[GS] Problem with era updated tech & civic costs

alknicteos

Chieftain
Joined
Oct 4, 2010
Messages
15
Hi,

because imho the tech and civic research speed is far too fast, I play since a long time with a slower tech/civic mod. But somehow with the latest june patch the tech costs from renaissance and beyond won't be altered.
I use something like
Code:
...
UPDATE Technologies SET Cost = Cost*4.0 WHERE EraType = 'ERA_MEDIEVAL';
UPDATE Technologies SET Cost = Cost*4.2 WHERE EraType = 'ERA_RENAISSANCE';
....
from begin until renaissance it functions and then I get the standard tech costs ... I dont want to change the basic tech costs in the tech files ....
 
You have one of
  1. A syntax error in the code
  2. a mod compatibility issue where another mod is over-writing your changes
  3. your changes are not being applied after expacs re-write basic game info. Ie, your mod may be loading after Vanilla but before Rise and Fall or Gathering Storm and some of your mod's changes are being over-written by the Expansion's Code being loaded
 
many thanks for your reply. :)
I also tested now another mod : plenty of time
and deactivated every other mod, it has something like this
Code:
....
UPDATE Civics SET Cost = Cost*5;
UPDATE Technologies SET Cost = Cost*5;
....
UPDATE CivicRandomCosts SET Cost = Cost*5;
UPDATE TechnologyRandomCosts SET Cost = Cost*5;
...
with the same issue
so, when I could eliminate 1. and 2., how could I change, when the mod applies the changes?

many thanks
 
well, I have found the loadOrder and priority, but still I wasn't able to fix the issue ....

edit : grml, grml once it has functioned now ....
edit2: I dont get it, but my small mod works now, yet I have no clue why and leaving me with really stupid questions left about the modding and other things... grrr
it works for me now....
edit3: the stupid question would be how civ 6 caches stuff, what saving a configuration of a new game /loading of this is doing. And what for is the id in the mod. If I change the id, it seems to work
 
Last edited:
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