Quo's Combined Tweaks

Quo's Combined Tweaks v7.0.19 BETA

Update - So I went through every version from the top going down until I hit the 1st one that works with Rise and Fall. Which is 6.0.6.
Bazerk83,
Just wanted to let you know that I have been using Quo's Combined Tweaks version 6.0.10 Alpha in Windows 10, and it seems to work properly with the Rise and Fall expansion. (I'm still using this older version because I do not like the addition of Biomes in the more recent versions.)

Grathocke,
I am also having the same problem when using Quo's Combined Tweaks v6.0.10 Alpha, in that the game crashes during startup if I also try using the Rule with Faith mod. There is probably some sort of conflict between the two mods, but I'm not knowledgeable enough to figure it out either.
 
The mod should work with Rise and Fall. If it is not working now, it may be because they patched something for the upcoming expansion. Will look into it.
 
I just tested the mod with v6.0.18 and it appears to work fine on Windows.

If you are still crashing, please post a copy of Modding.log and Database.log (for me those files are located at \Documents\My Games\Sid Meier's Civilization VI\Logs)



RE: Rule with Faith. I've not tested alongside that mod in a long time. It did used to work at one point, but compatibility may have been lost. In general I try to remain compatible with mods that add new units/civilizations/policies etc. Remaining compatible with "full retool" mods like Rule with Faith is difficult and if it happens its mainly out of luck.
 
Bazerk83,
Just wanted to let you know that I have been using Quo's Combined Tweaks version 6.0.10 Alpha in Windows 10, and it seems to work properly with the Rise and Fall expansion. (I'm still using this older version because I do not like the addition of Biomes in the more recent versions.)

Grathocke,
I am also having the same problem when using Quo's Combined Tweaks v6.0.10 Alpha, in that the game crashes during startup if I also try using the Rule with Faith mod. There is probably some sort of conflict between the two mods, but I'm not knowledgeable enough to figure it out either.


You should be able to disable Biomes in the MyOptions and still keep all the features of v6.018. The Biomes will still show up in the character selection screens, but they won't actually be applied when the game starts.
 
isau - It's ok. I have finally got all the mods I care about using to play nice together with R&F. If it means playing on a less updated version of Quo's Tweaks that's fine. I've done some test playthroughs and with the combination of the other mods I added in after. I'm very happy with the setup. Thank you for your reply and assistance though!
 
isau - It's ok. I have finally got all the mods I care about using to play nice together with R&F. If it means playing on a less updated version of Quo's Tweaks that's fine. I've done some test playthroughs and with the combination of the other mods I added in after. I'm very happy with the setup. Thank you for your reply and assistance though!

If you are able to post a copy of the error logs (most likely database.log if you are crashing back to the main menu before game starts) I may be able to identify which lines of code are causing the crash. It's possibly caused by an item being deleted from the database in Quo's and then referenced in Rule by Faith.
 
Hi all,

With Gathering Storm approaching soon, I'd like to get some feedback about the existing Biomes. There will almost certainly be tweaks to them in Gathering Storm, but I am wondering if there are any features you would hate to lose in the existing set ups.

Based on the civs listed in the expansion so far, I'm currently assuming the civs will get the following Biome assignments:

  • Mali - Sub-Saharan Africa
  • Hungary - Soviet Bloc (maybe rename this Biome?)
  • Canada - New World
  • Inca - Native America

I have no idea what Biome the Maori should belong to. I've considered removing "Boreal Europe" as a category and rebranding it as a "Oceanic" biome, a category that would apply to Norway and the Maori.

Also under heavy consideration for revisions: Sub-Saharan Africa (I'm not in love with the cycling combat bonuses--maybe this will become something connected to natural disasters in the expansion).

I may also remove England and Scotland from Western Europe and make them their own category: British Isles.


I welcome your thoughts.
 
Because of types like Soviet and New World, I’m not satisfied with the name Biome, maybe Heritage or Tradition would be more suitable. With that said, I think you should move Netherlands from Boreal to Western European. I like the idea of British Isles being a new type, so excited to see what bonuses you come up with. It could maybe be a British Commonwealth type and throw in Canada/Oz, to reduce the number of New World types.

With the new geothermal vents coming I see this as somewhat stepping on the toes of your hot springs and whilst I love the idea, the visual of a sandy Oasis in the middle of the tundra is jarring. Would love to see hot springs functionality remain (burst of fertility in the tundra), perhaps with a recoloured geo-vents visual.

Good luck with QCT in GS, can’t wait to try out what new cool adjustments you make.
 
Because of types like Soviet and New World, I’m not satisfied with the name Biome, maybe Heritage or Tradition would be more suitable. With that said, I think you should move Netherlands from Boreal to Western European. I like the idea of British Isles being a new type, so excited to see what bonuses you come up with. It could maybe be a British Commonwealth type and throw in Canada/Oz, to reduce the number of New World types.

With the new geothermal vents coming I see this as somewhat stepping on the toes of your hot springs and whilst I love the idea, the visual of a sandy Oasis in the middle of the tundra is jarring. Would love to see hot springs functionality remain (burst of fertility in the tundra), perhaps with a recoloured geo-vents visual.

Good luck with QCT in GS, can’t wait to try out what new cool adjustments you make.


Thanks for the comments.

Soviet Bloc will probably just become "Eastern Europe." That may get tricky though. I need to look at the civs that entails. I do quite like the quirkiness of this particular Biome, with the explosion of Anti-Cavalry units at the appropriate era.

Netherlands originally got tagged as Boreal Europe due to a coding mistake and I just left it as is, since there are just two other Boreal civs. I still like the idea of a snow/ice themed civ but there just aren't a lot of them.

The ability set for the British Isles, if I do break those civs off, would probably be some kind of bonus to Ranged units. Perhaps extra range during the Medieval/Ren eras. To make them distinct from Nubia, maybe +2 Range would be cool. Ranged units aren't otherwise that powerful during these eras.

I will probably be removing hot springs in the Gathering Storm edition, since it looks like Firaxis is addressing the reason I originally put them in (to make Tundra tiles occasionally acceptable). However, I'll have to see how the vents work first.
 
FYI something else I'm interested in doing is some kind of pop-up at the start of each era that tells you what the new effects are in that era for all players. This is much easier said than done, however. If an in-game pop up isn't possible, I may create some kind of reference card you can print out to follow the effects.
 
isau updated Quo's Combined Tweaks with a new update entry:

Quo's Combined Tweaks v6.0.19

I had planned to hold off until the expansion, but I had some extra time to plug some holes in the mod that will hopefully increase enjoyment. Most of these changes are to the Biomes (now called "Spheres.")

Change Summary:

Terminology
- Biomes have been renamed "Spheres"

New Biome/Sphere: British Isles
-
Civs: England, Scotland
-
Effects: +2 Range during the Medieval and Ren eras. Free spy and spy bonuses in Modern and Info...

Read the rest of this update entry...
 
Not sure if it is just me. I’m not an expert on ether civ6 vanilla or quo. Do i can defeat the game regularly on immortal if i get past the first 2 era’s without to much trouble.

On my last game as Gorgo i was doing allright in the 5th era untill i reached a dark age. Across the continent every city on my southern and eastern border + 2 cities way east on an island. In total about 9 cities were rebelling. I did not build any entertainment districts. But every tool that was available to me was of no help. (7 governors and all available idea’s that could influence loyalty) I was a top 3 nation on a large map, continental game. Felt like i was doing great. But within 10-15 turns i had to resign. I felt the balance with the negative loyalty traith for citizens was something i could not handle. Combined with a dark age. And a compact enemy front of cities all across my borders.

Overall i’m loving the quo mod. But i tend to use only a few leaders. Because ether the leader specifics are to confusing (to many different traits). Or i do not like the negative traits. The production penalty on forests on some of them is also quite harmfull to how i like to play. I’m sticking with about 3 leaders that are familiar to me with me how i play civ 6 rise and fall.

Thanx for another update
 
Last edited:
Not sure if it is just me. I’m not an expert on ether civ6 vanilla or quo. Do i can defeat the game regularly on immortal if i get past the first 2 era’s without to much trouble.

On my last game as Gorgo i was doing allright in the 5th era untill i reached a dark age. Across the continent every city on my southern and eastern border + 2 cities way east on an island. In total about 9 cities were rebelling. I did not build any entertainment districts. But every tool that was available to me was of no help. (7 governors and all available idea’s that could influence loyalty) I was a top 3 nation on a large map, continental game. Felt like i was doing great. But within 10-15 turns i had to resign. I felt the balance with the negative loyalty traith for citizens was something i could not handle. Combined with a dark age. And a compact enemy front of cities all across my borders.

Overall i’m loving the quo mod. But i tend to use only a few leaders. Because ether the leader specifics are to confusing (to many different traits). Or i do not like the negative traits. The production penalty on forests on some of them is also quite harmfull to how i like to play. I’m sticking with about 3 leaders that are familiar to me with me how i play civ 6 rise and fall.

Thanx for another update

To build on this, I think I found the issue you are having. I was testing some gameplay with other mods and noticed that on any difficulty that grants the AI another settler (i.e. emperor+), they are not receiving that extra settler.
 
Question:
Not sure if it is just me. I’m not an expert on ether civ6 vanilla or quo. Do i can defeat the game regularly on immortal if i get past the first 2 era’s without to much trouble.

On my last game as Gorgo i was doing allright in the 5th era untill i reached a dark age. Across the continent every city on my southern and eastern border + 2 cities way east on an island. In total about 9 cities were rebelling. I did not build any entertainment districts. But every tool that was available to me was of no help. (7 governors and all available idea’s that could influence loyalty) I was a top 3 nation on a large map, continental game. Felt like i was doing great. But within 10-15 turns i had to resign. I felt the balance with the negative loyalty traith for citizens was something i could not handle. Combined with a dark age. And a compact enemy front of cities all across my borders.

Overall i’m loving the quo mod. But i tend to use only a few leaders. Because ether the leader specifics are to confusing (to many different traits). Or i do not like the negative traits. The production penalty on forests on some of them is also quite harmfull to how i like to play. I’m sticking with about 3 leaders that are familiar to me with me how i play civ 6 rise and fall.

Thanx for another update


Thanks for the reply.

A Dark Age for any of the Hellenic civs is indeed brutal. I could consider changing the nature of the Loyalty penalty if it's too strong. As a short term fix, you could remove or change the penalty in MyScratchad using this code:

UPDATE ModifierArguments SET Value='0' WHERE ModifierId='QUO_BIOME_ROMANESQUE_IDENTITY_DEBUFF' AND Name='Amount' ;

That would change the debuff from the current value (-0.4) back to 0.

Note this will only work with a new game however. I don't know of a way to adjust existing games.
 
BTW if you ever want to adjust a Biome/Sphere value in MyScratchpad, and you have SQLite Studio installed (recommended if you are messing around with the database) you can find all the Biome values in the database with this query:

Code:
select * from modifierarguments
where modifierid like '%quo_biome_%' ;

Below is an example of the output. Just write UPDATE statements to match.

Note the on-screen text will still display the mod's base values, not whatever you changed, so if that matters to you, you may need to update the txt database as well. I realize that's not ideal. I've been thinking about creating a TextScratchpad for text updates. Can add it if people are interested.

upload_2019-1-14_16-4-41.png
 
To build on this, I think I found the issue you are having. I was testing some gameplay with other mods and noticed that on any difficulty that grants the AI another settler (i.e. emperor+), they are not receiving that extra settler.

This is an intentional feature of this mod. :) The extra settler is removed by the mod in the Rules.sql code. You can prevent that by commenting out the active code in this line:

-- AI FREE SETTLERS
-- AI no longer gets free Settler at higher difficulties
DELETE FROM MajorStartingUnits WHERE Unit='UNIT_SETTLER' AND Era='ERA_ANCIENT' AND AiOnly=1 AND MinDifficulty='DIFFICULTY_EMPEROR' ;


FYI the reason the extra Settler is removed is to prevent giving the AI a lot of territory to defend early. They are supposed to be somewhat difficult to attack due to their early walls. (Possible, but difficult).

FYI I'm also looking at Battering Rams. They seem extremely OPed to me in the hands of a player and I want to see what options exist to clean them up.
 
isau updated Quo's Combined Tweaks with a new update entry:

Quo's Combined Tweaks v6.0.20 BETA

This release makes some minor balance changes. We are very quickly heading toward a new expansion. Likely this will be one of the final releases for the Rise and Fall expansion without Gathering Storm (since once GS launches it will be almost impossible to maintain compatibility).


Changes to Biomes/Spheres

Sub-Saharan Africa
  • Toned down values overall, as follows:
    • -5 Combat Strength vs Civs in a Golden Age (down from -10).
    • No longer receives +1 Food from...

Read the rest of this update entry...
 
Hi i'm wondering could i make the capital to not automatically have wall

And the UU of cree is not working, all scout have +1 promotion that mean cree scout only have high higher power that's all
 
hey there all, have we hound a solution to the
- "CITY_FOUNDED_BY_SETTLER_REQUIREMENT" does not exist in Requirements
thing?
the thread is huge :)

also i would like someone to explain me how to dl an older version of the mod, i dont seem to get how to do it

edit1. solo player mode, crashing to main menu when i try to start a game with only that mod enabled
 
Back
Top Bottom