Community Balance Patch Mods Compatibility

Also, you should check my thread on the balanced Building - Upgrade system as I updated most of the unique improvement expansion mods to be balanced with the game. :mischief:

Buildings - Upgrade System (v 12)
Classical Building Pack (v 4)
Industrial Building Pack (v 2)
Terrain - Brazilwood Camp Extension (v 3)
Terrain - Kasbah Extension (v 3)
Terrain - Moai Extension (v 3)

All works fine.

When I try to add Terrain - Polder Extension (v 3) or Terrain - Terrace Farm Extension (v 3) there is a very strange problem : I can make a save but when I try to reload it I can't because it says that some mods are missing.

I'm playing with CP/CBP so each time I want to reload I reload all the mods.
 
Buildings - Upgrade System (v 12)
Classical Building Pack (v 4)
Industrial Building Pack (v 2)
Terrain - Brazilwood Camp Extension (v 3)
Terrain - Kasbah Extension (v 3)
Terrain - Moai Extension (v 3)

All works fine.

When I try to add Terrain - Polder Extension (v 3) or Terrain - Terrace Farm Extension (v 3) there is a very strange problem : I can make a save but when I try to reload it I can't because it says that some mods are missing.

I'm playing with CP/CBP so each time I want to reload I reload all the mods.

Best idea right now would be to just delete those mod folders and redownload them. As far as I know, my mod only uses references to the mods you just shown.

zeta said:
I can't build Moai's after researching The Wheel. Is this intentional?
I'm also assuming this is the same problem above, so just redownload the Moai Extension.
 
Nice work, appreciate your efforts. i have not heard of neolithic mod. i will try it.

Would love to hear back and see what you thought of it... I can't play for a couple days but I'll probably install the new stuff soon... Though admittedly I worry if I add more early-game wonders it'd be a bad thing for me since the AI tend to always get them! :lol:
 
Does anyone else think this makes the game harder?

Compared if the mods weren't balanced? Of course, it'd be harder. thecrazyscotsman's building packs weren't scaled down to their respective era. You could build almost all the industrial buildings within a 1000 production limit. You also had some of the buildings giving you free yield modifiers which CBP despises to which they had to be scaled down to population modifier instead. Then you had buildings which gave free unmodified happiness to which they had to be removed and adjusted accordingly.
 
Herbalist grants +1 food, +1 science, +1 science for every 25 citizens for 2 maintenance.

Found a typo in the OP :)

Edit: just realised it might be not a typo, but misunderstanding on my part. Is the herbalist supposed to provide 1 food and 1 science flat outright, while also scaling as 1 additional science per 25 citizens?
 
Found a typo in the OP :)

Edit: just realised it might be not a typo, but misunderstanding on my part. Is the herbalist supposed to provide 1 food and 1 science flat outright, while also scaling as 1 additional science per 25 citizens?

Yes, although the latter has been changed from +1 food, +1 science, and +1 science per 20 citizens. Just haven't updated the info here.
 
Concerning Neolithic Wonders: doesn't Newgrange overlap in its functionality with Stonehenge too much? They're just way too alike,imo. I realise that you didn't create the mod, but only made it compatible with the CBP (great work, by the way), but still. What do you think?
 
Concerning Neolithic Wonders: doesn't Newgrange overlap in its functionality with Stonehenge too much? They're just way too alike,imo. I realise that you didn't create the mod, but only made it compatible with the CBP (great work, by the way), but still. What do you think?

Two serves different purposes. One scales better into late game, one scales better into early game.

Enginseer let us include and balance this mod. "Useful City Ruins" by qqq.

https://steamcommunity.com/sharedfiles/filedetails/?id=422519147

I honestly don't see what's so imbalanced about this, so there's no reason for an inclusion.
 
Just letting you know I'm loving this mod.
 
Enginseer, I want to do a test of doubling the experience gained from upgraded barracks, armour and military academy. Would i be better of changing it in the original mod or this one? For me i never seem to get a unit really high to use all the great promotions. TBH i still miss the great general from Civ3 when i used DYP mod.
 
Enginseer, I want to do a test of doubling the experience gained from upgraded barracks, armour and military academy. Would i be better of changing it in the original mod or this one? For me i never seem to get a unit really high to use all the great promotions. TBH i still miss the great general from Civ3 when i used DYP mod.
Code:
UPDATE Building_DomainFreeExperiences
SET Experience = '8'
WHERE BuildingType = 'BUILDING_ARMORY_UP' AND DomainType = 'DOMAIN_LAND';

UPDATE Building_DomainFreeExperiences
SET Experience = '8'
WHERE BuildingType = 'BUILDING_ARMORY_UP' AND DomainType = 'DOMAIN_SEA';

UPDATE Building_DomainFreeExperiences
SET Experience = '8'
WHERE BuildingType = 'BUILDING_ARMORY_UP' AND DomainType = 'DOMAIN_AIR';

UPDATE Building_DomainFreeExperiences
SET Experience = '10'
WHERE BuildingType = 'BUILDING_MILITARY_ACADEMY_UP' AND DomainType = 'DOMAIN_LAND';

UPDATE Building_DomainFreeExperiences
SET Experience = '10'
WHERE BuildingType = 'BUILDING_MILITARY_ACADEMY_UP' AND DomainType = 'DOMAIN_SEA';

UPDATE Building_DomainFreeExperiences
SET Experience = '10'
WHERE BuildingType = 'BUILDING_MILITARY_ACADEMY_UP' AND DomainType = 'DOMAIN_AIR';

Where you see(or ctrl-f) this code in UpgradesChangesSQL.sql BuildingUpgradeChanges folder.

Replace with this code.

Code:
UPDATE Building_DomainFreeExperiences
SET Experience = '14'
WHERE BuildingType = 'BUILDING_BARRACK_UP' AND DomainType = 'DOMAIN_LAND';

UPDATE Building_DomainFreeExperiences
SET Experience = '14'
WHERE BuildingType = 'BUILDING_BARRACK_UP' AND DomainType = 'DOMAIN_SEA';

UPDATE Building_DomainFreeExperiences
SET Experience = '14'
WHERE BuildingType = 'BUILDING_BARRACK_UP' AND DomainType = 'DOMAIN_AIR';

UPDATE Building_DomainFreeExperiences
SET Experience = '16'
WHERE BuildingType = 'BUILDING_ARMORY_UP' AND DomainType = 'DOMAIN_LAND';

UPDATE Building_DomainFreeExperiences
SET Experience = '16'
WHERE BuildingType = 'BUILDING_ARMORY_UP' AND DomainType = 'DOMAIN_SEA';

UPDATE Building_DomainFreeExperiences
SET Experience = '16'
WHERE BuildingType = 'BUILDING_ARMORY_UP' AND DomainType = 'DOMAIN_AIR';

UPDATE Building_DomainFreeExperiences
SET Experience = '20'
WHERE BuildingType = 'BUILDING_MILITARY_ACADEMY_UP' AND DomainType = 'DOMAIN_LAND';

UPDATE Building_DomainFreeExperiences
SET Experience = '20'
WHERE BuildingType = 'BUILDING_MILITARY_ACADEMY_UP' AND DomainType = 'DOMAIN_SEA';

UPDATE Building_DomainFreeExperiences
SET Experience = '20'
WHERE BuildingType = 'BUILDING_MILITARY_ACADEMY_UP' AND DomainType = 'DOMAIN_AIR';
 
I was considering it to be outdated considering the new functionalities in the mod
 
I have found the beginning of a game has too much click, next turn. So i have been playing with reducing the cost of the Palace additions mod (v6). Basically about 1/2 of the cost. Now that i added the neolithic mod i might try that there also.
 
Two serves different purposes. One scales better into late game, one scales better into early game.

I would argue about that, because Newgrange provides enough faith to found a pantheon at around the same time you would if you went for Stonehenge. The latter also requires you to research a tech that's basically only useful for that when you could be researching more generally useful techs, such as pottery etc. Imo, Newgrange reduces the value of Stonehenge.

On a different note, concerning BUSC: science building (library and such) upgrades behave differently compared to culture and gold building upgrades, as the scaling effect seems reverse relative to each other (libraries scale better than universities, while markets scale worse than banks). Any reason behind that?

Also, agora has a pretty low maitenance for a building that gives an artist slot so early on, especially considering that: a) cultural specialist slots are the rarest; b) overall specialists are much stronger in the CBP than in the vanilla game. Besides, while we're on the subject: perhaps the broadcast tower upgrade should give a musician slot instead of an artist one? I always found that the game lacks musicians, while the BUSC already gives an additional artist slot for the museum upgrade. Maybe it's just me, but I never seem to even fill any broadcast towers with great works of music.

All in all, these are just my opinions, so feel free to debate and don't take what I say too seriously :)
 
Top Bottom