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Exploration Continued Expanded (Obsolete)

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Spoiler :
v13:
  • Fixed an issue wherein Disease Immunity... did not grant disease immunity.
  • Added Jorge Velho and Raposo Tavares to the Great Recon list, as per request.
  • Added Manuscripts icon to Atlas, for users without G&K.
  • Added new ExCE section to the pedia (requires CID), which summarizes the new gameplay concepts (Attrition, Tribes, Great Recon Units). Once CID is done, I'll probably move the Civilopedia screen into ExCE and RtP so that you don't need CID to view these new sections.
  • Changes to Mint removed (moved to CID).
  • New Pantheon Beliefs now disable with CBP.
  • Added Perfume to Scented Fragrences Inc. and removed Food bonus, buffing Culture and Faith bonus (CBP).
  • (Re-)Added Tribes. From the Civilopedia: Tribes are one of the new gameplay elements added by Exploration Continued Expanded. Tribes represent minor civilizations or groups that have not urbanized. They possess their own borders, but they may exist within other civilizations. Each Tribe possesses a number of tiles which they claim as their own. You cannot improve a Tribe's borders, but you may work them. All Tribes provide a bonus to the tiles within their borders. If a Tribe falls within your own borders, you may establish a Consulate with them. Each Tribal Consulate will then offer a unique bonus to the city.
  • Added several new Tribes: Matsudaira, Maiyami, Bhakti, Korowai, Dorset, and Bedouin.
  • Re-named Quimbaya to Chavin.
  • Added new graphics for Huron and Comanche thanks to DJSHenninger and Walter Hawkwood.
  • Added proper height maps for each tribe (so no more Holy Site height map being used beneath them).
  • Removed Koga (har har professor).
  • Tribes now appear with a banner giving specific details about their bonuses.
  • Tribes now have borders. These borders are static and cannot be improved, but provide bonuses specific to the Tribe and can be worked.
  • Great Recon Units may now be used to Annex a Tribe, immediately assimilating its borders into the empire and spawning a free Settler. Does not consume the Great Recon Unit.
  • Various Consulate effects have been changed.
  • Updated for 12/3 CBP.

Now, due to rude technical limitations, Tribe Borders, by default, are impermanent - they will disappear whenever you perform an action. You may bring them back up by hovering over their banner. To activate their permanence, please follow these instructions (can be found on OP, too):

To Install Tribal Borders

1. Downloaded this Highlights.xml file. This can also be found in Documents\My Games\Sid Meier's Civilization 5\MODS\JFD's Exploration Continued Expanded.
2a. Copy and replace to Steam\steamapps\common\Sid Meier's Civilization V\Assets\DLC AND/OR
2b. Copy and replace to Steam\steamapps\common\Sid Meier's Civilization V\Assets\DLC\UI_bc1\Core (for EUI users)
3. Navigate to Documents\My Games\Sid Meier's Civilization 5\MODS\JFD's Exploration Continued Expanded\JFD_ExCE_UserSettings.sql
4. Find the value 'JFD_TRIBES_BORDER' and change 'BorderOutline' to 'TribeOutline'.

This is annoying, yes, but unless someone knows how to make an installer to make the process easier, there is nothing that can be done to streamline the process - and this is a graphics issue, so beyond the help of Lord God Whoward and Pope Gazebo. If using EUI, you'll have to replace this file each time EUI updates.

Anyway, things to look out for:
--Look for the Shaolin and Udasi. They should appear on Mountains, but I'm not convinced that they spawn properly.
--Look for any banners that spawn without the Tribe graphics below them. I've seen this once, but it may have been a fluke, as I've never seen it again.
--Let me know if the Tribe Banner is too instrusive.
--Let me know if you hate the Tribe Borders colour.
--Let me know if you have ideas on how to expand the Tribes system.
--Other things that don't appear to work correctly with Tribes. Work on the system was quite spotty, so I can't remember everything about how it was implemented.

Important: Please update to the 15th of March CP, as this has fixed the source of ExCE's CTDs. Much thanks to Gazebo for teaching me some of the sacred DLL arts. Now I can begin my plot to dethrone him. Huehuehuehuehue.


@Hokath What did you mean by this? What specifically does it overwrite? I couldn't see anything related to More Luxes viz. Corporations.


So, that would basically complete ExCE, if I come up with nothing new. I'll give Tribes some time to catch feedback, then tie up some loose ends. Anyone care to see Shipwrecks back before ExCE is no longer WIP?

Wow, i'm excited to try this out.

One question tough, is your explanation for the tribe broders correct or do you mean to change 'GroupBorder' into 'TribeOutline' as JFD_ExCE_UserSettings.sql suggests? Instead of 'BorderOutline' to 'TribeOutline' as you suggest here?
 
Wow! Amazing! Thank you, thank you so much, JFD! :) I can't wait to try it out tomorrow (hopefully)

Were shipwrecks 'regular' ancient ruins? I have never seen them, so I can't really form an opinion.

Now that CiD, ExCE, RtP's non-Sovereignty parts are finished (ofc aside from some tweaking, debugging), 'only' Sovereignty is left to be completed in the near future? :D Or what's inside his Modjesty's magnificent mind?
 


Wow, i'm excited to try this out.

One question tough, is your explanation for the tribe broders correct or do you mean to change 'GroupBorder' into 'TribeOutline' as JFD_ExCE_UserSettings.sql suggests? Instead of 'BorderOutline' to 'TribeOutline' as you suggest here?

Yes, thanks. Amended.

Wow! Amazing! Thank you, thank you so much, JFD! :) I can't wait to try it out tomorrow (hopefully)

Were shipwrecks 'regular' ancient ruins? I have never seen them, so I can't really form an opinion.

Now that CiD, ExCE, RtP's non-Sovereignty parts are finished (ofc aside from some tweaking, debugging), 'only' Sovereignty is left to be completed? :D Or what's inside his Modjesty's magnificent mind?

Shipwrecks were ocean-going ancient ruins, but I think they were underwhelming because of how late you found them.

What is Slavery and Prosperity? :p
 
Shipwrecks were ocean-going ancient ruins, but I think they were underwhelming because of how late you found them.

Maybe they can be modified, to encourage exploration somehow? Or ancient ruins are hardcoded in the DLL?

What is Slavery and Prosperity? :p

Ohhh, right-right, my bad. I'm just aching for Sovereignty so deeply :mischief: Please accept my apology, and thank you again for your work!
 
I don't think I could tie Shipwrecks into a distinct type of Goodyhuts - that would be hardcoded, and it's not worth anyone's time to do anything about it. They're probably just dead weight :p Cool idea, IMO, but bad execution.

I worked a lot on Sovereignty over my break, but now that I'm back at Uni, I want to stick to lighter modding projects.
 
I've had very few tribes appearing so far. There were only three on my continent in the first game I tried, and IGE revealed that there were no others on the whole map. Something else, maybe, related, is that I found "Itza Lands" or something along those lines in the ocean. At the center of them, there was a hex with no lands or tribe; it seems like the Itza tried to spawn in the Ocean but failed.

Also, I haven't seen any tribe borders at all, using either setting (GroupBorder or TribeOutline).
 
Great looking update!

I do recall that when I used ExCE 6 months ago the Shaolin spawned on a mountain. I'm sure this outdated information helps :p

I don't think shipwrecks are worth it. Maybe if they were some archaeological site that rewarded the player with an artifact or gold bonus, the shipwreck locations depending on where ships have been sunk.

Can the Incas still build cities on mountains? And if so, are Great Recons still the only way to capture them?
 
I've had very few tribes appearing so far. There were only three on my continent in the first game I tried, and IGE revealed that there were no others on the whole map. Something else, maybe, related, is that I found "Itza Lands" or something along those lines in the ocean. At the center of them, there was a hex with no lands or tribe; it seems like the Itza tried to spawn in the Ocean but failed.

Also, I haven't seen any tribe borders at all, using either setting (GroupBorder or TribeOutline).

Thanks for the report. I'll take a look at that.

Make sure you change the setting before loading the game.

Can the Incas still build cities on mountains? And if so, are Great Recons still the only way to capture them?

Uh-huh. Although a road connecting to the city will allow you to capture it, too.
 
Make sure you change the setting before loading the game.

That's fixed the borders- thanks.

Also, more tribe spawning oddities, courtesy of IGE's "reveal all" button. I had one map where no tribes spawned at all. I couldn't find any territory in the ocean, either. I've also seen tribes spawning two tiles away from each other, which seems rather strange.
 
In my experience, IGE doesn't reveal the Tribes that spawn, unless you find them first.

It's been revealing tribes for me- I'm using the "reveal all" button, which causes you to see the whole map as if you have vision from a unit (meeting all of the civs/city states, finding all of the natural wonders and ruins, etc.) as opposed to the "glance at map" button, which doesn't seem to reveal tribes.

On a side note, I had a tribe spawn one tile away from my settler, which could cause problems because you can't improve tiles inside their borders.
 
Here's a screenshot of some strange tribe spawns- one extremely close to my settler, and another quite close to that one.

Edit: I've discovered more ocean-going tribes. Perhaps they're fish-people...? In addition, what happens when you try to annex one of them. :eek:
 

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I seem to have run into two small errors.

1. Ok, so I copied the Highlights file into the first directory, but it didn't replace anything. (Also, was I supposed to do it in the second directory if I'm not using EUI?) So I switched to TribeOutline, but when I started the borders never appeared, and the label for the tribe disappeared as well. Am I doing something wrong? The only mods I'm using are your gameplay ones, Enlightenment, ED, HR, and More Luxuries and Pantheons.

2. I'm actually not sure what's causing this. For some reason, all the options for my units are sized down and the icons inside of them are overlapping with the outside. I'm using the CP linked earlier, but I used the automatic installer link, instead of the straight CP download.

I tried to take some screenshots, but ever since my laptop updated, it's been a bit odd at it. Should I post logs? (One of them kept saying a bunch of yours and EE's units are invalid references and missing entry's. I'm not sure if it normally reacts to modded units like that.
 
I had a city-state settler start inside tribal territory and somehow this stopped it from settling a city. (No screenshot since it was a very quick test run before bedtime yesterday).

Is it correct, that you only see tribes borders/label if you have vision on it? Because this is how it works for me so far.

I will do some more testing today.
 
Maybe as just a suggestion JFD, make the tribes spawn on turn 2 so all Major and Minor civilizations can settle- if you can even do that.
 
I seem to have run into two small errors.

1. Ok, so I copied the Highlights file into the first directory, but it didn't replace anything. (Also, was I supposed to do it in the second directory if I'm not using EUI?) So I switched to TribeOutline, but when I started the borders never appeared, and the label for the tribe disappeared as well. Am I doing something wrong? The only mods I'm using are your gameplay ones, Enlightenment, ED, HR, and More Luxuries and Pantheons.

I had the same problem. But then I put the Highlight.txt. into DLC 1 (inside of DLC) and somehow it worked
 
Haven't got a chance to play with the new version yet, but I was looking over the Tribes on the wiki. Here are some thoughts:

The Tlaxcala Consulate seems a bit incongruous with the Tlaxcala in history. For a good chunk of the 1500s, they were essentially co-rulers of Mexico alongside the Spanish, until the cocoliztli epidemics in the 1540s and 1570s ruined their infrastructure. Until then, and ever after on occasion, they teamed up with the Spanish on further conquests (there were notable Tlaxcala participating in the conquest of New Mexico and the failed attempt to conquer the American Southeast for example). I suppose the +20% Civilian Production helps churn out Settlers / Colonists. But with Colonies being a thing in other Grand Mod Empire, it could be cool to have the Tlaxcala assist your colonial empire more directly, perhaps boosting the Loyalty of all your Colonies.

To fill in as a civilian-oriented Tribe, I have two suggestions. First, the Moriori, a pacifistic off-shoot of the Maori. Potentially, you could use this as their Improvement. Alternatively, you could include the Amish as a Tribe, though I see them more as a Farm / Building Production oriented one.

Also, since it seems Tribes are mysteriously spawning on water tiles, maybe you could include a tribe that would anyhow like the Sama-Bajau, especially if Colonialist Legacies feels like sharing their Kampung improvement. You could use a Tribe that gives Scurvy Immunity.
 
I actually figured it was appropriate. You ally with them, and they help you expand further, as per Wiki:

"The Tlaxcaltecs were also instrumental in the establishment of a number of settlements in Northern Mexico."

I pursued the co-rulers avenue first, but couldn't think of anything. A Loyalty bonus is no good, because Loyalty is a part of CID - so I'd need something to stand on its own anyway.

There will be no new Tribes that require new art. It's just too much work. But I originally had the Marquesians, which used the same improvement (ones I'd converted long ago), but I did not like the look of them in-game.
 
I actually figured it was appropriate. You ally with them, and they help you expand further, as per Wiki:

"The Tlaxcaltecs were also instrumental in the establishment of a number of settlements in Northern Mexico."

Yeah, I can see the logic in that. It just seemed odd to me to have the guys who did most of the fighting in the conquest of Mexico to be civilian-oriented.

I pursued the co-rulers avenue first, but couldn't think of anything. A Loyalty bonus is no good, because Loyalty is a part of CID - so I'd need something to stand on its own anyway.

I suppose I'll have to see how useful the extra movement bonuses within tribal land bonuses actually are. At first glance it seems pretty minor and I could see value replacing those with more interesting effects, like a Loyalty bonus when other Mods are also install, just like some Tribes give different bonuses when Health is involved.

There will be no new Tribes that require new art. It's just too much work. But I originally had the Marquesians, which used the same improvement (ones I'd converted long ago), but I did not like the look of them in-game.

I thought I remembered there being a Polynesian Tribe in the mix somewhere. Also what do you mean by "new art"? Models you'd need to import yourself, or any models that aren't currently part of the set. I ask mainly because, if CL /DJSHenninger were willing to contribute the Kampung UI, would that count? Because I think a water-based Tribe would be great.
 
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