knowledge to fix them.

...and, no, I didn't realize they wern't save-game compatible. I'll keep that in mind in the future.
 

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Here's a Lua log. I do see these 2 errors
[627205.281] Runtime Error: Assets\DLC\Expansion2\UI\InGame\InGame.lua:1262: attempt to index local 'addinFile' (a nil value)
[627205.281] Runtime Error: Error loading Assets\DLC\Expansion2\UI\InGame\InGame.lua.

but I don't have enough knowledge to fix them.

...and, no, I didn't realize they wern't save-game compatible. I'll keep that in mind in the future.
Yeah Civ franchise games has been notorious for non-save game compatible. It's likely the game wanted to look for the Civics UI but found the Provincial Palace UI(which doesn't exist) creating the error and vice versa. Sorry about that. :(

Even when Gazebo says his updates are save-game compatible(don't trust it if you have more than just the vox populi activated in your save).
 
Yeah Civ franchise games has been notorious for non-save game compatible. It's likely the game wanted to look for the Civics UI but found the Provincial Palace UI(which doesn't exist) creating the error and vice versa. Sorry about that. :(

Even when Gazebo says his updates are save-game compatible(don't trust it if you have more than just the vox populi activated in your save).
/
It's ok; I'm really good at the 1st 100 turns...:) But any Idea how I can resolve this? I've tried disabling the Provincial and removing it, but Civics & Reform still isn't appearing..
 
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It's ok; I'm really good at the 1st 100 turns...:) But any Idea how I can resolve this? I've tried disabling the Provincial and removing it, but Civics & Reform still isn't appearing..
Try disabling the other mods in your mod list. It is likely the error already existed before updating but you never noticed.

I believe the conflict lies in one of those other mods... since they are getting loaded before Civics and Reform can load theirs.
Code:
[627006.953] EUI_context: Active MOD:    e569b799-91d5-4360-b407-be5146fcec32    (8) Events and Decisions (CBO)    Version    14
[627006.953] EUI_context: Active MOD:    1c6595cb-fe8a-4030-b3cf-e6549b58b468    (9) Wonders Expanded    Version    2
[627006.953] EUI_context: Active MOD:    259c3593-34dd-4fdd-bd7d-8ed67cc0797c    (over) More Unique Components for VP    Version    41
[627006.953] EUI_context: Active MOD:    7ad37a36-1030-40a4-8c8b-29a458341a7f    Ancient Building Pack    Version    2
[627006.953] EUI_context: Active MOD:    9cc21ab5-99b3-4d7c-9a5d-703e422d3498    Ancient Building Pack 2    Version    2
[627006.953] EUI_context: Active MOD:    168e2f76-6cce-41b5-85c0-f5bdb3cb3a28    Ancient Techs Rebalanced - Vox Populi    Version    1
[627006.953] EUI_context: Active MOD:    e3fed66f-f129-45a4-abce-a5496dc2f0c5    Buildings - Upgrade System    Version    12
[627006.953] EUI_context: Active MOD:    c865cfd4-c125-42dc-9c46-51fe15fb7841    Calypso's Colored Religious Icons (Basic)    Version    4
[627006.953] EUI_context: Active MOD:    205ebd78-1e7e-4a12-a34a-1a63ff7033d3    Calypso's Colored Religious Icons (Extended)    Version    5
[627006.953] EUI_context: Active MOD:    316e8f5e-d240-410d-b87b-9e62051d1dc1    City States Evolved    Version    3
[627006.953] EUI_context: Active MOD:    03525e58-d081-4385-91b0-353725d5daee    Civic And Reform    Version    10
[627006.953] EUI_context: Active MOD:    a323e0c6-91a5-430e-9df3-555ae355b235    !Clock Tower Building    Version    1
[627006.953] EUI_context: Active MOD:    1b1c0548-b197-4f9c-9621-433d3b32c826    Community Patch Mod Compatibility    Version    17
[627006.953] EUI_context: Active MOD:    1b3b67ea-8dd9-43c7-8dde-e08808279832    Drug Resources    Version    2
[627006.953] EUI_context: Active MOD:    1afdc54b-97a2-48a7-baf7-47e5c8e7262f    Enhanced Military Buildings    Version    2
[627006.953] EUI_context: Active MOD:    675ba5ec-dc5a-400f-9864-8170568d04e5    Enhanced Naval Warfare for Vox Populi    Version    1
[627006.953] EUI_context: Active MOD:    87b2deae-83cb-9b88-9017-79e741d3739c    Enlightenment Era (Vox Populi)    Version    1
[627006.953] EUI_context: Active MOD:    b50d58fc-fb27-46b9-a8cb-2ff65d8d663a    Great Prophet Historical Names (BNW or GK)    Version    31
[627006.953] EUI_context: Active MOD:    b08b76a0-8719-4df2-964b-02e4127bca66    Improved Caravansary    Version    3
[627006.953] EUI_context: Active MOD:    78501ef2-07ad-470a-a777-181d5f469e80    Improved Granary    Version    1
[627006.953] EUI_context: Active MOD:    a78e404d-31e8-4b5d-b6ed-dbc76fa590da    Improved Lighthouse    Version    2
[627006.953] EUI_context: Active MOD:    5668c02c-b896-454a-bbaf-0abca0e605c0    Improved Water Mill    Version    1
[627006.953] EUI_context: Active MOD:    996a00c3-a972-4ba4-8bec-f4878e0f6054    Improved Windmill    Version    1
[627006.953] EUI_context: Active MOD:    0b0186fb-f697-4fe6-8981-8f82e56c5c52    Industrial Building Pack    Version    2
[627006.953] EUI_context: Active MOD:    170c8ed1-b516-4fe2-b571-befeac39d220    Ingame Editor    Version    39
[627006.953] EUI_context: Active MOD:    b21cd2d9-cc7c-4de1-aba8-04dcd9bd4ad9    Medieval and Renaissance Building Pack    Version    1
[627006.953] EUI_context: Active MOD:    e29b169d-27e8-4011-a90a-5956154eb7c8    Museu Nacional Wonder    Version    1
[627006.953] EUI_context: Active MOD:    12f72070-3f4d-425a-bef0-b6c14a3738ac    National Wonder Collection    Version    3
[627006.953] EUI_context: Active MOD:    baec6cb7-36d9-425a-a72b-e8f7d7ad1b01    Neolithic Wonders    Version    1
[627006.953] EUI_context: Active MOD:    6f5baa06-d988-4f14-82db-62863b989492    Promotions - Ancient Ruins Choice    Version    2
[627006.953] EUI_context: Active MOD:    525c1e29-07f2-4409-8b44-2fa97ae9385f    Provincial Palace    Version    2
[627006.953] EUI_context: Active MOD:    0410e638-98da-4d02-930a-daf4c3a120ef    Quick Turns    Version    10
[627006.953] EUI_context: Active MOD:    34feb829-33fb-4241-956f-462e6877e070    Really Advanced Setup    Version    15
[627006.953] EUI_context: Active MOD:    cc0273b5-b46c-4b70-a9f1-e89fc08e373f    Renewable Energy    Version    1
[627006.953] EUI_context: Active MOD:    b7daf00d-35e5-4f14-9ed6-8558c138a29c    Strategic Buildings Pack    Version    2
[627006.953] EUI_context: Active MOD:    7b4be004-d7ae-4ee4-b267-e15e13c2b9a0    Terrain - Brazilwood Camp Extension    Version    3
[627006.953] EUI_context: Active MOD:    62f0e6b4-b0ec-40b6-b3af-0b65df3c7f3d    Terrain - Kasbah Extension    Version    3
[627006.953] EUI_context: Active MOD:    04b8bc8c-74d3-4fcb-bd38-c52cde4b082f    Terrain - Moai Extension    Version    3
[627006.953] EUI_context: Active MOD:    7f2e6f47-46a0-4973-ad7e-319a86025246    Terrain - Polder Extension    Version    3
[627006.953] EUI_context: Active MOD:    f1a5406f-a5a9-4ee2-ae47-f3ea461e8016    Terrain - Terrace Farm Extension    Version    3
[627006.953] EUI_context: Active MOD:    01c131ef-2162-4a7b-b845-763a4e675940    Unique Cultural Influence for CPP    Version    2
[627006.953] EUI_context: Active MOD:    726cd01f-8ea2-4438-8085-21ee14bd9500    Wonder Race    Version    7
[627006.953] EUI_context: Active MOD:    60f79b1d-92a7-40fc-900e-5d766a75ed42    World Congress Reformation    Version    5
 
You're correct. Unfortunately, it was (over) More Unique Components for VP, Version 41. I'm going to try using a previous version to see if it's just #41 that has issues.
 
All seems to be working with MUCfVP version 39, but since I didn't have any issues with 41 until about turn 140, I'll just have to play a while to be certain. Oh, darn.
 
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Government Changes
  • Hereditary Rule now grants +1 Production from Garrisons.
  • Hereditary Rule's Production on Wonders decreased from 8% to 5%.
  • Confederation's Gold Bonus increased from +25% to 30%.
  • Confederation now provides +4 Happiness in the Capital.
  • Patronage's Food per CS Ally converted to Tourism per CS Ally.
  • Patronage now adds +1 Gold to Civil Servants.
  • Representation's Merchant/Scientist/Engineer Production Bonus converted to Gold.
  • Totalitarianism's Military Unit Production Bonus decreased from +25% to +15%.
  • Totalitarianism now adds +1 Gold to Barracks, Armories, and Military Academies.
Legal Changes
  • Codified Law's Food Bonus during WLTKD reduced from +10% to +5%.
  • Feudalism's Vassal/CS Bonus Yield increased from +10% to +12%.
Labor Changes
  • Slavery's +1 Production in the Capital for every Population increased from 10 to 15.
  • Slavery's City Bonus increased from +20 to +25.
  • Slavery now again grants +1 Production to Laborers.
  • Manoralism's +1 Food in the Capital for every Population increased from 8 to 10.
  • Caste System's +1 Great General Point and Great Admiral Point in the Capital increased from 10 to 20.
  • Caste System no longer boost base yields for Civil Servants (just +1 Culture to them only now)
  • Industrial Servitude's +1 Gold in the Capital decreased from 10 to 8.
  • Industrial Servitude no longer grants +100% Factory Construction Bonus.
  • Industrial Servitude now grants +10% Growth in all Cities.
  • Emancipation's Tourism Bonus to Less Happy Civs increased from +10% to +17%.
  • Emancipation's +1 Happiness per Population in a City reduced from 15 to 7.
Economy Changes
  • Decentralization's Gold Bonus on Trade Routes increased from +1 to +3.
  • Decentralization no longer provides +5% Growth in all cities.
  • Decentralization now adds +1 Influence with active trade routes toward city-states.
  • Commercialism's Food/Production on Internal Trade Routes increased from +20% to +33%.
  • State Property's HQ Bonus reduced from +15% to +10%.
  • State Property's Office Bonus Yield reduced from +5 to +4.
Religion Changes
  • Ancestor Veneration no longer adds +1 faith to Altars.
  • Organized Faith now requires a Founder Building to be built(no majority religion requirement, but it's not likely you can even establish a founder building without a majority religion in the first place)
  • Organized Faith's Majority Religion Production Bonus increased from +1 to +2.
  • Theocracy's Majority Religion Bonus converted from Gold to Science.
  • Theocracy's Temple/Holy Site Gold Bonus increased from +1 to +2.
  • Pacifism's Majority Religion Bonus converted from Food to Culture.
  • Cult of Personality now fixed bug where it was converting 100% of all happiness into culture instead of 50% of all city happiness into culture.
Guild Changes
  • Labor Associations, Credit Unions, Science Institution, and Civil Department now increase in Production Cost scaling per City (+2%).
  • Labor Associations no longer increase the Production in the City by +10%.
  • Labor Associations now reduces Empire Needs Modifier globally by -4%.
  • Credit Union's Bank Gold Modifier increased from +3% to +5%.
  • Science Institution no longer provides +10% GPP in the City it is built in.
  • Science Institution now provides +5% Global GPP in the City.
 
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The complaint of something costing too much has been addressed!
General Changes
  • Introducing a new National Wonder unlocked at Currency: The Publican's Office. The Publican's Office reduces all building maintenance in all cities by 10% (equivalent to making a government low upkeep civic free!). In addition, the Publican's Office makes purchasing tiles in their City cheaper by 25%.
Government Changes
  • Patronage only provides +1 Tourism in each City per CS Ally(instead of +1 Tourism AND +1 Gold).
  • Totalitarianism's GG and GA Leadership Bonus increased from +5% to +15%.
  • Totalitarianism's Foreign Spy Ineffectiveness increased from +20% to +33%.
Legal Changes
  • Feudalism's Vassal/CS Bonus Yield increased from +12% to +20%.
  • Bureaucracy no longer generates +25% Production and +50% Gold for the Capital.
  • Bureaucracy now provides +2 Production and +2 Gold for every Citizen in the Capital.
  • Bureaucracy now provides yield modifiers equivalent to the base yields of the palace and national wonders (Palace now gain +3 and +3% Production, +5 and +5% Gold, +6 and +6% Science, 1 and +1% Culture; Publican's Office gain +1 and +1% Culture, +1 and +1% Gold; etc).
  • Bureaucracy now provides +3 Gold to Courthouses.
  • Nationhood's Bonus for killing a spy decreased from 300 Gold/Golden Age Points to 200 Gold/Golden Age Points.
  • Constitutionalism provides +25% to GPP during Golden Ages.
Labor Changes
  • Industrial Servitude's Growth Bonus increased from 10% to 15%.
  • Industrial Servitude's Gold Bonus on Strategic Resources increased from +1 to +2.
Economy Changes
  • Environmentalism reflavored so AI wouldn't stop grabbing this like it's going to give them a culture victory.
  • Environmentalism now provides +15% Gold to Ironworks.
  • Environmentalism's Gold Bonus on Recycling Centers reduced from +20% to +15%.
  • Environmentalism's Gold Bonus on Coal Refineries increased from +10% to +15%.
  • Environmentalism's Production Penalty increased from -2 to -3.
Religion Changes
  • Cult of Personality now grants +2 Golden Age Points for following the Majority Religion.
  • Free Religion's Science Bonus increased from +5% to +10%.
  • Free Religion now has a -75% Pressure Penalty on Trade Routes and nearby Cities.
 
I'm finally back at VP after months, and one of my first thing was to download this again :) The added Civ4 sounds and the lady advisor are nice touches! Thank you for your continuous support of this modmod! :hug:
 
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I'm using this mod with magnus mutaito's mpdpack, and I found that I can't choose the option that I chose before, the option is disabled. It says, the choice is already active, so I can't choose. I can't even choose to remain current civic choice. Is there any restriction to choose choices?
 

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I'm using this mod with magnus mutaito's mpdpack, and I found that I can't choose the option that I chose before, the option is disabled. It says, the choice is already active, so I can't choose. I can't even choose to remain current civic choice. Is there any restriction to choose choices?
Why would you need to choose the same civic? Civic Choices for all players are permanent until they change, only the AIs are forced to reevaluate their civic choice every 20 turn interval.
 
Why would you need to choose the same civic? Civic Choices for all players are permanent until they change, only the AIs are forced to reevaluate their civic choice every 20 turn interval.

I wanted to change the Labor civic, but I clicked Religion instead by mistake. So I choose "no thanks" option first time. And I did the same mistake again, then I realized that I can't choose the "No thanks" option again. I know I'm a dumb, but I just wondered if there's any restriction :(
 
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