Era score, what is next on the list?

Gyrofalcon

Warlord
Joined
Nov 15, 2014
Messages
191
Hello, fellow CIV fans.

After I bought both R&F and GS now, I just got exposed to the Timeline and Era Score.
It is very difficult to manage what possible scores I can obtain in my next few turns, when Era countdown starts.
"If I upgrade my warrior to swordsman, will I be the first in the world or just my first swordsman-score?"
"Has anyone succeeded to sail around the world?"

I often use way more time then I should, trying to find the next +3, +4, +5 score. But I forget the Gossip log; So when the "AI has cleared a barbarian camp with swordsman", then I wouldn't be first in the world to upgrade

Is it possible to have help ingame in form of a overview list, where your achieved era score is "checked off" and possible era score points are listed open? Maybe in combinations with needed tech, civic, building, "combo" is necessary to be able to achieve the next score? Combined with news in the gossip-logs?

It's also difficult to stay on top of things, knowing what a specific unit must do, to achieve an eureka in a future tech / civic. This should also maybe be available in such a overview?

"You have build 2 out of 3 mines, to achieve eureka to Apprenticeship"

Also the Eureka pop-up is lacking info about what was the reason of the Eureka.
 
My mod-skills are not anyway near what is needed here, but any modder that will take this, I'll love to help out with the copy-paste work to take the list of era-scores, into the mod-files.
 
This would be, except for a single UI window to show results, a strictly Lua based mod. I know how to do it, it is simply a lot of work because there are a lot of events that need to be tracked. Technically it is a bit similar to my Real Eurekas, where I track about 30 different events. Here is... many more...
So, there is no copy-paste work, however since this is lua it would require a lot of testing, to actually see if all various events are properly tracked and this is where you could help for sure.
Please note that I am not saying that I will do such a mod :) If I decide to work on it, I will certainly come back to you.
 
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However.. i might just have an indirect solution for this strange/complex stack of data (to memorize or estimate) while tracking the essential steps towards formal truth(s). In the meantime we can always go check-out the immense Pedia set of articles.. of which @Infixo built a tight bunch of other splendid reference elements, btw.

Sooooooo... Sco_R_ow tooltips to the rescue -- you will know a lot of relevant details right there & then. About Era patterns & much more.
 
I can only imagine the workload, and the complexity with this "Era-Score Tracker"
But I'll help out, at the best of my ability if this can come to life.
 
I have analyzed all of the historic moments and I more or less know how to implement the tracking for >90% of them. There are a few that I am not aware of any Lua event that could be used or the processing would be immensly time-consuming (e.g. checking entire map every turn).
Also, I have several questions that I hope somebody will be able to answer or test the game to find out the details.

1. CIVIC_CULTURVATED_IN_ERA_FIRST You have completed your civilization's first civic from a new era of discovery and TECH_RESEARCHED_IN_ERA_FIRST You have completed your civilization's first technology from a new era of discovery
Are those moments exclusive i.e. only 1 can be earned depending on what triggered an era (civic or tech) OR can they be earned both, one to tech and one for civic?

2. FIND_NEW_CONTINENT_FIRST_IN_WORLDExplorers of {ActingPlayerCivName} are the first from a major civilization to set foot on the continent of {ContinentName}!
What happens if there are civs spawned on every continent in the game? Does this trigger at all? In other words - do we really need to discover a continent that noone has ever been before OR do we need to discover any other continent than our home continent as first in the world?

3.PLAYER_LEVIED_MILITARY_NEAR_ENEMY_CITY You have levied the military forces of a city-state within striking distance of an enemy civilization
What is a striking distance? Do we count a distance to a closest tile or closet city? Very unclear.

4. SPY_MAX_LEVEL One of your Spies has reached its maximum promotion level
Does it trigger for ALL spies OR only for the first one who reaches max level?

5. UNIT_CREATED_FIRST_UNIQUE You have trained this unique unit for the first time
Does buying with gold or faith count here OR only city-produced units count?

6. WAR_DECLARED_USING_CASUS_BELLI You have utilized a Casus Belli to make war on another civilization
Does it trigger for each and every casus beli separately OR just once for any casus beli used?

7. MITIGATED_COASTAL_FLOOD Your Flood Barrier has prevented catastrophic damage from a coastal flood (The rising seas pound against the {CityName} Flood Barrier, but the city is safe)
Many questions here. Does it trigger separately for each FB? Does it trigger once or 3x times (as there are 3 levels)? Does it trigger when flooding or submerging is prevented?
 
Also, I have several questions that I hope somebody will be able to answer or test the game to find out the details.

Speaking from experience:
1. triggers on both civic and tech in each era. two separate moments.
2. happened only once for me. triggers when civ discovers a continent no other major civ spawned or encountered before. in real world compare discovery of Antarctis, in Civ6 usually inhabited by city states only.
5. method of acquiring the unit does not matter, building, buying and upgrading all trigger. (will probably not trigger on capture using Genghis or sea dog ability)
6. I doubt I had more than one CB, but assume this triggers every time you declare using a CB, any CB (not formal war), needs testing.
 
Also, I have several questions that I hope somebody will be able to answer or test the game to find out the details.

Thank you for looking into this.
Went over some save-files and found:

1. Agree with Naeshar
2. Happen twice with me, on Huge continent maps with 4 players. Only when a major Civ was not present. But I have now answer if its the continent name or the physical landmass that also could be several continent names.
4. Only first spy gets this.
5. In one of my saves, I found a something strange. I bought the unique unit with gold, and didn't get the Score. And didn't get it for unit nr 2 by production. Maybe that one is bugged?


Will boot up some Online speed games and test some more.
 
Here is the very first and very raw version of the mod. I called it Real Era Tracker, aka RET.

I post it only here for some testing. It's core functionalities are working. It is a pure UI mod, doesn't affect save files. You can load an old save and see how the moments are looking.

Some issues that I will fix soon:
- It requires now Better Report Screen, it's because it adds the button to the Global Reports.
- The Status flag trigger when the moment is earned for the first time, but sometimes it can be earned few times.
- There are many moments that are "local" and "worldwide". When the "world" version triggers, the "local" is still there active. I need to invalidate it.

Basically I would like to hear about general look & feel. Is there enough info, maybe some other info would be helpful, etc.
Edit. One more thing. There is a switch in .sql file to track also other players. It is currently ON, for the sake of testing.
 

Attachments

retraw.jpg
 
Testing it .. .. .. will issue reactions -- soon.

EDIT;
Okay, i could grasp the essential "principles" of such indirect tracking system & how that complex data structure is being presented.

-- Parsing some columns (Status and Timing, etc) might help detecting various contexts.

-- Adding a popup or a dedicated GFX-Only section (even the default Yellow-Hues Alpha/DDS files would do!) at the bottom that mimics the timeline itself (not necessarily with scroller -- just single images.. unless you'd want to replace the tooltip method with similar Text inserts as shown) as we consult the "Tooltip references" would offer a cool way to obtain precise details on whatever we can scan through.

RET_Suggestion(s).png


-- A number of other tabs should be used to precisely define how calculations impact which "Age(s)" & in under what conditions each Civs reach their synchronized Era(s).

-- Keeping everyone could be perceived as cheating -- but, i think it should be allowed specifically for this sort of device.

Good luck!
 
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Adding a popup or a dedicated GFX-Only section
Nope, nope. This is not a different version of the timeline (although you can browse the earned moments if you really like).

-- Parsing some columns (Status and Timing, etc) might help detecting various contexts.
-- A number of other tabs should be used to precisely define how calculations impact which "Age(s)" & in under what conditions each Civs reach their synchronized Era(s).
I honestly don't know what you mean by that.

Keeping everyone could be perceived as cheating -- but, i think it should be allowed specifically for this sort of device.
It is turned off by default. I wrote "There is a switch in .sql file to track also other players. It is currently ON, for the sake of testing."
 
-- Parsing ... Right now the basic default is created by Points+Multiple categories earned in descending order (5..1).. I meant to (have the option to ) use the Status column with their specific Turns (and/or tiny blue checkmarks) & go from past to most recent or vice-versa.

-- Other Tabs ... A bit of an extension to what you've already inserted in a tooltip with a green arrow that indicates the variable timeline impacts between Eras -- BUT.. as a clarified stack of values that determine why someone has got Dark or Normal Age or etc .. based on the usual Era Progress/Screen methods with Logos & Age Types received for each Era switches. That's what the "GSco_R_ow" mod is planning for anyway. Tracking (too) but on a generic timeline cycle that only deals with exposed thresholds of accumulated points.

-- Turning Off ... yes, just seen it. Your mod == Your choice!

PS; Dumping the corresponding Timeline GFX anywhere was just some fancy personal hope for cool HUD elements which would have helped putting some context to all of these raw Data+Strings "tables" & what lines are getting focused on by our scanning steps.
 
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Right now the basic default is created by Points+Multiple categories earned in descending order (5..1).. I meant to (have the option to ) use the Status column with their specific Turns (and/or tiny blue checkmarks) & go from past to most recent or vice-versa.
The purpose of this mod is to show moments that are not yet earned. So, turn = 0. Nothing to sort.
 
Something i've just noticed but i doubt you'll ever want (or need) to "fix". TajMahal adds +1 bonus point(s).. so the tracked referencing parameters aren't dynamically updated once we build it. :)
I could make it, so Taj Mahal is detected and Era Scores are adjusted.
  • +1 Era Score from Historic Moment earned after this wonder is complete if that Moment is usually worth 2 or more Era Score.
 
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