Hokath's Changes

The Recon strength changes affect Unit Classes so -- assuming everything loads in the correct order -- it buffs UUs also.
Siege UUs should just be affected as their base Unit Class. We had to go through and add some of the changes to the ones that work a bit differently (i.e. don't have Siege Engine promo), like the Hwacha, but should have them all working now hopefully.
 
Perfect, thanks !
And just to make sure (sorry for the very basic question): to pick which elements I want to try among your changes, I should just delete the folders of the ones I’m not interested in (yet) ? This is not a choice I can make in game?
 
Just started a new game and I’m already loving the changes. For the first time in months I have felt it necessary to use a second recon unit from start.
 
I guess part of it is that it happens Turn 1 but yes, for me whenever I turn these changes off to test something in base VP the first Scout (and it seems to always become a Scout) shocks me.
 
Uploaded new version to be compatible with new Enlightenment Era changes
Effectively moves a number of changes to that mod (such as Two-handed Swordsman, Observatory, etc.)
 
I tried that before working on the Enlightenment Era mod but even after some of the issues with broken triggers etc I was getting many database errors, so I dropped it. They may be harmless but I have too many moving parts to worry about it atm.

I won't be maintaining alternative versions per-se, but all the old files are still there (even from way-back).
If you go to the .modinfo I've collected the relevant files for you. Just remove the comment markers
Code:
        <!-- EE changes -->
        <!--
        <UpdateDatabase>Pikeman_Rework/TwoHander_GameDefines.sql</UpdateDatabase>
        <UpdateDatabase>Misc/Windmill_from_Agri.sql</UpdateDatabase>
        <UpdateDatabase>Misc/HotelandZoo.sql</UpdateDatabase>
        <UpdateDatabase>Misc/PublicSchool_and_BroadcastTower.sql</UpdateDatabase>
        <UpdateDatabase>New_Buildings/Grocer_rebalance.sql</UpdateDatabase>
        <UpdateDatabase>New_Buildings/Observatory.sql</UpdateDatabase>
        -->
 
Just to clarify, by that, do you mean you tried the Unit Production AI Tweaks mod along with those six files uncommented, which caused the many database errors, or that those six files originally had the database errors with or without the Unit Production AI Tweaks mod?

Really sorry, English isn't my first language.
 
No worries. I mean: with all the mods I was running (so 4UC, Semper Fidelis, others) I was getting errors with the Unit Production AI Tweaks mod enabled as well (so I disabled it). I didn't test to see what incompatibility exactly is causing them (or if they are there in the base already).
 
Ah, I see. I haven't encountered any errors so far with the Unit Production AI Tweaks mod enabled, but I only run very few mods, Community Patch, Vox populi, EUI, InGame Editor and three others. I'll try uncommenting those six files, hopefully everything works smoothly.

I will provide an update after I have enabled logging and tested everything out. Thank you very much! ദ്ദി( • ᴗ - ) ✧
 
I have finished a complete run. The database.log doesn't have any errors (I think?), game runs smoothly with zero crashes and everything pretty much works as intended.

Here's my modlist (with EUI installed):
[500922.445] EUI_context: Active MOD: d1b6328c-ff44-4b0d-aad7-c657f83610cd (1) Community Patch Version 144
[500922.445] EUI_context: Active MOD: 8411a7a8-dad3-4622-a18e-fcc18324c799 (2) Vox Populi Version 17
[500922.445] EUI_context: Active MOD: 24923240-e4fb-4bf6-8f0e-6e5b6cf4d3c2 (3a) VP - EUI Compatibility Files Version 1
[500922.446] EUI_context: Active MOD: 871da714-b2c6-49e9-8882-57489f501dbb (8a) Enhanced Air Warfare 4VP (Standard for VP 4.4) Version 2
[500922.446] EUI_context: Active MOD: 3e151552-1683-4881-b736-8ee89226f599 (overhaul) More Wonders for VP Version 23
[500922.446] EUI_context: Active MOD: b2eb6d1e-1fcb-4a0d-829c-51691aa3183a (overhaul) Unique City States for VP Version 16
[500922.446] EUI_context: Active MOD: e37c9bba-9a02-4472-b460-617a1132fa40 Better Lakes for Vox Populi Version 3
[500922.446] EUI_context: Active MOD: 98c7f9e2-1gg3-5841-8gc7-41bde72f2f47 Hokath's Proposals Version 6
[500922.447] EUI_context: Active MOD: 6df65e6b-6aa4-4da2-a7fd-084d0e9c84c1 UI - Improved City View (Vox Populi EUI) Version 20
[500922.447] EUI_context: Active MOD: 170c8ed1-b516-4fe2-b571-befeac39d220 InGame Editor+ Version 46
[500922.447] EUI_context: Active MOD: 1da69196-0131-4f34-860e-3882eed300c5 Jarcast's Extraction Outpost Version 3
[500922.448] EUI_context: Active MOD: b2eb6d1e-1fcb-4a0d-upai-51691aa312da Unit Production AI Version 3

Database.log (shortened list of unique warnings):
[500843.169] columns StrategicViewType, TileType are not unique
[500843.169] While executing - 'INSERT INTO ArtDefine_StrategicView(StrategicViewType, TileType, Asset) VALUES(?,?,?)'
[500844.783] no such table: ContentPackage.LocalizedText
[500849.870] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[500890.219] Invalid Reference on Unit_FreePromotions.UnitType - "UNIT_SHOSHONE_YELLOW_BROW" does not exist in Units
 
Siege Rework
I really don't think Siege Units are where they need to be.
With siege, cities fall (at the correct rate), but without them they often feel invincible. Sadly until Field Gun many cities just cannot be sieged due to terrain blocking, or at least can only be hit from limit spots that you can't even get a siege unit to in the first place.
But then, if you get Range, all issues are solved. So it becomes a case of whether or not your neighbour is positioned in such a way that you can come away with 3 range Trebs to fight a real war later on. There wasn't really anything you could do about that. This is no fun.
The worst part of all this is that it is completely beyond the AI planning.
There's a similar problem in the Field line where what you really want is Splash+Logistics. Most of the game you can't get highly promoted siege because its rare they get to attack (and they die if they try to defend). This means they feels borderline useless against land units, and might as well just build more archers.
Here I've tried to alleviate these concerns whilst still allowing for powerful promoted siege units. The most significant change, Indirect Fire for all Siege Units, is particularly significant because of how it helps out the AI with early war.
Thanks to FlamingCheesePie for discussion on this:
Spoiler :
Code:
Units
  Field Gun
    Cost reduced to 800 Production (from 900)

  Hwacha
    Singijeon: Lost on upgrade promotion that gives indirect fire
      based on Statusquo's feedback

Promotions
  Siege Engine
   -- now also grants "Shoots over Obstacles"
 
  Indirect Fire
   -- not granted to Field Gun and Artillery for free
     note the -% RCS on this promo is also lost

  Range
   -- no longer available to Siege
      (still on Archers, but I think the "Azum tweak" would be healthy, i.e. no promo below max hp)

  Repair (March)
   -- Replaces Range at Siege III
   -- Has +5 Healing
     still "unfair" against Cities but allowing counterplay instead of shooting from far
   -- +20 HP
     so you don't get 1 shot and actually get to heal, counterpart to Spotters below

  Resourcefulness
   -- New promo at Siege I
    to mirror the new naval cannon promo
   -- +5 XP and +15 HP when pillaging
     so you can go in with this guy first and sneak in another turn vs a city
     should be good in the early game especially and an alternative/supplement to Cover II, getting you to Repair consistently

  Siege Inaccuracy
   -- increased to -50% (from -33%)
    to compensate increased indirect fire indirect buff ;)
    and larger number of hits from siege

  Field Line
   Siege that are for combat, but don't want to just feel like Archers
   -- No longer grants +RCS against Open Terrain
   -- Now grants 5 Splash at each level

  Splash Line
   -- No longer available to Siege

  Spotters
   -- New promo at Field II
   -- +2 Visibility Range
   -- 5% Attack and 20% Defense per adjacent owned land unit
Note: I also tried making Range baseline instead. It's quite game-warping and results in lots of hits from the fog and high death rates (not unhealthy but can feel unfun), so I opted for Indirect Fire.

I'm liking the seige rework, but now that they aren't being blocked by terrain I don't think the city attack should be blocked by terrain either. Do you know of an easy way for me to change this?

Thanks
 
Subterfuge -- Spy Points Redesign
BETA - Standalone download

Spy acquisition has been moved to this :espionage: Spy Point system, however the source of Spy Point remains the same as it always has -- technological advance.
I don't like this for two reasons
1) Spies arrive without you doing anything, making it feel uninteractive. You're given them even if you don't really want them.
2) It leads to a situation where, by the end of the game, everyone has a huge number of spies that are absolutely everywhere.

The core changes are,
  • Spies are no longer gained from Era advance (yours or anyone else's)
  • Spies no longer scale with Map Size. 100 Points = 1 Spy.
  • 100 :espionage: Spy Points are available each Era starting in the Renaissance on a National Wonder
    (Printing Press rebrand, new General Post Office, Foreign Bureau, and National Intelligence Agency)
    These are your "core spies" that have minor investment to obtain. You can beeline them or you will get them in time.
  • No Network Point reduction for not everyone having spies
  • Tweaks to the Security scaling and network point generation (not super important to understand but provided below)
    Spoiler :
    Code:
    UPDATE Defines SET VALUE = -2 WHERE NAME = 'ESPIONAGE_SECURITY_PER_TRADE_ROUTE';
    UPDATE Defines SET VALUE = 0 WHERE NAME = 'ESPIONAGE_SECURITY_PREVIOUS_CITY_MISSIONS';  -- anti dogpile unnecessary with new mechanics imo
    UPDATE Defines SET VALUE = 0 WHERE NAME = 'ESPIONAGE_NP_PER_TECHNOLOGY_BEHIND';
    -- this makes it so you have a % security. 100% security is no NP
    UPDATE Defines SET VALUE = 20 WHERE NAME = 'ESPIONAGE_SECURITY_BASE'; -- was 10
    UPDATE Defines SET VALUE = 100 WHERE NAME = 'ESPIONAGE_MAX_NUM_SECURITY_POINTS';  -- was 50
    UPDATE Defines SET VALUE = 100 WHERE NAME = 'ESPIONAGE_NP_REDUCTION_PER_SECURITY_POINT';  -- divided by 100: Percentage Reduction of Network Points per Security Point (was 160)
    -- because security is meant to be active to some extent, base points need to go up
    UPDATE Defines SET VALUE = 50 WHERE NAME = 'ESPIONAGE_NP_BASE';
    UPDATE Defines SET VALUE = 15 WHERE NAME = 'ESPIONAGE_NP_CULTURAL_INFLUENCE';
  • New Great Diplomat effect: Instant Mission gives 50 :espionage: Spy Points
    A big change that allows you to actively target obtaining Spies, at the cost of Embassies
    Scrivener's office gives 50 Points so the first Great Diplomat is a Spy, then every 2.
    This happens after the end of the turn via lua and dummy buildings at the moment. AI is unaware ofc.
  • Modernized all civilopedia and UI text to reflect changes, including those in the base game, and remapped the CityEvents_ParentEvent table to reorder the UI in cost order
  • New rewards for doing Spy Missions and :espionage: Spy Points on new Wonders
    Spoiler :

    - Add :c5gold: :tourism: for Rigging City States to the Printing Press and Foreign Bureau ("tall")
    - Add :c5production: :c5culture: for offensive Spy Missions to the Constabulary and the Police Station ("wide")
    - Rename Printing Press to State Treasury (moving name and icon from Tradition as above) and move to Banking
    - Move White Tower to State Treasury replacement on Civil Service (from Ironworks and Machinery) and mutatis mutandis (2 paper and 200 :espionage: Spy Points)

    - For @Pipiskus, new Wonder at Guilds, Alamut Fortress
    View attachment 712828


    500 :c5production: Base cost
    Must have nearby Mountain
    1 Diplomat Point, 3 :c5strength:, 2 :c5science:, 1 :c5culture:
    100 :espionage: Spy Points
    100 :c5faith: from Spy Missions, scaling with Era.
    +1 :c5science: and :c5faith: from Gardens, Universities, and Castles in the City

    - New Wonder at Navigation, Port Royal

    View attachment 712829

    900 :c5production: Base cost
    Must have a Harbor
    2 ⚓ Great Amiral Points, 1 :c5culture:
    100 :espionage: Spy Points
    150 :c5gold: Gold and :c5culture: Culture from Spy Missions, scaling with Era
    +3 :c5gold: Gold from 🚢 Sea Trade Routes
    All Naval Melee Units trained in this City get the Piracy Promotion

    - New Wonder at Rifling, Chateau d'If
    View attachment 712827


    1000 :c5production: Base cost
    Must be Coast, must have a Bastion Fort
    2 :c5production:, 1 :c5culture:
    2 Writer Points
    100 :espionage: Spy Points
    Free Penitentiary (see below)
    5% Great Diplomat from constructing Industrial Buildings and later

    - General Post Office as a new National Wonder for the Industrial Era
    View attachment 712830
    Unlocked at Military Science
    Requires a Coaling Station
    100 :espionage: Spy Points
    1 Civil Servant slot and Great Person Point per turn
    +1 Production, Gold, and Tourism to Civil Servants in the City
    Grants a Free Post Office
    +5 City Security in all Cities
    +10% City Connection yields in all Cities
    +2 Tourism for City State Friend, +2 Food and Tourism for City State Ally
  • New rewards for doing Spy Missions on some Buildings
    Spoiler :

    - New Building Jail added, precursor to Constabulary
    View attachment 712831
    Unlocked on Metal Casting
    200 :c5production: Cost, 1 :c5gold: Gold maintenance
    +2 :c5production:
    20 City Security
    20 🔮 Border Growth Points when performing a Spy Mission, scaling with Era
    +1 :c5production: Production and 🔮 Border Growth Point from Quarries
    Castle loses +1 :c5production: Production to Quarries, gains +1 :tourism: to Jail, Harbor, Constabulary

    New Building Printing House that lets you work another Civil Servant to target Spy generation
    [[Uses the Printing Press icon]]
    Unlocked on Printing Press
    500 :c5production: Cost, 4 :c5gold: Gold maintenance (T1 Renaissance costs)
    1 :gp: Civil Servant Slot
    Literacy Promotion (from Printing Press)
    10 :espionage: City Security
    +1 :c5gold: Gold for every :c5citystate: Friend
    +1 :c5science: Science for every :c5citystate: Ally


    - Change Police Station to Printing Press on the Statecraft Shadow Networks Policy. Drop to +2 :c5science: each since it is so much earlier.
    - New Buildings Penitentiary that spreads the Security boost from the Constable over more time and gives an additional source of Spy Mission Yields to support new cities
    View attachment 712832

    Unlocked on Industrialization
    1250 :c5production: Cost, 6 :c5gold: Gold maintenance
    10 :espionage: City Security and +1 per 4 :c5citizen:
    20 :c5food: Food and 🔮 Border Growth Points when performing a Spy Mission, scaling with Era
    5% :c5war: Supply from :c5citizen: Population
    -5% :c5citystate: Empire Size Modifier in this City
    Workers produced in this City Work 20% Faster (new promotion not retroactive)
    - Prison is added to Colonist list of buildings (finally, Prison colony fantasy is ours)
    - Constabulary reduced to +1 :espionage: City Security per 4 :c5citizen:
    - Arsenal reduced to 5% :c5war: Supply from :c5citizen: Population

    - New Building Sorting Office sits between Hotel and Airport in the (new) trade line
    View attachment 712833

    Unlocked at Combustion
    +2 :tourism: Tourism and 10 :espionage: City Security
    +3 :c5gold: Gold to Land Trade Routes
    +3/+3 :c5gold: to City and Owner for incoming Trade Routes
    +20% :c5trade: City Connection yields locally
    30% of Investments and Purchases converted into 🔮 Border Growth Points

    - New Building Casino added
    View attachment 712834

    Unlocked on Replaceable Parts
    Requires Penitentiary and Hotel
    1800 :c5production: Cost, 8 :c5gold: Gold maintenance
    +2 :c5gold: Gold
    Receive 15 :c5gold: Gold and :c5culture: Culture when you perform a Spy Mission, scaling with Era.
    Gain 20 :c5culture: Culture and :tourism: Tourism in the City when its borders expand, scaling with Era.
    +6 :c5gold: Gold once Computers is discovered.
  • New and rebalanced Spy Missions
    Spoiler :

    More options, including multiple ways of accomplishing important effects like Sapping a City or stopping Tourism: at different cost thresholds, and with different prerequisites including tech unlocks.
    Detonate Nuclear Device is a bit mad but Civ II had it so I think we have to out of respect! :D
    View attachment 715629View attachment 715631
  • New and rebalanced Counterspy Focusses
    Spoiler :

    Each has 3 missions it blocks, allowing you to "opt out" of certain irritating effects like Burgle the Treasury or Steal Great Works. However they have some drawbacks like a small reduction to Tourism or Growth in return. They also have minor positive effects as well like a Pressure boost or more yields from Forts and other Fortifications!
    View attachment 715633
  • A proof of concept for a Civ that riffs off the :espionage: Spy Point mechanic: Silent Decree China.
    View attachment 715628
    Embolden Local Warlord: High cost, crippling proxy attack. 1750 Points, Kills Spy 100%, Cannot target Capitals, 8 Barbs spawn, 10 turns Sapped, 5 turns Anarchy. 30 turn shared global cooldown
    Imperial Inspection: short duration focus for micro managing economy. 10 turns WLTKD, +1 :c5production:, :c5gold:, :c5science: from Civil Servants and Farms (in spirit of old UI) while persist (can end early ofc). :c5gold:/:c5culture: standard counterspy effect
    Examination Hall: gives +20 :espionage: Spy Points (so 5 Cities = 1 Spy) and Yields from WTLKD (currently % increase while table is implemented) in place of Great Work boost.
    UI replaced by Taichang Si: Unique Scrivener's Office from an old proposal. Gold from Libraries and Temples, Food/BGP from Great Works everywhere, 15% Food/Gold/Faith from WLTKD in this City. 100 :espionage: Spy Points (up from 50)
    UUs: unchanged
Requires 4.18+ VP
Thanks to Axatin for exposing certain defines and showing me to others.
ayo can I load this gem inna game? me and aí have no spies yet.
 
Like you started the game and you are wondering if you can add it half way through? No, don't try that there are database changes -- anything could happen.
 
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