Military Doctrines / Promotion System Rework

Military Doctrines / Promotion System Rework 1.703

Thanks for the screenshot/feedback, I can look into changing the numbers. It still is very strange to me that the AI is getting doctrines so quickly, having tech locks might be a decent idea to prevent a super inflation in XP.
 
Thanks for the screenshot/feedback, I can look into changing the numbers. It still is very strange to me that the AI is getting doctrines so quickly, having tech locks might be a decent idea to prevent a super inflation in XP.

I'm going to run some tests with some modified XP based promotions -- as I agree with the earlier poster about reducing the larger strength increases to something more manageable.

The 2 strength per promotion for individual units appears to be working very well. Not sure if the AI is going immediately to that or the healing, but that piece of the mod is working extremely well.

FYI -- I found that this does not work with MOAR Australia due to a new promotion class introduced in that mod. I simply removed the promotion class (HUNTER) introduced in MOAR Australia and it works just fine.
 
Thanks for the screenshot/feedback, I can look into changing the numbers. It still is very strange to me that the AI is getting doctrines so quickly, having tech locks might be a decent idea to prevent a super inflation in XP.
Playing with v 1.701 and enjoying it. I'm in the late classical age by now and the ai is at max doctrine level 2 or 3, which sounds ok to me.

Been pondering about your tech requirement for doctrines though and I think it's an interesting idea, only I think I like the idea of limiting it by era more, e.g.. Ancient= max 2 doctrines, classical max 3 doctrines, medieval max 4 doctrines, ...

\Skodkim
 
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Well just to comment on my own comment from before (:crazyeye:) having some kind of era requirement we'd probably also need a XP cap mechanism like the XP cap from barbarians. If we just let a player accumulate e.g. unused 500-1000 XP at the end of an era he'd make a large jump at the beginning of each era.

One solution could be to say that after leveling up to the maximum doctrine level of an era, e.g. level 3 in the ancient if we use my proposal from above, you get no further XP until entering a new era - or you only get enough XP to gain one more doctrine level and no further after that. I think I like solution 2 better.

Anyway, just some thoughts from me :p

\Skodkim
 
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Ewok, I like you mod very much and had played with it several time. However, the game had crashed several times in the late era. As such, I did not use the mod for a while. I tried using your mod again recently and noticed the following:

The promotion button appears when using this mod with CQUI but the game hangs and goes into a ‘reading’ status and does not progress from there. I have to force shut the civ 6 eventually. I managed to find out that the cause is the CQUI mod. I have tried your mod independently and the game loads ok but the promotion button does not appear on the TOP left panel.

My query :

(1). Does your mod work independently or it has to be used together with CQUI. I saw that your comments Recommending using this mod with CQUI. Does recommend means must use this mod with CQUI
(2). Does this mod work with other UI mod so that the promotion button works.
(3). Is there other way to overcome or by-bass CQUI mod and ensure the promotion button appear.

Appreciate your response to my query. Your mod has made the game more exciting to play with. And I would like to use your mod.
 
In order to get the button to show you need CQUI, otherwise everything else is independent so you can either just use the hotkey 'x' or use this mod which is integrated in the CQUI mod https://forums.civfanatics.com/threads/modular-screens.620112/. This mod makes it modular.

As for UI conflicts this is why I made it modular orginally it replaced the launchbar but that caused conflicts with other UI mods. Now it shouldn't cause any conflicts.
 
@arch.mbadawy I'm thinking this is the issue, you can either use the CQUI Community edition (the one that is working) I recommend this mod anyways or press 'd' while in game and the doctrines screen should work. This is because I want it too be compatible with other mods so I don't have to replace the launchbar.

@Rajendran That number is the barbarian XP cap, so you can't earn any more xp after that number. The XP rate is just how much XP you would earn from the base game (I havn't adjusted that). You can find the rate in the GlobalParameters.xml civilization game file, if you want to change those rates by putting something like this "UPDATE GlobalParameters SET Value = 1 WHERE Name = "EXPERIENCE_NOT_COMBAT_RANGED";" into the DoctrineData.sql file. This effects everyone though. I don't believe the Ai gets it at a faster rate they just can make a bunch of units and are in a constant state of war.

The mod isn't on the "Additional Content" panel!!
 
Make sure you downloaded it correctly and you can also try to use the steam version as it takes less steps to download/install.
 
Will this mod be updated for RISE AND FALL. I could not see the icon/selection button on the TOP left panel. I can see from other AI troops that the mod is working as AI promotion is ‘10’.
 
Ya I'm working on it. In order for the icon to pop-up I need CQUI to update, right now you can press 'x' and the doctrine screen works but I believe the promotion screen does not which I'm working on.
 
> [Gameplay] ERROR: Invalid Reference on UnitPromotionPrereqs.PrereqUnitPromotion - "PROMOTION_AI_STOPPER_HUNTER" does not exist in UnitPromotions

getting this error.
 
I don't have a reference to a 'PROMOTION_AI_STOPPER_HUNTER', perhaps this is from another mod? I do have a reference to a "PROMOTION_AI_STOPPER" and I just looked through my code and none of those references have a _HUNTER in front. I also just did a quick test and got no error.
 
i got that when i tried to use the mode. have no idea with what it interferes.....
 
You could try by eliminating one mod at a time to find the interference and you could maybe try posting a mod list here I can help you out.
 
You could try by eliminating one mod at a time to find the interference and you could maybe try posting a mod list here I can help you out.

I found the culprit: Even more units! Australia. Since it is such a popular mod can you post a quick fix pls? :)

1DUXO41.png

Also i am unable to find the ribbon for doctrines.
 
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The button is only available with CQUI, or should be. If you don't want to use CQUI just use 'x' which I think you already are.

I knew about the Australia mod, it adds two Australia specific promotions which is what causes the conflict. I can look into a hotfix but I think there was a reason I never added it so it may be something you will just have to delete in the mod files.
 
So, I've been trying to get this to work but instead of getting the doctrines wich affect all units, I get lame single unit promotion trees like this for all classes (melee/ranged confirmed so far). The werid thing is that the AI gets the doctrines as it should (all his melee units "level up" accordingly as they should.
At first I didnt have CQUI installed, but then i installed it, stared a new game and the problem persists. Any ideas?
upload_2018-7-21_11-57-17.png
 
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