Quick Questions / Quick Answers

Thanks, it surely looks interesting and i'll get it, but i'd guess its not save compatible? I wanted to try a solution to have the changes take effect in my current game, too
Try changing <AffectsSavedGames> from a 1 to a 0 in the .modinfo file and see if it works.

You can change it with notepad or any text editor.
 
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So guys, how often are you eliminating other civ with intent to remove their vote in the world congress so that the number of total votes become lower? Of course there are many reason to eliminate a civ and sometimes the reason to do so is because of more than one, but how often are you taking such action mainly to remove some votes?
 
Where is the Nuclear Plant GP modifier specified? I'm navigating the many tables regarding buildings but i cant find it. I'm try to change it so it grants a greater bonus but only towards great eng/scien/merch.
Additionaly, I'd like to make the CERN grant +25 dmg to GDRs and +150 CS influence once its been completed. Any Idea on how to achieve this?
 
I have a question about Songhai UA.
It's not completely clear for me how city pillaging works. It means the gold you get from conquering a city is tripled?
Also movement along rivers scales into the late game with new benefits from roads? For example once railroads have been researched, moving speed along rivers matches this?
 
I have a question about Songhai UA.
It's not completely clear for me how city pillaging works. It means the gold you get from conquering a city is tripled?
Also movement along rivers scales into the late game with new benefits from roads? For example once railroads have been researched, moving speed along rivers matches this?
Yes and no, respectively.
 
Hello guys:)
Do manufactories give adjacency bonus to farms and lumber mills? Has it been implemented yet?
I think I saw it in change logs but it doesn't work for me..
Thank you
 
No, this hasn't been implemented yet.
If implemented, what are the chances that AI will be able to utilize this new ability properly? I believe that would require additional AI decision making programming.
 
AFAIK resource diversity from trade route is a bonus depending on the number of resources (bonus and luxury) that is present in one city but not the other (either the outgoing or incoming city)
 
Does all instant yields that "Scales with Era" scale at the same rate?

Someone on the subreddit asked about Authority yields and it made me go test the "Gain 40 Science and culture, scaling with Era and population" bonus of the Imperium policy on the Authority tree. Conquering a 8 pop city in the Medieval Era gave me 160 yields each and conquering a 2 pop city gave me 80 yields each, so I'm curious what the actual calculation is.
 
Does all instant yields that "Scales with Era" scale at the same rate?

Someone on the subreddit asked about Authority yields and it made me go test the "Gain 40 Science and culture, scaling with Era and population" bonus of the Imperium policy on the Authority tree. Conquering a 8 pop city in the Medieval Era gave me 160 yields each and conquering a 2 pop city gave me 80 yields each, so I'm curious what the actual calculation is.
Capturing an 8 population city in the Medieval Era. (Gain 40 * 8 Population/2(Divisor) * 2 (Medieval Era) = 320 Science and Culture)
Capturing a 2 population city in the same Medieval Era. (Gain 40 * 2 Population/2(Divisor) * 2 (Medieval Era) = 80 Science and Culture).

Found out the Scaling with Population seems to differ between Assyria and that Policy right now. Hmmm...

The calculation right now is
BaseYield * ( :c5citizen: /2 - EraMod) * EraMod
BUT
Assyria calculates as:
BaseYield * :c5citizen: * EraMod directly without an issue.
 
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Does all instant yields that "Scales with Era" scale at the same rate?

Someone on the subreddit asked about Authority yields and it made me go test the "Gain 40 Science and culture, scaling with Era and population" bonus of the Imperium policy on the Authority tree. Conquering a 8 pop city in the Medieval Era gave me 160 yields each and conquering a 2 pop city gave me 80 yields each, so I'm curious what the actual calculation is.
Engineers note above as a possible bug (and so small exception to the rule), to answer your question, the "Scale with Era" modifier is consistent across mechanics.

Aka anything that is "Scales with Era" is X * era modifier, where era modifier =

1 - Ancient
1 - Classical
2 - Medieval
3 - Renaissance
4 - Industrial
5 - Modern
6 - Atomic
7 - Information
 
Ok so I've wrote a few sql queries to modify my game, meaning the changes made by some other mods. I'd like to make it work as a mod, meaning having it the C:\Users\<my_user>\Documents\My Games\Sid Meier's Civilization 5\MODS folder and thus appearing in the mod list in game. The folder only contains the .sql file, a .docx that lists all the changes, and the .modinfo file.
As i'm not making it with ModBuddy or any other modding tool (too lazy to chase those visual studio components from 2010 to make it work) I've wrote the .modinfo by hand, coping the md5 hashcodes from the modinfo files of other mods and adding them in the <Files> section. I also generated my mod id and the 2 files IDs with an online generator. Right now, my modinfo file looks like this:

<?xml version="1.0" encoding="utf-8"?>
<Mod id="fa114200-2e5c-45d7-870d-024c888872c7" version="1">
<Properties>
<Name>Ianjax's Civ V Modpack Rebalancer</Name>
<Stability>Beta</Stability>
<Teaser>This mods rebalances other mods</Teaser>
<Description>This is my 50 cents on how a series of mod I use (at the time this mod was made) should be rebalanced, based mostly on personal preference.[NEWLINE]
Note that the required mods listed are but a part of the mods I use, and i'm not even sure if they are strictly necessary, but they are those whose content has undergone some major changes, so consider them as mandatory to have (especially VP and VP related/dependant ones.[NEWLINE]
All the changes where achieved by simple SQL queries, so no ddl or major gameplay files should be affected.</Description>
<Authors>Ianjax</Authors>
<HideSetupGame>0</HideSetupGame>
<AffectsSavedGames>1</AffectsSavedGames>
<MinCompatibleSaveVersion>0</MinCompatibleSaveVersion>
<SupportsSinglePlayer>1</SupportsSinglePlayer>
<SupportsMultiplayer>1</SupportsMultiplayer>
<SupportsHotSeat>1</SupportsHotSeat>
<SupportsMac>1</SupportsMac>
<ReloadAudioSystem>0</ReloadAudioSystem>
<ReloadLandmarkSystem>0</ReloadLandmarkSystem>
<ReloadStrategicViewSystem>0</ReloadStrategicViewSystem>
<ReloadUnitSystem>0</ReloadUnitSystem>
</Properties>
<Dependencies>
<Mod id="d1b6328c-ff44-4b0d-aad7-c657f83610cd" minversion="117" maxversion="999" title="(1) Community Patch" />
<Mod id="8411a7a8-dad3-4622-a18e-fcc18324c799" minversion="16" maxversion="999" title="(2) Vox Populi" />
<Mod id="6521c02b-1c78-4826-a5b0-faed86235e98" minversion="1" maxversion="999" title="(3b) 43 Civs Community Patch" />
<Mod id="fa114200-2e5c-45d7-870d-024c888872c7" minversion="6" maxversion="999" title="(4a) Promotion Icons for VP" />
<Mod id="1f0a153b-26ae-4496-a2c0-a106d9b43c95" minversion="22" maxversion="999" title="(4b) UI - Promotion Tree for VP" />
<Mod id="87b2deae-83cb-9b88-9017-79e741d3739c" minversion="8" maxversion="999" title="(overhaul) Enlightenment Era (Vox Populi) v8" />
<Mod id="675ba5ec-dc5a-400f-9864-8170568d04e5" minversion="2" maxversion="999" title="Infixo's Enhanced Naval Warfare for Vox Populi(v 2.1)" />
<Mod id="5a5a2637-0e30-49a9-bc38-b5dbffd0abb7" minversion="17" maxversion="999" title="Great Spy (Brave New World) (v 17)" />
<Mod id="8670da15-d435-44ea-9758-7438cb321411" minversion="27" maxversion="999" title="R.E.D Modpack v27" />
<Mod id="00795240-68a6-4784-8605-8708152976b9" minversion="3" maxversion="999" title="Shipyard and Naval Officer Academy ENI Companion Mod I (v3)" />
<Mod id="1be80570-660c-4014-a0da-35464f713e04" minversion="1" maxversion="999" title="Venetian Doge's Palace (v 1)" />
<Mod id="debe43ae-4bc9-4b62-b10a-58bcd9fe4495" minversion="1" maxversion="999" title="Venetian Piazza San Marco (v 1)" />
<Dependencies />
<References />
<Blocks />
<Files>
<File md5="A986DE88EECE07D5D817F845FC210EDA" import="1">ICVMR.sql</File>
<File md5="259D4B1B7AA5F4369287179F985A7595" import="1">ICVMR.docx</File>
</Files>
<Actions>
<OnModActivated>
<UpdateDatabase>ICVMR.sql</UpdateDatabase>
</OnModActivated>
</Actions>
</Mod>

The problem is, there is no trace of my "mod" in the mod list. I've tried some things like deleting the Civ5ModsDatabase.db, but nothing has worked thus far. Any idea on how to fix this?
 
Ok so I've wrote a few sql queries to modify my game, meaning the changes made by some other mods. I'd like to make it work as a mod, meaning having it the C:\Users\<my_user>\Documents\My Games\Sid Meier's Civilization 5\MODS folder and thus appearing in the mod list in game. The folder only contains the .sql file, a .docx that lists all the changes, and the .modinfo file.
As i'm not making it with ModBuddy or any other modding tool (too lazy to chase those visual studio components from 2010 to make it work) I've wrote the .modinfo by hand, coping the md5 hashcodes from the modinfo files of other mods and adding them in the <Files> section. I also generated my mod id and the 2 files IDs with an online generator. Right now, my modinfo file looks like this:

<?xml version="1.0" encoding="utf-8"?>
<Mod id="fa114200-2e5c-45d7-870d-024c888872c7" version="1">
<Properties>
<Name>Ianjax's Civ V Modpack Rebalancer</Name>
<Stability>Beta</Stability>
<Teaser>This mods rebalances other mods</Teaser>
<Description>This is my 50 cents on how a series of mod I use (at the time this mod was made) should be rebalanced, based mostly on personal preference.[NEWLINE]
Note that the required mods listed are but a part of the mods I use, and i'm not even sure if they are strictly necessary, but they are those whose content has undergone some major changes, so consider them as mandatory to have (especially VP and VP related/dependant ones.[NEWLINE]
All the changes where achieved by simple SQL queries, so no ddl or major gameplay files should be affected.</Description>
<Authors>Ianjax</Authors>
<HideSetupGame>0</HideSetupGame>
<AffectsSavedGames>1</AffectsSavedGames>
<MinCompatibleSaveVersion>0</MinCompatibleSaveVersion>
<SupportsSinglePlayer>1</SupportsSinglePlayer>
<SupportsMultiplayer>1</SupportsMultiplayer>
<SupportsHotSeat>1</SupportsHotSeat>
<SupportsMac>1</SupportsMac>
<ReloadAudioSystem>0</ReloadAudioSystem>
<ReloadLandmarkSystem>0</ReloadLandmarkSystem>
<ReloadStrategicViewSystem>0</ReloadStrategicViewSystem>
<ReloadUnitSystem>0</ReloadUnitSystem>
</Properties>
<Dependencies>
<Mod id="d1b6328c-ff44-4b0d-aad7-c657f83610cd" minversion="117" maxversion="999" title="(1) Community Patch" />
<Mod id="8411a7a8-dad3-4622-a18e-fcc18324c799" minversion="16" maxversion="999" title="(2) Vox Populi" />
<Mod id="6521c02b-1c78-4826-a5b0-faed86235e98" minversion="1" maxversion="999" title="(3b) 43 Civs Community Patch" />
<Mod id="fa114200-2e5c-45d7-870d-024c888872c7" minversion="6" maxversion="999" title="(4a) Promotion Icons for VP" />
<Mod id="1f0a153b-26ae-4496-a2c0-a106d9b43c95" minversion="22" maxversion="999" title="(4b) UI - Promotion Tree for VP" />
<Mod id="87b2deae-83cb-9b88-9017-79e741d3739c" minversion="8" maxversion="999" title="(overhaul) Enlightenment Era (Vox Populi) v8" />
<Mod id="675ba5ec-dc5a-400f-9864-8170568d04e5" minversion="2" maxversion="999" title="Infixo's Enhanced Naval Warfare for Vox Populi(v 2.1)" />
<Mod id="5a5a2637-0e30-49a9-bc38-b5dbffd0abb7" minversion="17" maxversion="999" title="Great Spy (Brave New World) (v 17)" />
<Mod id="8670da15-d435-44ea-9758-7438cb321411" minversion="27" maxversion="999" title="R.E.D Modpack v27" />
<Mod id="00795240-68a6-4784-8605-8708152976b9" minversion="3" maxversion="999" title="Shipyard and Naval Officer Academy ENI Companion Mod I (v3)" />
<Mod id="1be80570-660c-4014-a0da-35464f713e04" minversion="1" maxversion="999" title="Venetian Doge's Palace (v 1)" />
<Mod id="debe43ae-4bc9-4b62-b10a-58bcd9fe4495" minversion="1" maxversion="999" title="Venetian Piazza San Marco (v 1)" />
<Dependencies />
<References />
<Blocks />
<Files>
<File md5="A986DE88EECE07D5D817F845FC210EDA" import="1">ICVMR.sql</File>
<File md5="259D4B1B7AA5F4369287179F985A7595" import="1">ICVMR.docx</File>
</Files>
<Actions>
<OnModActivated>
<UpdateDatabase>ICVMR.sql</UpdateDatabase>
</OnModActivated>
</Actions>
</Mod>

The problem is, there is no trace of my "mod" in the mod list. I've tried some things like deleting the Civ5ModsDatabase.db, but nothing has worked thus far. Any idea on how to fix this?
Hmmm.....
1685583941071.png

Are you sure you closed the element properly?
Hint: Look at the <Dependencies /> on line 36.
 
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