. [Deleted]

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Hello LO,

Firstly, thanks for your work. I've been starting to dabble in modding civ 6. Unfortunately if you have a mod which sets the cost of a tech then it is not compatible with your mod. If seems that first the sql mod is applied, and then the mod to change the cost of the tech, and they are complete out of line.

Would you have any ideas on how to apply the cost of techs before the sql scaling factors your mod uses. I've tried to inlcude them in a single mod, and change the order, bu no effect.

Thanks.

Well like most things, i should have just looked more before asking a question. So i have sort-of resolved the issue. It looks like change the sql and the xml don't play too well together. So if you want to change an individual tech cost then you need to change it in the sql before you run the
UPDATE Technologies
SET Cost = ROUND(Cost + Cost*(SELECT EraIncreases.Increase
FROM EraIncreases
WHERE EraIncreases.EraType = Technologies.EraType)/100);

I think having two methods of modding, sql and xml, is going to cause some compatibility issues.
PS, i think i perfer the sql route.
PSS, i looking to release a mod, and would like to use some of your ideas/code. If i provide you credit are you happy for me to do so?
 
I haven't tried playing around with the mod load order, I have no idea how it works. If it does all .sql changes first, and then all .xml changes then things might be difficult. I suspect there's some way of setting mod order in .modinfo, but I don't know what it is. If you post in the general modding forum someone might know. Or if you can find out how it worked for Civ5 there's a good chance it will work for Civ6 too.

Thanks for the quick reply. Looks like the sql is run first regardless of the order in the modinit. and them the xml. I'm just going to move everthign into sql.
 
You can specify what files to load first in the Modinfo, You have seperate ID's for files you wish to load in a specific order, then set the order in Settings:-
Code:
       <!-- What files to update database with -->
       <UpdateDatabase id="HMP_TableChanges">
           <Items>
               <File>Gameplay/HMP_DeleteGameSpeeds.sql</File>
               <File>Gameplay/HMP_Types.xml</File>
               <File>Gameplay/HMP_GameSpeed.sql</File>
               <File>Gameplay/HMP_Gamespeed_Turns.sql</File>
               <File>Gameplay/HMP_Tables.sql</File>
           </Items>
       </UpdateDatabase>
       <UpdateDatabase id="HMP_TechTiers">
           <Items>
               <File>Gameplay/HMP_TechTiers.xml</File>
               <File>Gameplay/HMP_CivicTiers.xml</File>
           </Items>
       </UpdateDatabase>
       <UpdateDatabase id="HMP_HajeeNoBline">
           <Items>
               <File>Gameplay/DeletePre.xml</File>
               <File>Gameplay/TechTree.xml</File>
               <File>Gameplay/CivicTree.xml</File>
           </Items>
       </UpdateDatabase>
       <UpdateDatabase id="HMP_Components">
           <Items>
               <File>Gameplay/HMP_Farms.sql</File>
               <File>Gameplay/LW_Maps.xml</File>
               <File>Gameplay/Biao_Units.xml</File>
               <File>Gameplay/Biao_Unit_Abilities.xml</File>
               <File>Gameplay/MOAR_Units_Data.xml</File>
               <File>Gameplay/MOAR_Units.sql</File>
                <File>Gameplay/FasterRoads.xml</File>
                <File>Gameplay/FasterBorders.xml</File>
               <File>Gameplay/AdjustedPopGrowth.xml</File>
               <File>Gameplay/IP_EurekaBoost.sql</File>
               <File>Gameplay/IP_Main.xml</File>
               <File>Gameplay/IP_Policies.xml</File>
               <File>Gameplay/IP_DistrictBuilders.xml</File>
               <File>Gameplay/IP_Govs.xml</File>
               <File>Gameplay/IP_Districts.xml</File>
               <File>Gameplay/IP_Buildings.xml</File>
               <File>Gameplay/IP_GuidedMissile.xml</File>
               <File>Gameplay/HMP_Rules.sql</File>
               <File>Gameplay/HMP_WarWeariness.xml</File>
           </Items>
       </UpdateDatabase>
       <!-- Localized text files to add -->
       <LocalizedText id="HMP_Text">
           <Items>
               <File>Text/HMP_GamespeedText.xml</File>
               <File>Text/Biao_UnitText.xml</File>
               <File>Text/BetterTradeScreen_Text.xml</File>
               <File>Text/IP_PolicyTexts.xml</File>
               <File>Text/IP_Texts.xml</File>
               <File>Text/MOAR_Units_Text.xml</File>
               <File>Text/HMP_NaturalWonderText.sql</File>
           </Items>
       </LocalizedText>

Is the stuff I want to load in specific order. (Taken from a personal Modpack) Then you set the order in Settings:-
Code:
    <!-- Settings, Loaded at boot by the game engine-->
   <Settings>
       <Custom id="HMP_Setting">
           <Items>
               <!-- Update Configuration Database-->
               <File>Rules/HMP_Parameters.sql</File>
               <File>Rules/HMP_DeleteSpeeds_Config.sql</File>
               <File>Rules/HMP_Gamespeed_Config.sql</File>
               <File>Rules/LW_MapScripts.xml</File>
               <!-- Load order of Components, this is important. -->
               <Component>UI_Changes</Component>
               <Component>HMP_TableChanges</Component>
               <Component>HMP_TechTiers</Component>
               <Component>HMP_HajeeNoBline</Component>
               <Component>HMP_Components</Component>
               <Component>HMP_Text</Component>
           </Items>
       </Custom>
       <!-- Configuration Database Text -->
       <LocalizedText id="HMP_Setting">
           <Items>
               <File>Rules/HMP_GamespeedText_Config.xml</File>
           </Items>
       </LocalizedText>
   </Settings>
 
I do not think Olleus has added new Gamespeeds, yet. You should notice that Techs are slower to get from the Classical era onwards.
 
Looks like this mod is incompatible with the latest update. When you launch a new game it just resets back to the main menu.
 
Looks like this mod is incompatible with the latest update. When you launch a new game it just resets back to the main menu.

That happens, but if you launch the game again it will run. It's annoying but the mod still works.
 
You're a saint. I was very worried I'd have to discontinue 8 Ages of Rome last night. Awesome news.

-H
 
So just gave this try. At Marathon speed techs where showing 15-35 turns and units 30-40 turns. What game speed is this supposed to work at?
 
That happens, but if you launch the game again it will run. It's annoying but the mod still works.
I have a mod that does the same, but the mod simply does not load if I do your method. The game runs without the mod, though it says its enabled.
 
I have a mod that does the same, but the mod simply does not load if I do your method. The game runs without the mod, though it says its enabled.

Hmmm, well, I no longer have this problem so I cannot verify, but my experience was though the localization (and thus most of the text) did not work in this case, the mods still functioned. In any case this particular mod has been updated and I have had no trouble with it since then.
 
I'm pretty happy with the current version of the mod, but wanted to make a couple of small changes before officially taking it out of beta.

1) Reduce Eureka's/Inspirations from 50% to 40%. With the higher time it takes to research things I found 50% just too important. It will also slow down research a little more, which I think the game does need.

2) Reduce the amount of food needed to grow large cities. I feel like I increased it by too much in the previous update: my capital as Kongo has +50 food but it still takes 20 turns to grow from size 18 to 19.

What are people's thoughts? Anything else that needs changing?

I agree with #2. As for #1, I like that 50% is a nice clean number that's easy to estimate, but I think 40% may be balanced. However, don't forget that China has a 60% boost right now (which doesn't show properly on the research wheel, so I often plan to get 50% of something and waste the extra 10%). If possible, make sure to edit the graphic for filling in the boost.
 
Olleus, just a heads up; my current 8AoP game (the one in my series, sadly) is crashing every time I try to end the turn. Not sure if it's due to the mod or not, but I thought I'd drop the feedback just in case you have heard or do hear from anyone else.

-H
 
I agree with #2. As for #1, I like that 50% is a nice clean number that's easy to estimate, but I think 40% may be balanced. However, don't forget that China has a 60% boost right now (which doesn't show properly on the research wheel, so I often plan to get 50% of something and waste the extra 10%). If possible, make sure to edit the graphic for filling in the boost.

That's my thought as well. I'm rather ambivalent about changing Eurekas, but it does seem like it takes a bit too long for big cities to grow in this latest version.
 
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As for your question re: whether anything else should be tweaked, given the spirit of the mod I think you should experiment with production values as well. One of the very basic mod types for Civ V that created similar effects to yours was the "-50% Production" concept, in which everything built in half as much time.

Since you've done such a great job spacing out the ages (especially if you do tweak eurekas to 40% or 33%, which you SHOULD do imo), if you changed how long it took to build things, that could increase the extent to which empires could be built up within respective ages. Maybe release a separate mod that would tweak this and could be used in concert with 8AoP? I thought this was what you were going for when I saw "8 Ages of War," but you went a different direction there.

Or do them together since the cumulative effect is what you're going for with 8AoP in the first place. Just my two cents.

-H
 
Playing with this mod feels better than vanilla but production costs are still awful. I don't mean to be negative but I'm actually pretty perplexed as to why reducing production costs and district cost scaling wasn't one of the main focuses of the mod.
 
Playing with this mod feels better than vanilla but production costs are still awful. I don't mean to be negative but I'm actually pretty perplexed as to why reducing production costs and district cost scaling wasn't one of the main focuses of the mod.

It's perfectly possible to have reasonable production rates in the current game, but it does require emphasizing trade routes and industrial zones. "Fixing" that would require more fundamental game changes, as I was playing Quick and getting new cities set up in the Information Age, where sure, it says it will take 150 turns to set up my first district, but then I sent a few trade routes there and chopped a forest or two and got it done in roughly a half-dozen. If production costs were simply slashed, they'd be ridiculously quick with that "proper" setup.

District scaling is an annoyance, I'm not certain whether or not Olleus wants to adjust that though.
 
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I'm pretty happy with the current version of the mod, but wanted to make a couple of small changes before officially taking it out of beta.

1) Reduce Eureka's/Inspirations from 50% to 40%. With the higher time it takes to research things I found 50% just too important. It will also slow down research a little more, which I think the game does need.

2) Reduce the amount of food needed to grow large cities. I feel like I increased it by too much in the previous update: my capital as Kongo has +50 food but it still takes 20 turns to grow from size 18 to 19.

What are people's thoughts? Anything else that needs changing?
1) I personally prefer eurekas and Inspirations at 25%. A lot of the boost requirements are too easy and you can go only a little bit out of your way to achieve most of them (eg. I don't particularly want\need a coastal city right now but to boost 50% of Sailing, hell yeah I'll do it). So at 25% you actually have to consider whether it's worth going that little bit out of your way or not.
BUT there is already a 25% mod which is easily adjustable to whatever percentage you want. For your mod, I wouldn't touch the boosts because a lot of your followers prefer it at 50% and then just recommend the 25% (really X%) mod to those like me who like it lower.

2) I agree food required for large cities could be reduced a little.
 
Hi Olleus, liking the new pace of this mod so far, unfortunately I too am getting a crash, not sure if it is related to any of the mods. I am running the 8 Ages of Pace mod and the Detailed Worlds mod (link below). I have attached my save file to go along with this.

Looking at the behavior, it happens during the Aztec turn then crashed to the desktop. I saw another post here on CivFanatics to try declaring war on that Civ, but that did not seem to work either.

Thank you for the hard work and any help is appreciated!

Link to other mod: https://forums.civfanatics.com/resources/detailed-worlds.25668/
 

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I would actually propose to increase eureka percentages, rather than decrease it, and scale costs so that the game flows right if you gain the majority (but not all) of the eureka cost. To me, eureka is like "you're doing stuff in this direction in your empire, so this stuff takes normal research time, while if you want to research something that's not in the direction of what your empire is doing, you'll need a lot more time to research it because it isn't logical to do so". In other words, the philsophy, to me, is that the eureka'd tech is the normal research cost, while the un-eureka's tech has a penalty because you're doing something weird (like researching sailing in a land-locked empire, or researching currency without trading).
 
Sorry, I don't have the Aztecs (bought the game off a cheap reseller) so I can't open it... It is possible that the mod would be incompatible with Aztecs DLC, but I dont see how. Would have expected an issue to come up before now too. Has anyone played this mod with the Aztecs in the game?

I've both played against and as the Aztecs with this mod and haven't encountered any crashes (due to this mod anyway, as far as I can tell).
 
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