[Extension] Enlightenment Era for VP (5.0)

Yeah it's a challenge.
Generally my AI games with that setup (tweaks+EE) go all the way to Info era. My most recent game before adjusted tech curve that went to victory screen ended in early Atomic, but tech there felt like too much of a slog.
In base VP+4UC AI games are ending between 300 and 350, which there is also around Modern I think?
But of course all this depends on if you get runaways and mapscripts and so on.
In my ideal world, all games go to the Info Era.
But the key indicator I think is pacing -- do eras feel long enough?

P.s. @Brackenspore I am in negotiations to obtain this icon from Jarcast for the Manor. The last one you posted is already in VP, it is the Hall of Honor iirc.
Yeah. I can imagine it’s a tricky thing to balance. Era length feels fine to me. Maybe culture is a little bit OP but as you say the early victories could be just a function of how the maps play out .
Are you planning on updating your tweaks and enlightenment with VP5.0?
 
Yes everything will get 5.0 compatibility.
EE will get the Grenadier Unit and art upgrades.
Tweaks has some new new buildings on the way.
And then we have the [REDACTED] ;)
 
I've played a game with the Grenadier unit now.
It feels quite fun. It certainly feels more varied when there is a strategic resource melee alongside the more defensive "pikeman" line; the way they are staggered in tech also gives nice texture.
It could be further extended into the later eras but that's out-of-scope for EE imo.

I'm releasing the final pre-5.0 version.
As has been requested here and elsewhere, I'm reverting the Longsword icon to the RER version from previous. The Greatsword icon remains, so the old Longsword icon is currently unused.
In Dragoon-land, I've removed any changes to Cossack -- it's now as it is in default VP with no meddling. The motivation is because Hussar is at the same place and just much worse! Stronger unit should come later.
These are the notes:
Spoiler :
----------------
-- v17
----------------
Compatibility
-- Renamed Humanism policy to Patronage (using vanilla Branch description) to avoid conflict with the new tech
-- Fixed problems in the Workshop/Windmill rewrite
-- Sword UU now properly obsolete at Chemistry (not Gunpowder)

Art Management
--Combined Howitzer and Bombard into enlarged EE atlas
--In EEVP_Other.sql the RER Longsword icon swap is readded (see lines 44-47)

Buildings
-- Moved the Merchant and Diplomat +20% rate from Polytechnic to Manor
reduced power of Polytechnic relative to Seminary a little, increased power of Manor
-- Included the Public School in the Buildings which get Resource bonuses
allows more sensible number of bonuses on some overpopulated buildings
- Has Maize/Rice/Wheat and Cow, representing agricultural education
- Has Citrus: was given to children sometimes... it's really fascinating to read about attitudes to fruit around this time, strongly recommend
- Has Amber: role in natural history education
- Of note: Marble was moved to Workshop (early) as it cannot be a monopoly Lux

Units
-- New strategic resource unit of Grenadier added at Warships (renamed Magazines with text update)
has 42 strength (4 more than Fusilier similar to Tercio vs Greatsword)
- Has ranged support fire instead of 2hander promo (the Zulu Impi promo, which is lost on upgrade)
Current name "Projectile Engagement"
- Upgrades from Greatsword, and upgrades into WWI Infantry ("Rifleman" in game), 3 column delay both times
This delays the merging of the anti-mounted line to the era they disappear.
- Musketeer and Doppelsoldner upgrades updated (were incorrect before, also)
-- Reverted Cossack to Cavalry (as in base VP, not earlier EE) to unstack with the Hussar
-- Hussar text updated to reflect the fact it is a Dragoon
-- Adventurer need a Tavern to purchase
like how Explorer need a Harbor
-- Drydock yield bonuses increased to +2 (from +1)
 
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Started on 5.0 compatibility. There were too many things to finish in one sitting. Will hopefully post tomorrow.
 
Waiting for this so I can make my mod compatible with this.
 
Ok, we have lift-off.
No database errors and AI game gets to Industrial Era without blowing up.

I have probably missed things in the merge, so please let me know if you notice anything!

This update also includes a new model for Longswordsman that I have reskinned to better match their icon. Remember if you don't like any of these art changes you can revert them in the EEVP_Other.sql.
 
Small update to fix some text issues like Harquebusier name and various Help text still showing.
 
Trying to start a new game with the full hokath mod collection including newly released Cultural Components 5/6 mod

Galleon seems to upgrade straight to Cruiser, even with EE
Also, more CC uniques could shift over to the Enlightenment Era, for example (Celtic) Highlander could replace Marksman instead of Gatling Gun
 
Galleon does upgrade to Cruiser, yes. It's intended the "can move after attacking" unit coexists with the "warship" unit.
Later, I'd like to actually give them different promotions and/or combat classes (like this capital ship line that is a separate mod)

You're right we can move things in principle. The Highlander though I wanted to be in this Industrial Era slot -- the unique promotion it gains is a play on the gatling gun "suppressing fire".
 
Yes 5.1 is a bugfix version and won't affect compatibility of any mod (from 5.0) as far as I can see
 
Will this work if I'm playing VP 4.22?
As far as I know you need to backdate to the version meant for VP 4.22. When I get home today I mean to make a post about my zip of mods that worked together until the end of 4.xx
 
I spent an incredibly boring session today trying to find better ship models, because as you may notice the EE currently has some duplicates (Armada and Galleon, Carrack or Frigate and Corvette)
CAYM had a nice one for the Spanish Armada so I've imported that one, and then I found a single-deck of guns version from civ IV that was imported for the Corvette. I still need to repaint the sails.

I've also removed all this torpedo boat compatibility stuff. Now, Galleon again upgrades to Frigate and its all normal. The fact that Galleons are often better than Frigates (or equivalently for Galleass in the base mod) should be solved elsewhere.
Since these are not savegame compatible I've incremented the version number:
Spoiler :

----------------
-- v19
----------------
Compatibility
-- Torpedo boat stuff removed.
We should follow the convention that big mods do not reference small mods to prevent cyclic dependencies (CTD)

Units
-- Galleons now upgrade to Frigates
Too confusing to upgrade to Cruiser, especially since it is now at Exploration
We could delay the ObsoleteTech but it's better to be consistent I think, and fix the issue elsewhere

Art
-- Armada now has unique model (was same as Galleon)
-- Corvette now has unique model (was either same as Carrack or "Privateer", which is a Frigate with a jolly roger)
 
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