Future World Compatibility

barrizqi

Chieftain
Joined
Jan 19, 2016
Messages
6
Location
Australia
Hi, i just made a compatibility file to make Future World works with CBP. I just did very little testing and it seems that everything is working fine for me (tech prerequisite is working, tech tree works, etc), however I barely touch any stats so do not expect balance (yet). This mod also need the "Future Tech Does Something Beyond Score Increasing Mod" because I feel that the Future tech is very lacking (though most of the time the game will be finished by then).

Installation Instruction:
1) Download dependencies:
CBP (Obviously)
Future Worlds
Future Tech Does Something Beyond Score Increasing Mod

2) Download the compatibility file:
Compatibility Mod

3)Extract the compatibility mod and put it in the mod folder
4)Activate the mod after CBP, FW and future tech mod.


If you want to use it with Enlightenment Era, please use the V2:
CBP + Future World + Enlightenment Era (V2)
Do not use V2 if you do not use Enlightenment Era

V2 Changelog
Spoiler :
  • Enlightenment Era compatibility (Tech is adjusted to fit with CBP)
  • Tech Costs Adjusment


My focus right now is to integrate more tech mods, such as Enlightenment Era, Enhanced Information Era, First Contact Era (I'll try to make it modular so if you don't like any particular mod, you will be able to not include it). Then I'll try to separate the current Information Era into 3 Eras: Information Era, Post-Information Era, Post-Anthropocene Era.

If you think there is any other tech mod that i should make compatible, feel free to request.
If there is any bug, please tell me and I'll try to fix it as soon as i can.
Help with balance or any aspect of the mod will be greatly appreciated and credited.
 
This is an ambitious project, but there are very likely to be balance issues down the line. Admittedly, CBP comes packaged with them, to some degree (Corporations).
 
I want. Go, go, barrizqi!!!
 
Nice, I was going to work on this in mid-February, but you seem to have that figured out. If you need any help, you may contact me.
 
The first main issue I see with that Tech Tree is where Fortification is. It's too close to Rifling and too far from Chivalry (the other Defense buildings).


On another note, one thing I noticed about the Enlightenment Era and CBP Tech Trees is: just how loaded each Technology in CBP is compared to Enlightenment and Vanilla BNW. You get like 4-6 Things per tech in CBP, whereas in Vanilla you get like 2 or 3.
 
On another note, one thing I noticed about the Enlightenment Era and CBP Tech Trees is: just how loaded each Technology in CBP is compared to Enlightenment and Vanilla BNW. You get like 4-6 Things per tech in CBP, whereas in Vanilla you get like 2 or 3.

Boy don't I know it!

Spoiler :

Full tech tree with enlightenment era, currently working on it

Health shouldn't really be enabled :p Hm, looking at it, maybe there's room to squeeze in Code of Laws, Jurisprudence, and Priesthood.
 
The first main issue I see with that Tech Tree is where Fortification is. It's too close to Rifling and too far from Chivalry (the other Defense buildings).
Hmm... that's very true. I'm not really sure where to move it though. Any idea to where should I move it? there is problem with the skirmisher as well, as you get the gattling gun one tech before it, which is not ideal.


Health shouldn't really be enabled :p Hm, looking at it, maybe there's room to squeeze in Code of Laws, Jurisprudence, and Priesthood.

Yeah, was messing around with the CID settings, haven't really get into that point yet. Is there really any game-breaking issue regarding the tech? or is it just unbalanced yet?. Anyway, really awesome mods, currently using all of your CBP dependent mod in my playtest. I noticed that there are some building in the enlightenment era has crime in it. Does CID put new things in the Enlightenment Era tech?


Anyway, V2 is up. Update includes: incorporating enlightenment era into the tech tree. (However, the tech in the enlightenment era is moved around to fit in the CBP tech tree.) and tech cost adjustment.(which is unbalance, could be too expensive or too cheap. Input would be welcomed). However, balance issues still persist and there might be problem with social policy as enlightenment era seems to add social policy benefit, which could be unbalanced with CBP. New Version requires Enlightenment Era to work.

Link:CBP + Future World + Enlightenment Era compatibility (V2)
 
Surfal can you show me what mods youre running with CBP? Im curious, I too love mod whoring
 
What should the Following Buildings do:

Academy/ Salon as a continuation of the Science/ Culutre buildings line with a % modifier. Should it be still not allow the other?

Weigh House will be part of Gold Building line: 500 Production +3 Gold, 1 Merchant Specialist,+1 Gold for every 5 Citizens in the City.

Bastion could be: 500 Production, +8 Defense, +100 HP (Castles give 8, 75; Arsenal 10, 100)

Cloth currently gives +10% Production, +2 Gold on Silk, Sheep, Cotton

Drydock gives a promotion to new Naval units (+15% combat strength). It shouldn't require a Seaport anymore since those require 1 Coal now.

Gallery/ Theatre have one slot for a Work of Write/ Art and +1 Culture. Theatres could have 2 Slots for Writing for Theming, but that would cut into the Globe Theatre.

Tavern is part of the Happiness building line. How about using it in place of the Circus for when you don't have Ivory nearby?

Manor will need a Garden/ Baths and should it still give +25% to Greap People?

And the last building to think about is the Gunsmith which gives +25% Production to Gun Units. Might be fine if it's cheap enough.
 
Awesome! What about prehistoric era, BTW :D
 
Is anyone successfully using this currently? Trying with CBP, EE, and FW currently, along with Cultural Diversity and the Events mod, and getting consistent crashes on my save at around turn 150 :(
 
I am currently using the first iteration where you can only Future Wars and using that alongside the latest beta of CBP and only a few other incidental mods and so far it is working I am about to start getting into the actual FW techs so I can update when I get further in the game.

I stopped trying to use the one that lets you use the Enlightenment just because so much in the CBP has changed that it couldn't work well i.e. the change in what the Renaissance melee and ranged units are.
 
Makes sense. Took out EE and still getting crashes, using this (FW only one ofc), some of JFD's mods, and a couple pick n mixers :(
 
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