Quo's Combined Tweaks

Quo's Combined Tweaks v7.0.19 BETA

I've been a big fan of this mod for several months, ever since I've discovered it. I only use some civs/leaders, so I only have some feedback/questions.

I've used this mod before biomes, and I do like the addition. However, even after the balance changes, I feel like Asian Pacific is underpowered. It's bonuses aren't bad, but the malice is huge. Trade routes are most important early game, as every point of food and production counts. Not to mention, this is when you'll be settling the most, and without a stockpile of gold built up throughout the game, you won't be able to rush buildings in new cities. Trade routes are otherwise the best way to start up a new city, and Asian Pacific civs just don't get that option during a crucial part of the game. The previous version wasn't *as* bad, since you could at least get some trade routes by pumping lighthouses and markets, but you'd always be behind on trade routes. I'm not sure what the malice should be replaced as, since anything thematically appropriate and balanced could work. If you want to stick with a trade route malice, maybe reduce food *or* production from them, and/or some yield(s) from international routes, like gold and culture. That's just a thought, but I'm sure there are more creative options.

I haven't found them to be particularly good or bad, but I've been using Arabia a lot, and noticed some things. I'm not sure if these are intended or unfortunate consequences, but Arabia can't build certain wonders, and can't get certain eurekas. Because they can't build commercial hubs and their buildings, Arabia can't get eurekas based on building these, and they can't build wonders that require commercial buildings, like The Great Zimbabwe and Big Ben.
 
Just wanted to say this mod used to crash at around turn 100 for me. Played 3 times in the past till a crash made me gave up. Now i`m at turn 250 and did not face any crashes. Mod is totally stable during my last game.
What i experienced in my latest immortal game was that the AI did not upgrade half of their units. I was swatting warriors and archers like flies with my Japanese Samurai. I dont blame this mod for this do.
I liked the pace of this game. 1-2 civs were not snowballing the other civs as usual. And they progressed on tech at about same time as me which is great.
Interested to use the smooth difficulty mod during another playthrough or put difficulty to deity. I can increase the difficulty with 3 more levels by using smooth difficulty mod. Deity +2
 
I've been a big fan of this mod for several months, ever since I've discovered it. I only use some civs/leaders, so I only have some feedback/questions.

I've used this mod before biomes, and I do like the addition. However, even after the balance changes, I feel like Asian Pacific is underpowered. It's bonuses aren't bad, but the malice is huge. Trade routes are most important early game, as every point of food and production counts. Not to mention, this is when you'll be settling the most, and without a stockpile of gold built up throughout the game, you won't be able to rush buildings in new cities. Trade routes are otherwise the best way to start up a new city, and Asian Pacific civs just don't get that option during a crucial part of the game. The previous version wasn't *as* bad, since you could at least get some trade routes by pumping lighthouses and markets, but you'd always be behind on trade routes. I'm not sure what the malice should be replaced as, since anything thematically appropriate and balanced could work. If you want to stick with a trade route malice, maybe reduce food *or* production from them, and/or some yield(s) from international routes, like gold and culture. That's just a thought, but I'm sure there are more creative options.

I haven't found them to be particularly good or bad, but I've been using Arabia a lot, and noticed some things. I'm not sure if these are intended or unfortunate consequences, but Arabia can't build certain wonders, and can't get certain eurekas. Because they can't build commercial hubs and their buildings, Arabia can't get eurekas based on building these, and they can't build wonders that require commercial buildings, like The Great Zimbabwe and Big Ben.


Thanks for the feedback. :)

I agree that the early Asia Pacific malus is strong. The trade off is the extremely powerful buffs they get to late game spies, particularly in the Atomic and Information ages, when they are operating at +3 and +4 spy strength. I tend to prefer unit lockouts to bonus reductions, mainly to compensate for the AI not understanding that trade routes have less value.

I'm not sure what's going on with unit upgrades. I haven't had that experience with the game. If you are using multiple mods, it could be a mod conflict of some sort.

RE: Arabia, yes it is intended that they can't build certain wonders. Kongo is in the same boat with Wonders that require a Holy Site.
 
Something else I forgot to mention: while a problem in the base game, I find even with the changes made by this mod, dark ages are too rare, and golden ages too frequent. Usually, I'll have normal for Ancient and Classical, gold every era thereafter. Of course Hellenic civs are different, but other civs, at least when I play as them, rarely get a dark age. I've had one before, and this was due to an isolated start with no civs, city states, or natural wonders, with lots of barbarians.

Anyway, I know there's a setting in the configuration file that affects ages, but I'm not sure how I ought to set it, and if that alone can fix this problem.
 
Hi, may I ask why is the harbour unlockable with astrology ? Seems illogical to me. Thanks.
 
Hi, may I ask why is the harbour unlockable with astrology ? Seems illogical to me. Thanks.

It makes sense. Ships (sailors) could make out their position at sea by looking at the stars. If it is the correct era to do so, i’m not sure About ancient era. I know Ragnar from the vikings series did this in middle ages by looking at the shadow of the sun.
 
The Harbor was moved to Astrology because the tech was too bare when Holy Sites were moved to the Civics tree. The ranged naval unit was then also pushed for a tech to make up for the moved Harbor.

Partly this was done to give an edge to an early Astrology push where you grab a trade route faster than racing for Commercial Zones.

This was back when 2 things were true: Harbors unlocked a trade route, and ocean tiles generally were terrible. Things have gotten a bit better sense. But I still like the Harbor where it is.
 
Hello,
Thanks for this great mod!

Could I change this somehow?
Native America
Cannot build Cavalry units prior to the Modern era, with the exception of unique units.

The New wonder 1.23 mod is enabled (from tha game start an in the saved game), but no wonder of it was in the game during playing. How could I use these mods together?
https://forums.civfanatics.com/resources/new-wonders.25950/

Thanks for helping!
 
An improvement idea: I almost build everything, the game is ending after y2000 but there's a lot of inactive governors' (outdated) promotions (in vain).
Some governor promotion speed tweak would be useful, I think... :)
 
Hello,
Thanks for this great mod!

Could I change this somehow?
Native America
Cannot build Cavalry units prior to the Modern era, with the exception of unique units.

The New wonder 1.23 mod is enabled (from tha game start an in the saved game), but no wonder of it was in the game during playing. How could I use these mods together?
https://forums.civfanatics.com/resources/new-wonders.25950/

Thanks for helping!


You could remove the Native American debuff with this code pasted into MyScratchpad:

DELETE FROM TraitModifiers WHERE ModifierID LIKE "%QUO_BIOME_NATIVE_AMERICA_CANNOT_BUILD_%" ;


I'm not sure about your second question. I'm not familiar with that mod. I would look at the error logs to see what might be malfunctioning.
 
I'm back after a long hiatus. Testing out the new expansion with your mod and AI+.

I noticed in my Cree game I just finished a few Armories and am pumping out Pikemen/Crossbowmen. They don't have any initial experience boost like the military district buildings say they should. I'm only using two gameplay impacting mods so might be something to check into. If it's an intended debuff of the Cree that I didn't see in the mod info though my apologies.
 
I'm back after a long hiatus. Testing out the new expansion with your mod and AI+.

I noticed in my Cree game I just finished a few Armories and am pumping out Pikemen/Crossbowmen. They don't have any initial experience boost like the military district buildings say they should. I'm only using two gameplay impacting mods so might be something to check into. If it's an intended debuff of the Cree that I didn't see in the mod info though my apologies.


That sounds like it could be being caused by one of the other mods. QCT doesn't make any edits to this building.
 
Have you encountered this bug using AI+? That's the only other mod that I can imagine impacting it. My friend just picked up these two mods as well and ran into the same issue in his Aztec game.

My current mod list is:
Quo's Mod (Newest Update)
AI+
Vibrant Waters (only graphical changes)
Immersive Dialogue (only copyright changes)
Right Click Close Leader (Simply UI Change)
Real Great People (Graphical Change)
CIVIGraphs (Demographic tracking mod)
 
There's a glitch in the Civics Tree that I'm pretty sure is caused by this mod (Quo's Combined). It's during the Medieval Era, where Divine Right and Guilds overlap for some reason, as you can see below. Does anyone else have this problem?

Screenshot.jpg
 
There's a glitch in the Civics Tree that I'm pretty sure is caused by this mod (Quo's Combined). It's during the Medieval Era, where Divine Right and Guilds overlap for some reason, as you can see below. Does anyone else have this problem?

View attachment 503019


Any chance you are using another mod that changes the location of items on the Civics tree?
 
Any chance you are using another mod that changes the location of items on the Civics tree?
Besides yours, the only other major mods I'm using are CQUI and Terra Mirabilis, and I don't think either of them make any changes to the Civics tree.
 
If somebody wants to speed up the governors, it seems to be working (I've put it into MyScratchpad.sql, the original values 1 instead of 2) :

INSERT INTO Modifiers
(ModifierId, ModifierType, RunOnce, NewOnly, Permanent, OwnerRequirementSetId, SubjectRequirementSetId, OwnerStackLimit, SubjectStackLimit)
VALUES ('DISTRICT_GRANT_PLAYER_GOVERNOR_POINTS', 'MODIFIER_ALL_PLAYERS_ADJUST_GOVERNOR_POINTS', 0, 0, 2, NULL, 'PLAYER_HAS_GOVERNMENT_DISTRICT_REQUIREMENTS', NULL, NULL) ;


INSERT INTO ModifierArguments
(ModifierId, Name, Type, Value, Extra, SecondExtra)
VALUES ('DISTRICT_GRANT_PLAYER_GOVERNOR_POINTS', 'Delta', 'ARGTYPE_IDENTITY', '2', NULL, NULL);
 
One additional "tweak" I would really like is to have the Ziggurat (Sumeria's UI) able to be built on flood plains. That makes all kinds of historical sense, right?
 
Isau first of thanks for your great mod, it actually makes CiV VI enjoyable.

A question, is it possible to make your mod compatible with other mods that change a civilization(s)?

Edit. Issue solved.
 
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