[Help me please!] Editing a policy tree

hokath

Emperor
Joined
Oct 3, 2013
Messages
1,252
Location
London
Dear Benevolent Community,

So I've been using MODS in Civ V for a while now, and I've felt very grateful to those who put in their spare time to improve the game :goodjob:. So I thought: well I'd like to see this specific change! Why don't I try it myself? Fully aware that the result would likely be utter disaster, I set off anyway.

The task? Edit the rationalism tree. I read the famous mod guide, watched a tutorial on youtube, etc. as warm up, I then took heavy inspiration (read: copy pasted) Moriboe's Policy Tweaks BNW mod code, since I know it works.

So the problem is: it doesn't do anything. I see it there on my mod screen, activate it, make the map, and... nothing has changed in the rationalism tree. I'm not sure what the problem is.

I've tested the mod with various amounts of code active, since I figured if some line failed that might make the whole thing fail? And I'm pretty sure one of two of my lines won't work, but no, it is still mysteriously absent.

So I'm probably missing something pretty basic here. I have Jon Snow levels of knowledge about this whole business. The file is SQL since that is what Moriboe's file is, perhaps this is the error? Anyway, I've attached the sql file and the MODINFO file text under the spoilers below. Any help would be appreciated! Else this will just rot in MyDocuments for all eternity :( Thanks!

Sql file
Spoiler :
-- humanism
UPDATE Policies
SET GridX = 4, GridY = 2,
WHERE Type = 'POLICY_HUMANISM';

INSERT INTO Policy_BuildingClassYieldChanges ('PolicyType', 'BuildingClassType', 'YieldType', 'YieldChange')
VALUES ('POLICY_HUMANISM', 'BUILDINGCLASS_OXFORD_UNIVERSITY', 'YIELD_GOLD', '5');

INSERT INTO Policy_BuildingClassYieldChanges ('PolicyType', 'BuildingClassType', 'YieldType', 'YieldChange')
VALUES ('POLICY_HUMANISM', 'BUILDINGCLASS_OXFORD_UNIVERSITY', 'YIELD_CULTURE', '5');

INSERT INTO Policy_PrereqPolicies ('PolicyType', 'PrereqPolicy')
VALUES ('POLICY_HUMANISM', 'POLICY_SECULARISM');

UPDATE Language_en_US
SET Text = '[COLOR_POSITIVE_TEXT]Humanism[ENDCOLOR][NEWLINE][ICON_INFLUENCE] Great Scientists are earned 25% faster. Oxford University provides +5[ICON_GOLD] gold and +5[ICON_CULTURE] culture to the city in which it is built.'
WHERE Tag = 'TXT_KEY_POLICY_HUMANISM_HELP';

-- sovereignty
UPDATE Policies
SET GlobalEspionageModifier = -15
WHERE Type = 'POLICY_SOVEREIGNTY';

UPDATE Language_en_US
SET Text = '[COLOR_POSITIVE_TEXT]Sovereignty[ENDCOLOR][NEWLINE][ICON_INFLUENCE] +1 [ICON_GOLD] gold from [ICON_SCIENCE] Science buildings. Enemy spy effectiveness reduced by 15%.'
WHERE Tag = 'TXT_KEY_POLICY_CONSULATES_HELP';

-- free thought
UPDATE Policies
SET GridX = 2, GridY = 3
WHERE Type = 'POLICY_FREE_THOUGHT';

DELETE FROM Policy_PrereqPolicies
WHERE PolicyType = 'POLICY_FREE_THOUGHT';
INSERT INTO Policy_PrereqPolicies ('PolicyType', 'PrereqPolicy')
VALUES ('POLICY_FREE_THOUGHT', 'POLICY_SOVEREIGNTY');

-- scientific rev
UPDATE Policies
SET GridX = 4, GridY = 3
WHERE Type = 'POLICY_SCIENTIFIC_REVOLUTION';

INSERT INTO Policy_BuildingClassYieldChanges ('PolicyType', 'BuildingClassType', 'YieldType', 'YieldChange')
VALUES ('POLICY_SCIENTIFIC_REVOLUTION', 'BUILDINGCLASS_WINDMILL', 'YIELD_HAPPINESS', '1');

INSERT INTO Policy_BuildingClassYieldChanges ('PolicyType', 'BuildingClassType', 'YieldType', 'YieldChange')
VALUES ('POLICY_SCIENTIFIC_REVOLUTION', 'BUILDINGCLASS_RECYCLING_CENTER', 'YIELD_HAPPINESS', '1');

INSERT INTO Policy_BuildingClassYieldChanges ('PolicyType', 'BuildingClassType', 'YieldType', 'YieldChange')
VALUES ('POLICY_SCIENTIFIC_REVOLUTION', 'BUILDINGCLASS_HYDRO_PLANT', 'YIELD_HAPPINESS', '1');

INSERT INTO Policy_BuildingClassYieldChanges ('PolicyType', 'BuildingClassType', 'YieldType', 'YieldChange')
VALUES ('POLICY_SCIENTIFIC_REVOLUTION', 'BUILDINGCLASS_SOLAR_PLANT', 'YIELD_HAPPINESS', '1');

INSERT INTO Policy_FeatureYieldChanges ('PolicyType', 'FeatureType', 'YieldType', 'YieldChange')
VALUES ('POLICY_SCIENTIFIC_REVOLUTION', 'FEATURE_FOREST', 'YIELD_CULTURE', '1');

INSERT INTO Policy_FeatureYieldChanges ('PolicyType', 'FeatureType', 'YieldType', 'YieldChange')
VALUES ('POLICY_SCIENTIFIC_REVOLUTION', 'FEATURE_JUNGLE', 'YIELD_CULTURE', '1');

DELETE FROM Policy_MedianTechPercentChange
WHERE PolicyType = 'POLICY_SCIENTIFIC_REVOLUTION';

DELETE FROM Policy_PrereqPolicies
WHERE PolicyType = 'POLICY_SCIENTIFIC_REVOLUTION';
INSERT INTO Policy_PrereqPolicies ('PolicyType', 'PrereqPolicy')
VALUES ('POLICY_SCIENTIFIC_REVOLUTION', 'POLICY_HUMANISM');
INSERT INTO Policy_PrereqPolicies ('PolicyType', 'PrereqPolicy')
VALUES ('POLICY_SCIENTIFIC_REVOLUTION', 'POLICY_SOVEREIGNTY');

UPDATE Language_en_US
SET Text = '[COLOR_POSITIVE_TEXT]Environmentalism[ENDCOLOR][NEWLINE]Windmills, Hydro Plants, Solar Plants and Recycling Centers give +1 [ICON_HAPPINESS] happiness. +1 [ICON_CULTURE] culture from all jungles and forests.'
WHERE Tag = 'TXT_KEY_POLICY_SCIENTIFIC_REVOLUTION_HELP';

MODINFO file
Spoiler :
<?xml version="1.0" encoding="utf-8"?>
<Mod id="134918fd-a3a3-455d-ab20-9871a18a34a4" version="1">
<Properties>
<Name>Rationalism Tweak</Name>
<Stability>Alpha</Stability>
<Teaser>Tweaks rationalism to try and make it feel less awkward.</Teaser>
<Description>Tweaks rationalism to try and make it feel less awkward.</Description>
<Authors>Hokath</Authors>
<HideSetupGame>0</HideSetupGame>
<AffectsSavedGames>1</AffectsSavedGames>
<MinCompatibleSaveVersion>0</MinCompatibleSaveVersion>
<SupportsSinglePlayer>1</SupportsSinglePlayer>
<SupportsMultiplayer>1</SupportsMultiplayer>
<SupportsHotSeat>1</SupportsHotSeat>
<SupportsMac>1</SupportsMac>
<ReloadAudioSystem>0</ReloadAudioSystem>
<ReloadLandmarkSystem>0</ReloadLandmarkSystem>
<ReloadStrategicViewSystem>0</ReloadStrategicViewSystem>
<ReloadUnitSystem>0</ReloadUnitSystem>
</Properties>
<Dependencies />
<References />
<Blocks />
<Files>
<File md5="4612FB917A53B22326D8AD4502105827" import="0">rationalismtweak.sql</File>
</Files>
<Actions>
<OnModActivated>
<UpdateDatabase>rationalismtweak.sql</UpdateDatabase>
</OnModActivated>
</Actions>
</Mod>
 
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