[MODMOD] PTSD v.2.8.x for We The People 4.1 - NEW: Simple Basic Changes

I'd like to modmodmod PTSD a bit for learning by doing purposes. I've tried compiling the code using the bundled compiler and scripts from WTP-develop. I've removed plenty of tests geared towards the development version, yet I still fail at compiling
it. Basically all errors are due to CvEnums.h and CvString.h. Would you be so kind to share your project and makefile?

Edit: I reckon I just need to remove a whole lot more from the bundled compiler and whittle it down to the bare essentials.
 
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I'd like to modmodmod PTSD a bit for learning by doing purposes. I've tried compiling the code using the bundled compiler and scripts from WTP-develop. I've removed plenty of tests geared towards the development version, yet I still fail at compiling
it. Basically all errors are due to CvEnums.h and CvString.h. Would you be so kind to share your project and makefile?

Edit: I reckon I just need to remove a whole lot more from the bundled compiler and whittle it down to the bare essentials.
I am failing to compile PTSD on my new computer as well... I can only compile the We The People development version, nothing else. It still works on my old computer so I can't figure out the reason, but I'll keep on investigating.
 
Sounds like an issue with the makefile so that the compiler doesn't know what windows libraries to use to compile your code. Compare the makefile you use for PTSD with the makefile that WTP dev version uses, maybe some additional path was added for newer windows/visual studio versions.

What error messages do you get in visual studio?
 
Hi ,tried the v2.7 and could not pass thru certain hills (not peaks) so i uninstalled everything and would like to try v2.6.2 that is the most stable recent one it seems, but i cant seem to download by clicking it so where can i get it ? Tx.
 
Hi ,tried the v2.7 and could not pass thru certain hills (not peaks) so i uninstalled everything and would like to try v2.6.2 that is the most stable recent one it seems, but i cant seem to download by clicking it so where can i get it ? Tx.
In version 2.7 you run out of expedition supplies after exploring a certain amount of unrevealed plots, so if your hills are connected to the black areas of the map you may need to wait 70 something turns before you can enter them. I can download v.2.6.2 by clicking on it under the 'History' tab.
 

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In version 2.7 you run out of expedition supplies after exploring a certain amount of unrevealed plots, so if your hills are connected to the black areas of the map you may need to wait 70 something turns before you can enter them. I can download v.2.6.2 by clicking on it under the 'History' tab.
😮 You are implementing mechanics to extend the exploration fase 🤩
Can't wait 😎
 
Your mod makes the game much harder and more balanced – and also much more enjoyable! However, I still think it needs some kind of diminishing returns mechanic to prevent the snowball effect. For example, corruption based on the number of settlements and citizens. Perhaps in the form of an additional internal tax, separate from the royal tax. Or by using a civic system similar to what we saw in Civ4. But great work!
 
Your mod makes the game much harder and more balanced – and also much more enjoyable! However, I still think it needs some kind of diminishing returns mechanic to prevent the snowball effect. For example, corruption based on the number of settlements and citizens. Perhaps in the form of an additional internal tax, separate from the royal tax. Or by using a civic system similar to what we saw in Civ4. But great work!
Thank you for the encouragement and inspiration!
 
In version 2.7 the "wait at end of the turn" option does not work, it never does even if it is chosen. Town borders are not visible.
 
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In version 2.7 the "wait at end of the turn" option does not work, it never does even if it is chosen. Town borders are not visible.
You can paste in https://forums.civfanatics.com/attachments/eucolorborders-zip.629239/ and get the culture borders to show again (thank you for pointing that out).

There was some bug in the player options, so I am not surprised that the "wait at end of turn" is not working as intended. I have had to backtrack and start over again. The only reason I released this version is because it contained some fun features that probably won't get finished for years. Though I have gotten a more polished version of 'year based unit and profession availability' almost completed.
 
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Bug in version 2.7 ,noticed that units stationed outside a town tend to "swim" to a nearby owned ship in this case 2/4 distance and fill said ship with units but only when i save the game and upon reload it manifests, if i am just passing turns without reloading it does not happen.
 
Bug in version 2.7 ,noticed that units stationed outside a town tend to "swim" to a nearby owned ship in this case 2/4 distance and fill said ship with units but only when i save the game and upon reload it manifests, if i am just passing turns without reloading it does not happen.
How very strange. Maybe they get bored of the new world and think they can sneak back home while you are sleeping? I will have to see if I can replicate it with my current setup.
 
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Deleted everything and installed lastest version 2.8.1 and this error happens at the start of each game ,havent found out what it affects tho !
Is it normal for this version to try to trade imediatily with the boat and indian villages dont seem to have any goods.
 

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more errors when acessing civpedia
 

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Deleted everything and installed lastest version 2.8.1 and this error happens at the start of each game ,havent found out what it affects tho !
Is it normal for this version to try to trade imediatily with the boat and indian villages dont seem to have any goods.
Yes, sorry. I fixed those things, they are not gamebreaking bugs, just annoying. The indians have goods, you just need to increase the trade container capacity because it starts at 0 at the beginning, but I'll post another bugfix after I have played some more. Thank you for pointing them out
 
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Adding increasing crime for every settlement is a great way to simulate corruption and the upkeep of a great empire. Perhaps you could also add upkeep costs for courthouses and judges? It would be halfway realistic, as law and the military were largely what early modern states supplied their citizens.
 
Adding increasing crime for every settlement is a great way to simulate corruption and the upkeep of a great empire. Perhaps you could also add upkeep costs for courthouses and judges? It would be halfway realistic, as law and the military were largely what early modern states supplied their citizens.
I keep thinking about having some kind of citywide pay wages button for the non-slave population or they become increasingly less productive and happy. Also, pay to heal soldiers is another one. I just don't like the automatic withdrawal upkeep system of Civ 4.
 
I keep thinking about having some kind of citywide pay wages button for the non-slave population or they become increasingly less productive and happy. Also, pay to heal soldiers is another one. I just don't like the automatic withdrawal upkeep system of Civ 4.
That could work as well, but would it remedy the snowballing problem? There needs to be an incentive to play tall instead of expanding like crazy. By the way, don’t worry too much about balancing—your submod is all about the hardcore experience.
 
That could work as well, but would it remedy the snowballing problem? There needs to be an incentive to play tall instead of expanding like crazy. By the way, don’t worry too much about balancing—your submod is all about the hardcore experience.
Ok, maybe a 'pay general upkeep' button then for each city, which will include cost per building type, non slave worker and soldier stationed within - In a way that will cost more for more cities.

Another thought I had was to bring in personality traits, or refine the social status characteristic of each unit... Things like pioneering/adventurous, parasitic/dependent or urbane/urban whatever that make you less or more productive and happy based on the population of the city and what buildings are already available.
 
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