Enlightenment Era Compatibility

I tried to make to update the last version and actually got it working, but somehow it got broken from all the changes I've put in.

If someone else wants to continue take mine and the last working version and continue.

Attempted to update to Nov 17 Version.
Changed the Theatre and Zoo's (Menagerie) Forest/ Jungle Bonus.
Theatre keeps the Tourism boost.
Updated Buildings to meet Policy Changes: Humanism, Creative Expression, and removed Order's old Museum bonus.
Made Carrack an upgrade to the Caravel, has 4 Move, and benefits from Polynesia's UA.
Bastion is now 16 Defense and 120 HPs.
Conquistador is a Knight again.
3rd set of Policies unlock at Enlightenment instead of Industrial.
Added Gunsmith to Regiment System.
 

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Someone who knows, can fix this ? Please.I like enlightment era but this compatible mod is broken.....
 
I am preparing a game with VP+EE and this mod. At the start I checked the Tech Tree and noticed a small inconsistency in column 12 (with Archeology). The logic of the tree is that if there are 5 techs in the column and 4 in the previous one, they prereqs techs are:
- for the top one - the top one from the previous column (i.e. for Archeology - Romanticism)
- for the bottom one - the bottom one from the previous column (i.e.for Military Science - Rifling)
- for the moddle ones - the two techs directly above and below in the previous column
So there are two small mistakes:
- Archeology has 2 connections - should be 1 (Romanticism only), Railroad should be removed
- Fertilizer has 3 connections - should be 2, Steam Power should be removed

Few more texts to be updated:
TXT_KEY_BUILDING_EE_SALON_HELP - should be 15% instead of 25%
TXT_KEY_BUILDING_EE_ACADEMY_HELP - similar text to Salon should be added, now it doesn't provide any useful info
 
Also, there are a few tweaks required for Units. I will continue review tomorrow, as for now I've noticed:
- LIGHT_INFANTRY – this unit is ranged @1 but can be upgraded to Gatling Gun which is Ranged @2; something is mixed here
- SHIP_OF_THE_LINE – I understand it’s a kind of another choice from EE to Corvette; stronger and takes 1 Iron, but a few techs later; they both upgrade to Ironclad; if so, there should be an upgrade possibility from older units like Caravel or Carrack; in original EE SotL was upgraded from Galleon (4/28), which is a ranged unit in VP; the closest unit in VP is Corvette 5/30 or Carrack EE 3/23.

And last but not least, some SQL triggers from EE cause problems:
- BUILDING_EE_WAT_PHRA_KAEW – it gets multiple entries in table Building_BuildingClassYieldChanges; specifically for Monastery, Cathedral, Mosque and Pagoda there 2 entries, co these buildings might get 2x more science that others; it happens probably because there is an insert in EE that puts 4 standard buildings and then trigger that probably repeats them when CBP starts
- Even bigger problems with TOPKAPI_PALACE – it even has triple and quadruple entries in the table plus 2 empty entries (+1 faith for nothing)

All of the above I can fix. I love EE and would like to see it working with CBP/VP, but I need to do some more thinking :)

BTW, I will also take a look at phantomax's changes - maybe some of them I can recover.
 
Well the Wonders that do have Defensive bonuses will also need to be looked at.

Btw, the GP% bonus of Manor isn't even coded into Enlightenment Era.
 
Interesting, there's another modder willing to work on it.

My advice is that you don't work yourself too hard and give yourself two phases of modding: "playtime" with your mods and "testing" with your mods. People tend to fade into the shadows when they're stuck in one phase... as seen from experience.
 
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I have created a new version with some fixes and changes (attached).
List of changes:
  • Corrected Archaeology and Fertilizer connections (post #25)
  • Corrected Salon and Academy descriptions (post #25)
  • Corrected Wat Phra Kaew and Topkapi Palace (post #26) - now singular entries only
  • Changed Carrack to be able to access ocean (Caravel can and its earlier) and have 24 CS, 5 moves (melee is always +1 move better than ranged from the same Era). Now the Naval Melee line is as follows: Trireme -> Caravel -> Carrack -> Corvette (Ship of the Line) -> Ironclad with parameters: 12/4 -> 18/4 -> 24/5 -> 30/5 (35/5) -> 40/5.
  • Ship of the Line must be built - its stronger, uses Iron and retains Flagship and ExtraSight promotions.
  • Changed a little Galleon and Great Galleass params to be more aligned; Galleon is 25 RCS @2, so the line goes Dromon -> Galleass -> Galleon -> Frigate -> Cruiser and ranged strength: 13 -> 20 -> 25 -> 30 -> 45.
  • Great Galleass couldn't be as strong as Galleon, so I've changed it to: 13 CS (-2) and 23 RCS (-2).
  • I managed to return to VP's version of England UU :) I really liked the Logistics for a ranged naval unit. So, now England has First Rate ship 22 CS, 4 moves, 30 RCS @2, Logistics, Flagship and Extrasight promotions. Replaces Frigate as in VP.
  • I've added Anti-Mounted promotion for Line Infantry (Tercio and Fusilier have it).
  • Light Infantry (see post #26) is now fully Archery Line (was Mounted Ranged). Musketman upgrades to Light Infrantry and LI upgrades to Gatling Gun.
  • I've disabled duplicated Field Gun entry in Civilopedia.
  • Little tweak to Defensive buildings. Bastion and Arsenal come very close to each other, but Bastion is first and very long time after castle. So, Bastion is stronger (15 def, 150 hp), Arsenal weaker (10 def, 100 hp) and Military Base little weaker (20 def, 150 hp). This way, in total you get THE SAME amount of Def and HP as in VP. There's no reason to make cities stronger because there are no stronger units in the game.
  • I have tweaked Technology costs to better support historical periods when EE is included; EE in general was a short period (~1 century), so the techs cannot be very expensive at that time.
Anyone willing to give it a shot? :)
 

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I ve got a few more ideas for a better alignment of EE and VP. In general Wonders from EE are not so great, some of them are not worth the price. Ideas:
- Torre del Oro - maybe could provide 1 or 2 additonal Trade Routes,
- Tower of Buddhist Incense - maybe could be a National Wonder (need to remove Manor(all) req)
- Versailles – could also start immediately WLKD and GA or some Culture/Tourism boosts
- Fassil Ghebbi – only one city affected; could be „some strength and HP for all cities, units get +15% fighting bonus within 2 tiles of all cities"

Another thing: EE again changed Zoo into Theatre, so now there are 8 culture-oriented buildings and 5 "boredom" ones. I think the Theatre should be Zoo again, with Jungle/Forest bonus and boredom decrease. Menagerie can still be "a better zoo" with Science profits, as in EE. Gallery could use additonal culture and be a prereq to Museum - now there's no big incentive to build it. This way there would be 3 lines:
- Culture line: Monument -> Amphitheater -> Opera House
- Culture/Tourism line: Gallery -> Museum -> Broadcast Tower
- Boredom line: Arena -> Circus -> (Tavern?) -> Zoo -> Menagerie -> Stadium

So, what do you think?
 
Another thing: EE again changed Zoo into Theatre, so now there are 8 culture-oriented buildings and 5 "boredom" ones. I think the Theatre should be Zoo again, with Jungle/Forest bonus and boredom decrease. Menagerie can still be "a better zoo" with Science profits, as in EE. Gallery could use additonal culture and be a prereq to Museum - now there's no big incentive to build it. This way there would be 3 lines:
- Culture line: Monument -> Amphitheater -> Opera House
- Culture/Tourism line: Gallery -> Museum -> Broadcast Tower
- Boredom line: Arena -> Circus -> (Tavern?) -> Zoo -> Menagerie -> Stadium

So, what do you think?
Divide the roles. If you're thinking of taking the Enlightenment Era Compatibility on a bigger role, you should make your own thread so it doesn't get hijacked from this thread.
 
Access to the EE Field Gun is available at the start of the game.
Theatre has Tourism on Forest. And thus the Menagerie doesn't do much.


The Light Infantry's Skrimish should not be kept on Upgrade.
The Gallery could have a Base Yield of Tourism like the Arena.
The Drydock could also provide a % increase to ship construction.

Swap the Red Fort and the Fassil Ghebbi. Red Fort give too much Strength for it's time.

Torre del Oro: another Wonder giving TR's is good.
Tower of Buddhist is a National Wonder. Maybe increase the Culture.
Versailles: +% Tourism during WLTKD.
Kronborg: Makes Great Admirals stronger.
Fasil Ghebbi: How about more HP to Cities and and better Ranged Attack. Or some Yields to Walls line of buildings.


[I feel the Bastion ought to come earlier and put in another Artillery (in place of the EE Field Gun), but that would require a recalculation of Unit Strength.]
 
1-In language INSERT INTO instead of UPDATE ?

[213963.859] Invalid Reference on UnitPromotions.PediaEntry - "TXT_KEY_PROMOTION_CBPEE_FASIL" does not exist in Language_en_US
[213963.859] Invalid Reference on UnitPromotions.PediaEntry - "TXT_KEY_PROMOTION_CBPEE_SKIRMISH" does not exist in Language_en_US
[213963.968] Invalid Reference on UnitPromotions.Help - "TXT_KEY_PROMOTION_CBPEE_FASIL_HELP" does not exist in Language_en_US
[213963.968] Invalid Reference on UnitPromotions.Help - "TXT_KEY_PROMOTION_CBPEE_SKIRMISH_HELP" does not exist in Language_en_US
[213964.062] Invalid Reference on UnitPromotions.Description - "TXT_KEY_PROMOTION_CBPEE_FASIL" does not exist in Language_en_US
[213964.062] Invalid Reference on UnitPromotions.Description - "TXT_KEY_PROMOTION_CBPEE_SKIRMISH" does not exist in Language_en_US

2-Gatling gun upgrading two unit ( Light inf and musketman ).

3-Longswordsman upgrade to Tercio and 2hswordsman.
 
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[I feel the Bastion ought to come earlier and put in another Artillery (in place of the EE Field Gun), but that would require a recalculation of Unit Strength.]
Napoleon Gun ? 12-Pounder Gun !
Combat = 17, RangedCombat = 35, Cost = 450, FaithCost = 250, PrereqTech = 'TECH_EE_FLINTLOCK', ObsoleteTech = 'TECH_RIFLING', GoodyHutUpgradeUnitClass = 'UNITCLASS_FIELD_GUN'
 
I would be interested in seeing a version that uses all of the techs instead of combining some of them.
 
@Skaz EE doesn't have so much content as to fill all techs. That's why 8 is left - it's ok becuase this Era lasted approx. 100-120 years. Important thing is that all buildings, wonders and unique units are integrated.
 
New version attached. corrected everything except Wonders - need to think about them a little. Also started playing to test it :)

v8 changes:
- Reorganized a little item placement in tech tree e.g. Torre del Oro is in Navigation, Uffizi is in Humanism (what was it doing in Economics?), Light Infantry is later @ Fortification - necessary for a proper lead time for Musketmen, additional TR in Economics now is in Exploration (again, in Eco was too close to Manufacturing one)
- Field Gun is BACK; I've noticed that it uses a different model than VP so it would be a shame to not have it in the game; anyway, VP model is little more modern, so I've decided to leave Field Gun in EE and rename VP's FG as Howitzer. It was a type of XVIII-XIX cent. guns, quite similar to the model. More in Civilopedia :) So now we have: Cannon -> Field Gun -> Howitzer -> Artillery. The idea for 12-pounder was also good but they were mostly used around mid-XIX cent. so little to late
- Zoo is back with same params as in original VP; the path is Arena->Circus->Zoo->Menagerie->Stadium; Tavern can be built separately; Zoo gives tourism from forest/jungle, Menagerie gives science
- Gallery is boosted a little; it gives 1 culture per 6 pop and boosts Artists by 10%; Museum boost is lower (20%), so in total they are similar as in VP; you need Gallery to build a Museum
- Torre del Oro now gives 1 additional Trade Route

v8 bugs/fixes:
- Janissary upgrades to Line Infantry
- Field Gun is NOT available at the start of the game :)
- Light Skirmish promotion is only for LI, not kept when upgrading
- Civiliopedia entries corrected

Now I'm gonna play. Started some random game as Ghandi and at T40 DOWed by Attila. Damn. Took me 80 turns to conquer his 3 cities and only then he made peace.
 

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This ?

INSERT INTO Unit_BuildingClassPurchaseRequireds (UnitType, BuildingClassType) SELECT 'UNIT_EE_FIELD_GUN','BUILDINGCLASS_ARMORY';
INSERT INTO Unit_BuildingClassPurchaseRequireds (UnitType, BuildingClassType) SELECT 'UNIT_EE_CARRACK','BUILDINGCLASS_HARBOR';
INSERT INTO Unit_BuildingClassPurchaseRequireds (UnitType, BuildingClassType) SELECT 'UNIT_2HANDER','BUILDINGCLASS_ARMORY';
INSERT INTO Unit_BuildingClassPurchaseRequireds (UnitType, BuildingClassType) SELECT 'UNIT_EE_GALLEON','BUILDINGCLASS_HARBOR';
INSERT INTO Unit_BuildingClassPurchaseRequireds (UnitType, BuildingClassType) SELECT 'UNIT_EE_LINE_INFANTRY','BUILDINGCLASS_ARMORY';
INSERT INTO Unit_BuildingClassPurchaseRequireds (UnitType, BuildingClassType) SELECT 'UNIT_EE_SHIP_OF_THE_LINE','BUILDINGCLASS_HARBOR';
INSERT INTO Unit_BuildingClassPurchaseRequireds (UnitType, BuildingClassType) SELECT 'UNIT_EE_ENGLISH_FIRST_RATE','BUILDINGCLASS_HARBOR';
INSERT INTO Unit_BuildingClassPurchaseRequireds (UnitType, BuildingClassType) SELECT 'UNIT_EE_EXPLORER','BUILDINGCLASS_ARMORY';
INSERT INTO Unit_BuildingClassPurchaseRequireds (UnitType, BuildingClassType) SELECT 'UNIT_EE_SKIRMISHER','BUILDINGCLASS_ARMORY';
INSERT INTO Unit_BuildingClassPurchaseRequireds (UnitType, BuildingClassType) SELECT 'UNIT_EE_UHLAN','BUILDINGCLASS_STABLE';
INSERT INTO Unit_BuildingClassPurchaseRequireds (UnitType, BuildingClassType) SELECT 'UNIT_EE_UHLAN','BUILDINGCLASS_ARMORY';
 
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