Gwennog's France - Philippe II Auguste for Vox Populi

Had a good time playing with this civ. Didn't feel too OP to me though I played as a peaceful tall civ, which isn't that good these days. The only issue I noticed is that the Canon Gribeauval couldn't be upgraded into anything. I play with the enlightenment era modmod which adds another siege unit to the line, so maybe there is an incompatibility there?
 
Had a good time playing with this civ. Didn't feel too OP to me though I played as a peaceful tall civ, which isn't that good these days.
:), thank you for your feedback.
I think that if the civ is launched well, the +1% bonus per birth can reach somewhat high values. But actually, while testing for the moment, I haven't really noticed it.
The only issue I noticed is that the Canon Gribeauval couldn't be upgraded into anything. I play with the enlightenment era modmod which adds another siege unit to the line, so maybe there is an incompatibility there?
No, you're right, it's an oversight on my part. Thank you so much :thumbsup:.
 
v.2 Online:

Fixed bugs, text and some changes:
  • Feu Nourri Promotion is now Lost on Update, thanks to @hokath
  • Appearance of the Château change on map with technologies, thanks to @L. Vern
  • Canon Gribeauval can now be upgraded, thanks to @msw1
  • Château gives now +2 :c5food: Food instead of +1 but only +1 :c5greatperson: GW/GW/GM points
  • UA bonus modifier is now limited to 5xEra%, thanks to @Hinin
  • Small text modification for UA, Thanks to @Urzamax
 
Is it possible to modify the files to allow both napoleon france and your france to appear in a game?
 
Is it possible to modify the files to allow both napoleon france and your france to appear in a game?
Is it strange, a sort of uchrony? :assimilate:

Yes, no problem, just delete this part :

1720961910553.png


in GW_France_GameDefines.sql file.
 
Looking great - will try for a next game.
The Joust mechanism is quite fun, and totally makes sense ! One caveat I see though is that you could keep non-upgraded "Chevaliers" all game long to benefit from the Joust bonuses - could it be stopped at Industrial (even though I agree 10 culture at Industrial era does not move the needle too much) ?
 
Looking great - will try for a next game.
The Joust mechanism is quite fun, and totally makes sense ! One caveat I see though is that you could keep non-upgraded "Chevaliers" all game long to benefit from the Joust bonuses - could it be stopped at Industrial (even though I agree 10 culture at Industrial era does not move the needle too much) ?
Thos un-upgraded knights in modern era represent re-enactment.
 
The Joust mechanism is quite fun, and totally makes sense ! One caveat I see though is that you could keep non-upgraded "Chevaliers" all game long to benefit from the Joust bonuses - could it be stopped at Industrial (even though I agree 10 culture at Industrial era does not move the needle too much) ?
Thos un-upgraded knights in modern era represent re-enactment.
I really like @KlHannibal2 's answer :lol:. You can also see it as duels between gentlemen, the last one having taken place in 1967 in France :splat:
 
v.3 Online:

Fixed bugs, text and some changes:
  • Châteaux of a conquered city did not provide GWAM points to the new owner, fixed
  • The size of the Châteaux on the map has been reduced a little
  • Some text corrections
  • Château yield bonuses and technologies changed
    • Base +1 :c5food:/:c5gold:/:c5production:
    • Chivalry +1 :c5food:/:c5gold:/:c5production:
    • Printing Press, Railroad, Flight +1 :c5culture:/:c5gold:/:tourism:
Thank's to @Hinin for balancing tips.
 
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Yes, of course.
My goal has long been to replace Napoleon as leader of France in Civ. It is therefore a rework with a figure more representative of my country to my taste. Although in view of recent elections, certain criticizable genes seem well anchored in French DNA :sad:.
Does it have to disable Napoleon? I mean from the technical point of view.
 
Does it have to disable Napoleon? I mean from the technical point of view.
I'm not sure I understand the question. If you are asking if disabling works, the answer is yes. If you ask why the mod disables Napoleon, the answer is because I don't see it any other way, I made the mod for that. And if the question is that technically you want to keep Naboleon, I explained above how to do it .
 
Ah OK, I would have said yes at first but your question led me to check the Salon.
And in fact the lua part only works for Napoleon's France :blush:.
I have to modify that so that it works for Philippe Auguste.
After that, it will work separately for both. For the Castle, there is no problem on the other hand.
Thank you for pointing this out.
 
Ah OK, I would have said yes at first but your question led me to check the Salon.
And in fact the lua part only works for Napoleon's France :blush:.
I have to modify that so that it works for Philippe Auguste.
After that, it will work separately for both. For the Castle, there is no problem on the other hand.
Thank you for pointing this out.
Or perhaps you could reintroduce the Grande Ecole in a way that fits into your kit ? That way, Napoleon and Philippe Auguste's France become two entirely separated entities.
 
Or perhaps you could reintroduce the Grande Ecole in a way that fits into your kit ? That way, Napoleon and Philippe Auguste's France become two entirely separated entities.
Yes, I hesitated from the beginning but I'm afraid of being redundant with the America of Washington and now in addition there are the Guilds of your Louis XIV kit.But actually, it would go very well with the mod, a priori.
 
Online fix:

The accumulation of theming bonuses for the Salon only worked for Napoleon's France.
By replacing the Salon lua file in More Components with this one, Building will work correctly with both versions of France, in game together or separately.
I'm not making any more corrections at the moment because I think I will replace the Unique Building under Hinin's advice.

Save Compatible.
 

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Okay, I have completed my long-delayed attempt with pre-nerf France (insofar as I could, due to a bug), and have the following to show for it (on Epic speed and King difficulty):

In early Renaissance, I had a 27% bonus from the trait:
1721636618035.jpeg

80 turns later, I was up to 52% in early Industrial:
1721636816049.jpeg


Unfortunately I wasn't able to take it to Modern as I'd hoped, because the turn I finished the Rationalism tree, specifically Hokath's tweaked version, my science income totally broke--for some weird reason all of my cities' science income jumped to more than 500k, then when I reloaded to see if it would improve it instead dropped deep into the negatives. Could be the fault of a number of things; I'm running a couple sub-versions behind the most recent CBP patch so it might be a bug that's since been patched, I'm running the aforementioned Tweaks mod from Hokath, and I have a UCS bonus that provides a small amount of science on policy adoption (though I've had the latter for practically the whole game, so I don't think that's at fault).
1721637423013.jpeg
 
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