How do YOU customise CBP?

Outside of sql user options, there are 2 changes I can't live without that I have to manage per update...


  • Barathor's More Luxuries Deluxe - basically a drop-in replacement for assignStartingPlots.lua (in More Luxuries). In my experience, this does a much better job of spreading out resources so that things are less clumpy, city locale selection is more challenging and resource monopolies are more likely to cause conflict with a neighbor. City State resources are also more often unique. Barathor left this in a beta state when he got sucked into Beyond Earth (:eek2:) but I've had good results from it... to the degree that I keep it on-board with every CPP update. I think it needed to have cocoa and bison IDs added, but that's it.

  • whoward's Improved City Banner - I don't use EUI and find this essential. It shows city governor focus, turns to border expansion, etc in the banner. Also ties into whoward's City Production manager where you can change focus and see results at a glance. The merge to cityBannerManager is pretty simple and doesn't interfere with CBP's required changes to show happiness etc. Mainly just a column expansion plus functions.

Neither assignStartingPlots nor cityBannerManager change very often in CPP, but nonetheless I have to check these with each release to see if I have to re-merge. Most of the other side mods I use don't touch anything that CPP modifies and play nice. Except for JFD's wonderful WIPs, of course, but that's it's own topic.
 
I just make all the resources visible from the start. I like the idea however I've playing for a bit thinking I had a decent start only to realize that it was a terrible one far too many times
 
Where can I change the max XP from barbarians?

C:\Users\yourname\Documents\My Games\Sid Meier's Civilization 5\Mods\(2) Community Balance Patch\(2) Community Balance Patch\Balance Changes\CoreDefines SQL


then look for this code and change it to -1 like i did

-- Barbarian Experience Cap raised to 45
UPDATE Defines
SET Value = '-1'
WHERE Name = 'BARBARIAN_MAX_XP_VALUE';
 
I use the Building-Upgrade System v12 mod and Enginseers CP compatibility mod ver 12 to increase the amount of experience for units. Basically Barracks upgrade gives 50 exp, armory upgrade gets 70 exp, and ,military academy gives 100 exp. I like promotions and would like a bunch more of them as options. This is the first step towards getting units more experience then

Spoiler :
UPDATE Building_DomainFreeExperiences
SET Experience = '50'
WHERE BuildingType = 'BUILDING_BARRACKS_UP' AND DomainType = 'DOMAIN_LAND' AND EXISTS (SELECT * FROM COMMUNITY WHERE Type='CBPMC_BUS' AND Value= 1);

UPDATE Building_DomainFreeExperiences
SET Experience = '50'
WHERE BuildingType = 'BUILDING_BARRACKS_UP' AND DomainType = 'DOMAIN_SEA' AND EXISTS (SELECT * FROM COMMUNITY WHERE Type='CBPMC_BUS' AND Value= 1);

UPDATE Building_DomainFreeExperiences
SET Experience = '50'
WHERE BuildingType = 'BUILDING_BARRACKS_UP' AND DomainType = 'DOMAIN_AIR' AND EXISTS (SELECT * FROM COMMUNITY WHERE Type='CBPMC_BUS' AND Value= 1);

UPDATE Building_DomainFreeExperiences
SET Experience = '70'
WHERE BuildingType = 'BUILDING_ARMORY_UP' AND DomainType = 'DOMAIN_LAND' AND EXISTS (SELECT * FROM COMMUNITY WHERE Type='CBPMC_BUS' AND Value= 1);

UPDATE Building_DomainFreeExperiences
SET Experience = '70'
WHERE BuildingType = 'BUILDING_ARMORY_UP' AND DomainType = 'DOMAIN_SEA' AND EXISTS (SELECT * FROM COMMUNITY WHERE Type='CBPMC_BUS' AND Value= 1);

UPDATE Building_DomainFreeExperiences
SET Experience = '70'
WHERE BuildingType = 'BUILDING_ARMORY_UP' AND DomainType = 'DOMAIN_AIR' AND EXISTS (SELECT * FROM COMMUNITY WHERE Type='CBPMC_BUS' AND Value= 1);

UPDATE Building_DomainFreeExperiences
SET Experience = '100'
WHERE BuildingType = 'BUILDING_MILITARY_ACADEMY_UP' AND DomainType = 'DOMAIN_LAND' AND EXISTS (SELECT * FROM COMMUNITY WHERE Type='CBPMC_BUS' AND Value= 1);

UPDATE Building_DomainFreeExperiences
SET Experience = '100'
WHERE BuildingType = 'BUILDING_MILITARY_ACADEMY_UP' AND DomainType = 'DOMAIN_SEA' AND EXISTS (SELECT * FROM COMMUNITY WHERE Type='CBPMC_BUS' AND Value= 1);

UPDATE Building_DomainFreeExperiences
SET Experience = '100'
WHERE BuildingType = 'BUILDING_MILITARY_ACADEMY_UP' AND DomainType = 'DOMAIN_AIR' AND EXISTS (SELECT * FROM COMMUNITY WHERE Type='CBPMC_BUS' AND Value= 1);
 
Basically Barracks upgrade gives 50 exp, armory upgrade gets 70 exp, and ,military academy gives 100 exp. I like promotions and would like a bunch more of them as options.

Doesn't that screw over a AI a bunch? I mean if everyone gets 220 experience from buildings the extra 100ish experience the AI starts with is worth a lot less?

EDIT: You're ofcourse allowed to play however you want, just asking a question.
 
I use the Building-Upgrade System v12 mod and Enginseers CP compatibility mod ver 12 to increase the amount of experience for units. Basically Barracks upgrade gives 50 exp, armory upgrade gets 70 exp, and ,military academy gives 100 exp. I like promotions and would like a bunch more of them as options. This is the first step towards getting units more experience then
...

Looking at that code I can't see how any of the unique variants are upgraded.
Does that mod only handle vanilla buildings?
 
Looking at that code I can't see how any of the unique variants are upgraded.
Does that mod only handle vanilla buildings?
It can handle unique variants, but in the same way as everyone's else. If you had an Ikanda as the Zulu Empire, you would see the Barrack Upgrade like everyone else instead of the Ikanda Upgrade.

Or if I'm not clear. Each building upgrades are essentially "requirements." A castle needs a wall to be built, but it doesn't need the Babylonian wall.
 
Nice, my topic actually has people posting in it :D

[*]whoward's Improved City Banner - I don't use EUI and find this essential. It shows city governor focus, turns to border expansion, etc in the banner. Also ties into whoward's City Production manager where you can change focus and see results at a glance. The merge to cityBannerManager is pretty simple and doesn't interfere with CBP's required changes to show happiness etc. Mainly just a column expansion plus functions.

I actually use EUI and I still like that banner (it just overrules EUI's banner without any issues and leaves the rest of EUI alone).

I use the Building-Upgrade System v12 mod and Enginseers CP compatibility mod ver 12 to increase the amount of experience for units. Basically Barracks upgrade gives 50 exp, armory upgrade gets 70 exp, and ,military academy gives 100 exp. I like promotions and would like a bunch more of them as options. This is the first step towards getting units more experience then

Interesting. I wonder if there's a way to make fighting exp more as well (ex: 6 exp for ranged and 15 for melee).

Doesn't that screw over a AI a bunch? I mean if everyone gets 220 experience from buildings the extra 100ish experience the AI starts with is worth a lot less?

Well you could just make the AI start with more exp. Only problem there is early game AI before any buildings get built would be absurdly strong :p
 
Outside of sql user options, there are 2 changes I can't live without that I have to manage per update...


  • whoward's Improved City Banner - I don't use EUI and find this essential. It shows city governor focus, turns to border expansion, etc in the banner. Also ties into whoward's City Production manager where you can change focus and see results at a glance. The merge to cityBannerManager is pretty simple and doesn't interfere with CBP's required changes to show happiness etc. Mainly just a column expansion plus functions.

Ooh, I think I should merge this with my CityBanner in CID. Thanks for pointing it out, even if for Pope Gazebo and not a lowly Emperor :p
 
C:\Users\yourname\Documents\My Games\Sid Meier's Civilization 5\Mods\(2) Community Balance Patch\(2) Community Balance Patch\Balance Changes\CoreDefines SQL


then look for this code and change it to -1 like i did

-- Barbarian Experience Cap raised to 45
UPDATE Defines
SET Value = '-1'
WHERE Name = 'BARBARIAN_MAX_XP_VALUE';

Thank you :)
 
It can handle unique variants, but in the same way as everyone's else. If you had an Ikanda as the Zulu Empire, you would see the Barrack Upgrade like everyone else instead of the Ikanda Upgrade.

Or if I'm not clear. Each building upgrades are essentially "requirements." A castle needs a wall to be built, but it doesn't need the Babylonian wall.

Ahh, there is probably a lot more code in the actual download then that explains all of that. I have a thing against Steam only mods so I'm not going to subscribe just to examine it.
Thank you for setting that straight for me.
 
Outside of sql user options, there are 2 changes I can't live without that I have to manage per update...



Barathor's More Luxuries Deluxe - basically a drop-in replacement for assignStartingPlots.lua (in More Luxuries). In my experience, this does a much better job of spreading out resources so that things are less clumpy, city locale selection is more challenging and resource monopolies are more likely to cause conflict with a neighbor. City State resources are also more often unique. Barathor left this in a beta state when he got sucked into Beyond Earth (:eek2:) but I've had good results from it... to the degree that I keep it on-board with every CPP update. I think it needed to have cocoa and bison IDs added, but that's it.

Could you please tell me how this is done? I really want to try that out.
 
Why? That's easily exploitable by humans.

G

Well, there are a lot of features that can be exploited. The general response is "then don't exploit them".

I'm perfectly fine with it remaining a simple option though.
 
Well, there are a lot of features that can be exploited. The general response is "then don't exploit them".

I'm perfectly fine with it remaining a simple option though.

I do my best to close those loopholes, and we've closed the vast majority. No reason to open this one up.

G
 
It would be great, if you would disable barbariat XP limit cap by default :P

For the barbarians, I don't think setting them to unlimited EXP by default is a good idea because some people use CBP in multiplayer matches (and thus a player who exploits it will have an advantage over a player who does not). I always set it to unlimited for my own use in singleplayer because I know I won't exploit it, and it just feels weird that my lone warrior who took down half of Connan's forces doesn't even hit level 3, but doing the same to another civ will make that warrior superman.

I don't mind people editing/changing the CP/CBP (that's why I annotate everything), however keep in mind that, until we've reached final release, I need feedback on default settings.

G

Borders expand far too slowly on the default settings. I've never seen properly "filled in" borders without any changes, and it feels unimmersive to have all these unclaimed tiles in the 2000s.

Smaller boarders also mean less territory for your troops to march through during battle. As is, your troops march through several tiles of "no man's land" and then only two or three tiles to reach the enemy city. Your troops can not only reach the city swiftly, but unless they're specifically pinned down by enemy units they can easily escape. But with larger borders your troops can get trapped in enemy territory quite easily, and the borders themselves serve as a natural defense against speedy units.

It also adds another thing to think about once you actually capture the city - the borders themselves. With regular borders it's a foregone conclusion that if you raze the city and build a new one, it will inevitably return to it's former boarders. But now during the time your new city grows, other cities will be able to take some of the vacated tiles even if you replace the city with a Colonist the very turn it's razed.

While technically not a CBP customization, I also increase MAXIMUM_ACQUIRE_PLOT_DISTANCE to 8. It seems to work well with the lower requirements of acquiring plots.
 
I change the min city distance to 3 on all maps.
 
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