Educated Elite Bug

myclan

King
Joined
Feb 26, 2008
Messages
673
I like the new system of Educated Elite very much, when and where the GP will be born is not a problem any more. But I found there may be some bug with the new system.

Turn 121: I adopt Educated Elite
Spoiler :
Turn121.jpg


Turn 122: A great enigeer is gifted
Spoiler :
Turn122.jpg


Turn 123: 100/200
Spoiler :
Turn123.jpg


Turn 129: Still 100/200
Spoiler :
Turn129.jpg


Also I think this policy is a little strong. I have 8 CS allies and I can get a great person only for 4/8/12…… turns, maybe we should consider reducing the point each allied CS grants us.
 
I had the same thing happen to me in my current game. Meter showed me getting 50 points per turn (I think I have 17 city-state allies!), got an immediate great person the next turn and then it's been stuck at +100/200 since then.
 
Thank you for bringing this up, somehow I accidentally left some debug code in.

Also I think this policy is a little strong. I have 8 CS allies and I can get a great person only for 4/8/12…… turns, maybe we should consider reducing the point each allied CS grants us.

It depend on how often the vanilla policy grants great people, so whether this one is strong or week is relative to vanilla. These are the values vanilla uses:
PHP:
<Row Name="MINOR_TURNS_GREAT_PEOPLE_SPAWN_BASE">
  <Value>37</Value>
</Row>
<Row Name="MINOR_TURNS_GREAT_PEOPLE_SPAWN_RAND">
  <Value>7</Value>
</Row>
<Row Name="MINOR_TURNS_GREAT_PEOPLE_SPAWN_BIAS_MULTIPLY">
  <Value>50</Value>
</Row>
<Row Name="MINOR_ADDITIONAL_ALLIES_GP_CHANGE">
  <Value>-1</Value>
</Row>
<Row Name="MAX_MINOR_ADDITIONAL_ALLIES_GP_CHANGE">
  <Value>-10</Value>
</Row>
I'm not sure how these variables work... my guess is it means each ally grants one great person every 37-44 turns, but that would mean 8 allies would give one every 5 turns in vanilla. Was it that frequent? I didn't often get the policy, and don't have a clue what the last three variables do.
 
Thank you for bringing this up, somehow I accidentally left some debug code in.



It depend on how often the vanilla policy grants great people, so whether this one is strong or week is relative to vanilla. These are the values vanilla uses:
PHP:
<Row Name="MINOR_TURNS_GREAT_PEOPLE_SPAWN_BASE">
  <Value>37</Value>
</Row>
<Row Name="MINOR_TURNS_GREAT_PEOPLE_SPAWN_RAND">
  <Value>7</Value>
</Row>
<Row Name="MINOR_TURNS_GREAT_PEOPLE_SPAWN_BIAS_MULTIPLY">
  <Value>50</Value>
</Row>
<Row Name="MINOR_ADDITIONAL_ALLIES_GP_CHANGE">
  <Value>-1</Value>
</Row>
<Row Name="MAX_MINOR_ADDITIONAL_ALLIES_GP_CHANGE">
  <Value>-10</Value>
</Row>
I'm not sure how these variables work... my guess is it means each ally grants one great person every 37-44 turns, but that would mean 8 allies would give one every 5 turns in vanilla. Was it that frequent? I didn't often get the policy, and don't have a clue what the last three variables do.

I have played as Alexander once and adopt the Educated Elite policy, and I am allied with all the 12 City-States, and I have only got 3 Great people during more or less 100turn. So I think additional allied city-states do not have much effect.

Here is what I think about the last two variables&#65306;

<Row Name="MINOR_ADDITIONAL_ALLIES_GP_CHANGE">
<Value>-1</Value>
</Row

Each additional allied City-State reduce 1 turn, so you just need to wait 37-N turn, if you have N-1 allied City-State



<Row Name="MAX_MINOR_ADDITIONAL_ALLIES_GP_CHANGE">
<Value>-10</Value>
</Row>

You could reduce 10 turns at most, so 11 allied City-State is enough for this policy
 
So I think, for the first City State 2.5 point per turn. For each additional allied City State, 0.1 point per turn. And the Great People point needed is always 100%. That's just fine.

As for this:
<Row Name="MINOR_TURNS_GREAT_PEOPLE_SPAWN_BIAS_MULTIPLY">
<Value>50</Value>
</Row>

I think it means:37 ± 7*50% Turn&#65292; that is about 34~40 turn
 
Same here, got one and have been stuck at 100 of (whatever) ever since. Had actually forgotten about it for about 50 turns. I was on v109. Has this been fixed?

[*]Educated Elite has a progress bar and sends great people to the capital.

I see that post in the other thread but it's not clear if the stuck-at-100 bug has been sorted out.
 
Hi thal

Currently running a game with v114. I'm hesitant to update to v116 midgame due to the great changes inbetween and v115 won't install. On the other hand I'd like to have this bug fix included. Is there any chance you could point to where the changes are located in v116 (which I've downloaded) so that I can fix it myself in my current v114 installation?

\Skodkim
 
You can bypass the buggy Civ 5 extractor:

  1. Change the name from:
    unofficial_patch_and_vanilla_enhanced__v_115.civ5mod

    to:
    unofficial_patch_and_vanilla_enhanced__v_115.7z
    .
  2. Right click the file.
  3. Extract.

This works since only the ingame extractor is bugged. Alternatively you can remove the debug code on line 86 in this file:

\CiVUP - Civ V Unofficial Patch\Core\CiVUP - Events.lua

from:

PHP:
local yieldStored = 100 --M_GetPlayerYieldStored(player, yieldType) + yieldRate

to:

PHP:
local yieldStored = M_GetPlayerYieldStored(player, yieldType) + yieldRate
 
You can bypass the buggy Civ 5 extractor:

  1. Change the name from:
    unofficial_patch_and_vanilla_enhanced__v_115.civ5mod

    to:
    unofficial_patch_and_vanilla_enhanced__v_115.7z
    .
  2. Right click the file.
  3. Extract.

This works since only the ingame extractor is bugged. Alternatively you can remove the debug code on line 86 in this file:

\CiVUP - Civ V Unofficial Patch\Core\CiVUP - Events.lua

from:

PHP:
local yieldStored = 100 --M_GetPlayerYieldStored(player, yieldType) + yieldRate

to:

PHP:
local yieldStored = M_GetPlayerYieldStored(player, yieldType) + yieldRate

Thanks for the quick reply!

Edited the lua file :)

\Skodkim
 
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