Enlightenment Era for VP (4.22)

I got lost somehwere -- which tech are you asking for Galleon to be at, Exploration?

The production-moving is on the Medieval Buildings, but I won't be reverting the swap of their positions and related balance alterations.
I have put these changes in a separate file called Windmill_Workshop_Swap.sql, which you can delete if you want to play without this change.
As you say, the mechanization of the mill is represented as the Cloth Mill.

Lincorne, the Russian UU, its at metallurgy currently and ties to the howitzer. I think jarcast2 tied it back to the field gun but in its vanilla state is immensely op.
This part I haven't changed from the 4UC !Compatibility that was already there. It should replace the Field Gun (Cannon) at Fortification and upgrade to the Howitzer. It does in my game,
Spoiler :

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I'm so excited to try this! The game stops being as fun for me when its gets to airplanes, so anything that postpones that for instead more flavorful stuff is a delight!

I did notice though, that the Salon France gets in 4UC is still at Architecture meaning its 4 tech lines before the Museum now. I think it should be moved to Acoustics or Romanticism.

Also the Russian Licorne is maybe where its supposed to be for me, replacing the Field Gun. The catch is Field Gun is Strongholds and Lincorne is Flintlock. But that's the same column, so maybe that's the intentional idea? Or maybe I need to reset something? Idk. I'm def not getting it at Metallurgy or Howitzer power level, that might be another mod.
 
Ok, I reloaded, and ignore my previous post. Licorne is now on Strongholds, not Flintlock. Salon, meanwhile, replaces Gallery not Museum. Not sure why thinks didn't work right at first, but they seem to be now. Oops!
 
I got lost somehwere -- which tech are you asking for Galleon to be at, Exploration?

The production-moving is on the Medieval Buildings, but I won't be reverting the swap of their positions and related balance alterations.
I have put these changes in a separate file called Windmill_Workshop_Swap.sql, which you can delete if you want to play without this change.
As you say, the mechanization of the mill is represented as the Cloth Mill.


This part I haven't changed from the 4UC !Compatibility that was already there. It should replace the Field Gun (Cannon) at Fortification and upgrade to the Howitzer. It does in my game,
Ok, I reloaded, and ignore my previous post. Licorne is now on Strongholds, not Flintlock. Salon, meanwhile, replaces Gallery not Museum. Not sure why thinks didn't work right at first, but they seem to be now. Oops!

Hey there yes I'm asking could the Galleon be at Exploration. Or I'd like to learn how to do it correctly, por favor.

Also I'm not sure why my game has the Lincorne in the wrong spot please help. Thank you!

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I don't think I can help, the first two times I loaded, Licorne was at Flintlock for me, but it was never at Metallurgy, so I don't know. Sorry!
 
Perhaps your 4UC compatibility file has some error in it? Try redownloading from the OP.
If you want to change the unlock on Galleon then at the very top of EEVP_Units.sql you can see the 'TECH_NAVIGATION', change that to 'TECH_EE_EXPLORATION'
You might also want to change the costs, that's in CostSweeps.sql near the very bottom.

I have to think a bit about whether this should happen.
On the one hand the gameplay is the same as how Trireme comes along and destroys Liburna 1v1. The 3-column delay between ranged ships then nicely joins up at second-tier Industrial with those ships. I suppose if a new boat is introduced (Torpedo Boat) then that could come to Steam Power and avoid a 4-column delay, which is too long imo.
On the other hand Galleon feels more like a Renaissance thing, historically. Spanish Armada and all that.

Edit: I made the above changes, moving Menagerie to Strongholds to keep the tech load balanced
Note also slightly increased policy costs and gold maintenance on later buildings increases earlier
@The Ayyubid
 
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I also ran into the 1 turn technology cost bug that is discussed in that thread:
forums.civfanatics.com/threads/science-bug.698608
Started in the beginning of the enlightenment era, most civs were affected including me. Setting the accumulated science to 0 using firetuner helped for 1 AI civ but not me or others. Running VP 4.22, research agreements active.
 
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Playing it currently with the Galleon change and it feels great! Thank you! The Lincorne bug is fixed as well.

I also was thinking of the Spanish armada.

 
Ok that's quite a bit more than I'm seeing! Are you also on a slower speed?

I'm getting ideology mid-to-late Industrial, which is a bit sooner than I'd like, and the Enlightenment Era policy tree (previous Industrial) unlock a bit earlier than I would like (though this is related also to tech costs and culture/science balance on the civ one is playing, atm I'm Netherlands with changed UA, so culture-heavy).
My first game was on marathon speed but my second game was on standard. For what it's worth, I was quite a bit ahead of the AI in policies, which I think mostly came from popping great writers for culture. That being said, it seemed like the other successful AIs were at least opening their second industrial era branch before the start of the industrial era. That being said, I was on v13. Next time I'll try v15.
 
popping great writers for culture
I think something should be done about their balance even in base VP.
Here, the longer game gives more time to accumulate :greatwork: Great Works, which in turn makes the time for strong bulbs greater.
As Arabia with Tradition/Artistry I was getting pretty crazy Writer bulbs and if I had been able to Faith purchase them I would have gone to the moon!
I favour the suggestion (I think of @Flamingcheesepie?) that they should give a +% modifier to output whose duration scales instead of strength. This way you can in principle enter "permanent bulb" similar to permanent golden age, but the power cant run away from you.
An easier change is to reduce the scaling part (and increase the base to compensate) so
Code:
BaseCultureTurnsToCount = 5,
ScaleFromNumGWs = 3
Make these like 8 and 1 or something.
Off topic for this modmod :)

P.s. hopefully fix for the science issue
 
Playing EE for the first time, among many, there's one thing i like a lot - so many buildings that give 1 of each yield per 6 population. This causes population to be more valuable than in normal VP which is a good thing imo. It's because in VP there are so many buildings that give flat yields that growing cities a lot by focusing on food, farms etc is often not worth it, since cities can be strong with low pop.
 
Playing EE for the first time, among many, there's one thing i like a lot - so many buildings that give 1 of each yield per 6 population. This causes population to be more valuable than in normal VP which is a good thing imo. It's because in VP there are so many buildings that give flat yields that growing cities a lot by focusing on food, farms etc is often not worth it, since cities can be strong with low pop.
Absolutely vital for my OCC runs fr fr
 
Looks Fantastic !
Thanks for all those great mods.
I’ll wait for 4UC integration before testing as I’m a bit lost with compatibility when mixing mods. Can’t wait
 
would you take a crack at future world?
I can't see myself doing that at the moment, soz.

if EE works in multiplayer?
I don't think there's any reason why it wouldn't. You just have to package it up in the modpack with the other mods
 
Updates, see new (non italic) entries in changelog below.
The 4UC compatibility file now correctly obsoletes Yellow Brow at Rifling rather than Replaceable Parts.
Highlight here is the art define on the Carrack, which had been really annoying me!!

------------------
-- v15
------------------
Buildings
--Menagerie moved later to Strongholds
--Removed Village bonus from the Manor
--Changed GAP to Food on Border Growth on Manor
Didn't work and the Food notification from Smokehouse is becoming worthless
--Seminary and Polytechnic special yields no longer scale with Era (GG Points now at 10, Science at 15)
--Seminary and Polytechnic now have Strategy text

Wonders
--Versailles changed Monuments and Amphitheatres to Menageries

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

--Carrack now have a zoffset (hover height) of 2, so they aren't underwater anymore!

Cost Sweeps
--Policy costs increased slightly
--Wonder Policy requirements shifted 1 earlier in late Renaissance, Enlightenment, and Industrial
--Gold Maintenance starts to increase a bit earlier (now 4 in whole Enlightenment, was 3)
 
I suggest to adjust the Tower of Buddhist Incense to not require the Summer Palace in the city but anywhere in the empire so to ease the constraints otherwise AI will never build it.

Code:
INSERT INTO Building_ClassNeededAnywhere
        (BuildingType, BuildingClassType)
VALUES    ('BUILDING_SUMMER_PALACE', 'BUILDINGCLASS_EE_SUMMER_PALACE');
 
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