Enlightenment Era for VP (4.22)

hokath

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Carrying on the work of Infixio, CAYM, and others
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ENLIGHTENMENT ERA
DOWNLOAD
When 5.0 (4UC) is released we will have a big compatibility update, before that please download the MUC-VPEE.sql from the dropbox and place it in the !Compatibility folder of 4UC.

POLICY COST SCALING
An important goal of this updated Enlightenment Era mod is to address the fact that: if we add a new set of techs, Policy :c5culture: costs must also increase. Otherwise we get the dubious situation where people are getting Ideologies before the Industrial Era and filling out the tree long before the end of the game. This is also important because the number of unlocked Policies has a determining role in game balance.
The DLL specifies the functional form for the :c5culture: cost of the next Policy. I've changed the parameters to increase costs whilst leaving the earliest Policies the same to avoid disrupting early game balance. Using some basic optimization in combination with Vern's recent game data, the values I have arrived at are

50 + (4n+0.2)**2.22 --> 65 + (3.107*n)**2.46
The function is not particularly flexible. In the future, DLL changes could be made to better tune the curve.
Note, Tech costs are simply set on a tech by tech basis. This curve was already changed in previous EE versions and I have updated it to modern VP values (which are significantly different).
The end result is, as adding a new Era should, that the game lasts many turns longer.
It also means Cultural Victory requiring 2x T2 Tenets is no longer a trivial requirement


Features
A NEW ERA AND 9 NEW TECHS
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10 NEW WONDERS

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9 NEW BUILDINGS
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REDESIGNED RENAISSANCE BUILDINGS
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9 NEW UNITS
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EXISTING UNIT ART IMPROVEMENTS

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VERSION CHANGELOG
Spoiler :
Code:
-----------------
v13 (Hokath)
-----------------
Pre 5.0 update
Techs
- Reordered the tree to respect dates and optimize links
- Removed all badly-displayed "2-row prereqs" (un-VP-like)

Printing Press-------Humanism------Sovereignty-----
                        X                         X                          |----Acoustics-----------Romanticism--
Banking----------- Architecture------Economics-------                             X
                     X                        X                             |----Scientific Th'y-----Railroad-----
Astronomy-------------Optics---------Strongholds-----                               X
                         X                       X                           |----Manufacturing-------Steam Power--
Gunpowder----------Exploration-------Navigation-----                               X
                        X                        X                           |----Warships------------Rifling------
Chemistry-----------Metallurgy-------Flintlock-----------

- Introduced the Optics Tech (TECH_EE_REFRACTION) with Astronomy Icon and Quote.
- Added new Icon and Quote to Astronomy referencing Islamic Golden Age, pre-telescopes
- Renamed Fortification to Strongholds to avoid overlap of game terms
- Moved some Yield increases and added new ones for Citizen Specialists (total +1 Food/Science/Culture/Faith)
- Moved Railroad Town bonus to Acoustics and Village bonus to Romanticism to unstack the Tech
- Moved a Quarry bonus from Industrial to Optics (represents lens manufacturing)
- Moved Map Trading to Navigation (from Military Science)
- Extra trade routes are at Exploration and Warships

Buildings
-- 1 yield per 6 Citizens on
 -Menagerie: Tourism
 -Cafe: Food
 -Seminary: Faith
 -Polytechnic: Science
 -Weigh House: Gold
 -Cloth Mill: Production
 -Opera House: Culture (no 5% anymore)
-- Menagerie (re)added with updated icon. Line goes Circus->Menagerie->Zoo
  -250 Tourism on complete
  -1 less Boredom
-- Academy renamed Polytechnic to avoid overlap with the Improvement
  -10% reduction to Gold purchase cost in City
  -Gain 10 GG Points and 20 Science when you discover a Technology, scaling with Era
  -20% GE, GS, GM, GD rate in City
-- Newly introduced Seminary, exclusive with the Polytechnic (Humanism)
  -+5% Missionary Strength on Empire
  -Receive 10% Faith purchase refund in this City
  -Gain 10 Faith and 20 Tourism when you discover a Technology, scaling with Era
-- BUILDING_EE_SALON changed to the Cafe (Navigation)
  -20% GWAM rate in City
  -1 less Urbanization
-- Tavern moved to Exploration, changed as
 -Gain 15 Gold and Tourism from Pillage, scaling with Era
 -Recon Units +30 XP
 -+15% Production to Recon Units
 -Requires the Harbor (Coastal)
-- Manor rebalance
 -+1 Happiness
 -+20 GAP on Border Expand, scaling with Era
 -10% of all Gold purchases converted to GAP
-- Public School rebalanced
 -Reduced to 1 Science per 4 Citizens (was 2)
 -Gain 25% Science output when a Citizen is born as a boost
-- Broadcast Tower to 1 Culture/Tourism per 4 Citizens (was 2)
-- Weigh House (Economics; Bank->Weigh House->Stock Exchange)
 -+2 City/+1 Owner from International Trade
-- Cloth Mill +1 Gold from River tiles
-- Stock Exchange to 1 Gold per 4 Citizens (was 2)
-- Expanded the Cloth Mill Luxury boosts
 -All Resources receive +2/3 yields (depending on the yield)
 -Tavern: Cow/Fish/Cereal
 -Menagerie: Horse/Banana/Ivory/Whales/Coral
 -Cafe: Cinnamon/Citrus/Cocoa/Coffee/Tea/Sugar
 -Manor: Deer/Jade/Amber/Pearls/Lapis/Incense
 -Opera House: Crab/Wine/Truffles/Olives/Marble
 -Weigh House: Gold/Silver/Copper/Gems/Salt
 -Cloth Mill: Sheep/Dye/Cotton/Silk/Furs
 -Gunsmith: Coal/Iron
--Gunsmith
 -No bonus XP
 -10% Science from Production on Unit Train (up from 5)
 -+2 Production and Science
--Windmill moved to Machinery
 -loses +15% to Buildings
 -+1 Production to Forest
 -+1 Production and Gold to Farms
 -+2 Food to Stables and Apothecary (was +1 to Granary and Apothecary)
--Workshop moved to Architecture
 -Gain 25% Production output as instant boost when a Citizen is born
 -+15% Production to Buildings
--Grocer changed to Apothecary (incl. new icon)
 -1 Faith, 25% Faith output as boost on new Citizen
 -+1 Science and Faith from Marshes
 -10% Food kept (down from 15%)
 -+1 Happiness removed (moved to Manor)
--Gallery +1 Culture and GAP to Manor, Menagerie and Cafe in the City
--Zoo (Romanticism) +1 Culture from Camps
--Hotel
 -+1 Gold and Tourism from Snow and nearby Mountain
 -33% Nearby Culture to Tourism (up 25%)
 -Tourism from Trade Routes (from Zoo)
--Observatory no longer requires a Policy (which now gives 25% GPP rate in GA)
 -1 Scientist Slow
 -4 Science at Optics Tech
 -1 faith from buildings tha must be purchased with Faith
 -25% Sea Trade Route range (Harbor reduced to 25% from 50%)
 -+1 Science and GAP from Harbor
 -+3 science from Atolls (and +1 from 2 Mountains in range)

Wonders
-- Topkapi Palace buffed
  -2 Art/Artifact Slots
  -Themed with 1 Art, 1 Artifact from Consecutive Eras and different Civs for +8
  -+3 Science and production if Themed
  -Comes with a Free Artifact
-- Versailles redesigned
  -Free Gallery in the City
  -+2 Gold from all Monument, Amphitheater, Gallery, and Opera House in the Empire
  -10% of Gold in Empire converts to Culture
-- Wat Phra Kaew rebalanced
  -+2 Science from Temples and Seminaries (was Shrines)
  -+2 Faith and Tourism from Holy Sites in the Empire
  -Free Stupa in the City
-- Changed Kaiserreich with The Royal Society (Scientific Theory)
  -Gain a Free Great Scientist.
  -+2 Science from all Universities, Polytechnics, and Research Labs.
  -+2 Science and Golden Age Points from all Academies in the Empire.
-- Changed Lowell Mills with Derwent Mills (Manufacturing)
  -Provides a Free Cloth Mill in the City.
  -+2 Gold from Cloth Mills, Seaports, and Coaling Stations in the Empire.
  -+2 Production and Golden Age Points from all Towns in the Empire.
-- Sistine Chapel grants 2 Faith and Tourism to Seminaries in the Empire
-- Tower of Buddhist Incense and Summer Palace name swaps. Summer Palace (national wonder) is prereq for Tower
-- Summer Palace no longer affects Religious Unrest, grants 2 Tourism to Menageries in the Empire.
-- Chartered Company moved to Economics, Great Cothon changed to be Ironworks replacement instead

Units
--Pioneer moved to Astronomy
--Pirates reverted to Explorer (removing Captain Jack Sparrow)
--Two-handed Swordsman at Chemistry has Greatsword model and icon, no Cover I
--Tercio renamed Pike-and-Shot, loses Field Works
--Impi gains 33% against Gun Units (up from 25) and Cover I
--Yellow Brow gains Formation II
--German Landsknecht renamed to Doppelsoldner, replaces the Two-handed Swordsman
--French Musketeer replaces the Two-handed Swordsman (cost Iron)
--Carrack at Exploration (Renaissance)
--Galleon at Navigation (Enlightenment)
 -Can Move after Attack
 -Reduced to 1 Range
 -Upgrades to Cruiser (Torpedo Boat with modmod)
--Dragoon and UNIT_EE_SKIRMISHER (now "Marksman") to Manufacturing

Misc
--Policy costs increased to account for additional techs and yields
50 + (4n+0.2)**2.22 --> 60 + (3.34*n)**2.4#
--Additions to Industry Policies removed (too strong)
--Steam Power gives +3 Gold to Fresh Water Villages
--Fertilizer gives +1 Food to non-Fresh Water Farms
  Together, with Railroads, these change the optimal distribution of Improvements
  Giving Workers stuff to do and changing the look of your Empire

4UC
----Buildings
--Moroccan Riad 50% Nearby Culture to Tourism (up from 25->33%)
--French Salon now replaces Gallery
--German Beer Hall replaces the Tavern
--Indian Qila replaces the Bastion Fort
 -Gain 2% progress to a Great Artist when you complete a Building
 -No bonus City HP
----Units
--Korean Turtle Ship replaces the Carrack (Strength of a Privateer)
--Spanish Armada replaces the Galleon (i.e. a ranged ship)

Bugfixes
-- fixed Bombard skin being broken (ty Jarcast)
-- fixed a number of tooltip errors

-----------------
v14
-----------------
Techs
--Fixed an error where Optics was an Enlightenment Tech in the database
--Moved +1 of the +2 Production on Mines from Steam Power to Fortifications
  There was a long period where isolated Lumbermill was dominating Mine handily

Buildings
--Windmill now has the enables Production ITR from Workshop so it stays in the same place
--Windmill Lake bonus lowered to +1 Prod/Gold (was +2)
--Workshop gains +1 Prod/GAP to Stone (resource was overlooked)
--Manor
 -gains +2 Gold/+1 Tourism to Lakes
 -gain +1 Prod/GAP from Villages
 -Loses 10% Investment to GAP (it was too much, one of the largest sources)
 -Fixed Lapis yields (had too many)
--Opera House
  gains boost to Tobacco (was overlooked)
  reduced Marble yields by 1 (considered moving to Workshop but want to keep that modular)
--Added Bison to Menagerie (resource was overlooked)
--Fixed Seminary having Polytechnic's tech discovery effects also
  Then changed Seminary and Polytechnic tech discovery to on-birth, as popup was overloaded
--Fixed Zoo text incorrectly missing Forest/Jungle boosts
--Fixed typo that made Observatories' Harbor bonus global
--Drydock now also gives +1 Prod/Gold to Harbor/Tavern/Seaport

Wonders
--Versailles 10% global conversion changed to 15% just in that City.
--Derwent Mills text was incomplete

Units
--Frigate costs 1 Iron and has 28/36 stats, up from 26/35
--4UC Compatibility has Baochuan as Galleon to better fit the historical era (and still be ranged)
--Dutch Sea Beggar combat fixed and text upgraded to reflect

Cost sweeps
 -Moved to separate file for ease of access
 -Wonder Prod and Policy costs harmonized with More Wonders
 -Building Prod costs smoothed (and overall increased) and Gold Maintenance adjusted
 -Unit costs moved to sweeps and smoothed. Removed some outliers like Field Gun (Howitzer) being abnormally expensive

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-- v15
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Buildings
--Menagerie moved later to Strongholds

Units
--Galleon moved earlier to Exploration (Renaissance)
--If Torpedo Boat is enabled it is brought earlier to Steam Power
--Line Infantry now correctly receive Field Works Promotion

Cost Sweeps
 -Policy costs increased slightly
 -Gold Maintenance starts to increase a bit earlier (now 4 in whole Enlightenment, was 3)
 
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Yes but there are a couple weird things like Galleon has a strange art define and Two-handed Swordsman link is broken.
I have uploaded my version to the link so you can download and use/compare.
 
Wanted to try this modmod, but I get strange city build view and can't choose anything to build
 

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@AndreyK I see from the tooltip that you have More Wonders enabled. It may be that they are not compatible at the moment and we need to update. That's my best guess atm. Is there information in the logs? Maybe lua.log
 
It happens even without More Wonders.
I did some testing and it's caused by both Cities of Marble and Hokath's proposals.
Which is weird because I updated both to the latest version.
 
Hmmm ok. I will look into it later today. In the mean time if you can see anything in logs let me know.
I have the same problem.
Lua.log show this anomaly at the end of the log
Code:
[365984.187] Runtime Error: C:\Users\pgang\Documents\My Games\Sid Meier's Civilization 5\MODS\(3a) VP - EUI Compatibility Files\LUA\CityView.lua:1678: attempt to compare number with string
[365986.890] Runtime Error: C:\Users\pgang\Documents\My Games\Sid Meier's Civilization 5\MODS\(3a) VP - EUI Compatibility Files\LUA\CityView.lua:1678: attempt to compare number with string
Screenshot_2.png
 
Ok, the error is in the ancillary MUC-VPEE.sql file that goes in the More Unique Components mod.
It assigns a Tech text string instead of a number to the Combat of Korean Turtle ship.
Here's the fixed file.
 

Attachments

Pirates reverted to Explorer (removing Captain Jack Sparrow)
this used to be in EE?

is the line ship or w/e it was called still in this version? idk what kind of evolution it underwent since i last played -- i mostly missed CAYM's work due to it being locked to eui
 
the error is in the ancillary MUC-VPEE.sql file
Well found, I must have tried to fix this wrong prereqtech after testing was over. Apologies everyone, it should now be fixed in the dropbox files too.

this used to be in EE?
Yes, I took the CAYM version as the base for this so I can't tell you when it was added, but you can check the changelog in the mod it probably documents it?

is the line ship or w/e it was called still in this version?
No I took the EE Ship of the Line (different to English UU) and its upgrade, the Armored Frigate, out. These were copy-limited (I think 4?) and had the Carrier unit line.
For me, the Flagships of your navy are the Great Admirals. Frigates are already ships of the line. I guess the UU would maybe better be called a Man-of-war or First-rate. An Armored Frigate is an Ironclad (here, not even a ranged ship of course). To be honest the whole business of naval unit design (heavy ships, light ships, shallow drafts and so on) is a bit of a mess.
It's probably for a separate mod to iron it all out.
 
Yes, I took the CAYM version as the base for this so I can't tell you when it was added, but you can check the changelog in the mod it probably documents it?
was it just renamed explorers? did they have any pirate abilities etc?

No I took the EE Ship of the Line (different to English UU) and its upgrade, the Armored Frigate, out.
fair, though i did find this a notable part of EE, sought after if I was playing a naval game -- but I agree that it was an odd fit on its own -- i had a personal mod that redeployed it to be the first 2-range naval bombard unit, with all prior retaining the attack and move 1-range instead (ie frigate became the last 1-range attack-and-move). That would be my only suggestion for how it might fit.

For me, the Flagships of your navy are the Great Admirals.
struck me recently that this should be the basis of GA ability: to actually upgrade a ship into an era-specific 'flagship' -- ie in ancient GA in plot allows naval unit to upgrade to polyreme, which acts some slow, floating base... there tend to be these special, limited-production flagship-style vessels in the historical record from each era... anyway i digress, another mod perhaps
 
i had a personal mod that redeployed it to be the first 2-range naval bombard unit
I've effectively done the same but the Galleon is the last 1-range, with Frigate as the first true "Warship" with 2-range.
There's another upside to (us doing) this because with the Torpedo Boat you go all the way to Submarines. Currently that changes CombatClass of course, but you can imagine having them all the same Class and having some tech-dependent promotion options, like the Torpedo Attack promotion enabling a different line (the Torpedo line, of course) and blocking an older line (something to do with Sails). We can do this with the new 4UC table UnitPromotions_BlockedPromotions

GA ability: to actually upgrade a ship into an era-specific 'flagship'
You might struggle with finding enough models but the idea is a good one. We have in the 4UC the ability for expending the Zulu GG to give a boost of XP to the unit on that tile, don't we. You can do it like that too with a rename perhaps. If I remember, this is sort of how it was in Civ IV?
 
I've effectively done the same but the Galleon is the last 1-range, with Frigate as the first true "Warship" with 2-range
yeah this works for me -- there is something special about a flagship but can look at elsewhere

UnitPromotions_BlockedPromotions
aye this will be important to balancing certain trees

You might struggle with finding enough models but the idea is a good one.
later eras seem to have many but yeah, no wooden ships
 
Yes. EE used to move Coal earlier from Steam Power to Manufacturing, something like this.
However for reasons I forget (to do with Ancient Rome? something.) VP moved it earlier to Chemistry and I haven't touched that.
 
Update:
Working with Jarcast, have added new triggers to try to maintain compatibility with custom civs that add Workshop and Windmill replacements.
With Adan, have harmonized the WonderCost tables between EE and More Wonders.
Further, I have rebalanced Building Costs to account for increased game length. Later in the week I will try to do the same for Units
 
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