Quo's Combined Tweaks

Quo's Combined Tweaks v7.0.19 BETA

Cool, I'll play around with the settings and see what works best. Here's the link to Smoother Difficulty in case you're curious. Some of it might be duplicative with your mod, but I'm not sure.

https://forums.civfanatics.com/threads/smoother-difficulty.603093/

"This mod smooths the difficulty curve of the AI, so now they have about the same start you do, but get better constant bonuses so they can keep up with tech and production throughout the entire game."
 
isau updated Quo's Combined Tweaks with a new update entry:

Quo Combined Tweaks v3.11.8 BETA

This release features some close to final tweaks of the "Government Edition." There may be one patch after this to close down bugs if any arise before the publish to Steam (probably happening at the end of next week).

Changes to Policies
  • I have finally gotten around to changing the Colonization policy, which I have had the goal of addressing since I started this mod. This policy no longer gives +50% Production to Settlers. It now provides +1 Culture to all cities that do...

Read the rest of this update entry...
 
isau updated Quo's Combined Tweaks with a new update entry:
In the file "XAV_SlowerTechRules_Code" there is not enough line with the ancient era. Most likely, you just missed it, because the formula for increasing the cost is available.
Even if you think that it is not worthwhile to increase the cost of culture, it is still better to leave the line.
UPDATE Civics SET Cost = Cost * 1.0 WHERE EraType = 'ERA_ANCIENT';
 
Did you download from here on Civ Fanatics or from the version on Steam?

Also if you are on PC can you please close out of the game completely, restart it, attempt to start the mod, and then browse to Documents\My Games\Sid Meier's Civilization VI\Logs and paste the contents of the file named Database.log?

I downloaded the most recent updated version from Civfanatics again today. I also tried the Steam Version yesterday. Still returning me to load screen.

[3071505.621] [Localization]: Validating Foreign Key Constraints...
[3071505.621] [Localization]: Passed Validation.
[3071505.627] [Configuration]: Validating Foreign Key Constraints...
[3071505.627] [Configuration]: Passed Validation.
[3071519.037] [FullTextSearch]: Initializing FullTextSearch
[3071519.424] [Gameplay]: Validating Foreign Key Constraints...
[3071519.433] [Gameplay]: Passed Validation.
[3071519.822] [Configuration]: Validating Foreign Key Constraints...
[3071519.822] [Configuration]: Passed Validation.
[3071759.215] [FullTextSearch]: FTS - Creating Context
[3071772.725] [FullTextSearch]: FTS - Creating Context
[3071783.997] [Configuration]: Validating Foreign Key Constraints...
[3071783.997] [Configuration]: Passed Validation.
[3071786.514] [Configuration]: Validating Foreign Key Constraints...
[3071786.514] [Configuration]: Passed Validation.
[3071800.308] [Gameplay] ERROR: FOREIGN KEY constraint failed
[3071800.308] [Gameplay] ERROR: FOREIGN KEY constraint failed
[3071800.308] [Gameplay]: Validating Foreign Key Constraints...
[3071800.309] [Gameplay] ERROR: Invalid Reference on Building_YieldChanges.BuildingType - "QUO_BUILDING_TEMPLO_MAYOR" does not exist in Buildings
[3071800.309] [Gameplay] ERROR: Invalid Reference on BuildingModifiers.BuildingType - "QUO_BUILDING_TEMPLO_MAYOR" does not exist in Buildings
[3071800.309] [Gameplay] ERROR: Invalid Reference on BuildingModifiers.BuildingType - "QUO_BUILDING_TEMPLO_MAYOR" does not exist in Buildings
[3071800.317] [Gameplay]: Failed Validation.
[3071800.343] [Gameplay]: Validating Foreign Key Constraints...
[3071800.354] [Gameplay]: Passed Validation.
[3071801.276] [FullTextSearch]: FTS - Creating Context
[3071801.364] [Configuration]: Validating Foreign Key Constraints...
[3071801.364] [Configuration]: Passed Validation.
[3071806.980] [FullTextSearch]: FullTextSearch - Shutting down
 
I downloaded the most recent updated version from Civfanatics again today. I also tried the Steam Version yesterday. Still returning me to load screen.

[3071505.621] [Localization]: Validating Foreign Key Constraints...
[3071505.621] [Localization]: Passed Validation.
[3071505.627] [Configuration]: Validating Foreign Key Constraints...
[3071505.627] [Configuration]: Passed Validation.
[3071519.037] [FullTextSearch]: Initializing FullTextSearch
[3071519.424] [Gameplay]: Validating Foreign Key Constraints...
[3071519.433] [Gameplay]: Passed Validation.
[3071519.822] [Configuration]: Validating Foreign Key Constraints...
[3071519.822] [Configuration]: Passed Validation.
[3071759.215] [FullTextSearch]: FTS - Creating Context
[3071772.725] [FullTextSearch]: FTS - Creating Context
[3071783.997] [Configuration]: Validating Foreign Key Constraints...
[3071783.997] [Configuration]: Passed Validation.
[3071786.514] [Configuration]: Validating Foreign Key Constraints...
[3071786.514] [Configuration]: Passed Validation.
[3071800.308] [Gameplay] ERROR: FOREIGN KEY constraint failed
[3071800.308] [Gameplay] ERROR: FOREIGN KEY constraint failed
[3071800.308] [Gameplay]: Validating Foreign Key Constraints...
[3071800.309] [Gameplay] ERROR: Invalid Reference on Building_YieldChanges.BuildingType - "QUO_BUILDING_TEMPLO_MAYOR" does not exist in Buildings
[3071800.309] [Gameplay] ERROR: Invalid Reference on BuildingModifiers.BuildingType - "QUO_BUILDING_TEMPLO_MAYOR" does not exist in Buildings
[3071800.309] [Gameplay] ERROR: Invalid Reference on BuildingModifiers.BuildingType - "QUO_BUILDING_TEMPLO_MAYOR" does not exist in Buildings
[3071800.317] [Gameplay]: Failed Validation.
[3071800.343] [Gameplay]: Validating Foreign Key Constraints...
[3071800.354] [Gameplay]: Passed Validation.
[3071801.276] [FullTextSearch]: FTS - Creating Context
[3071801.364] [Configuration]: Validating Foreign Key Constraints...
[3071801.364] [Configuration]: Passed Validation.
[3071806.980] [FullTextSearch]: FullTextSearch - Shutting down


Have by any chance you not downloaded the Aztec DLC yet? I'll look into fixing this for people who haven't downloaded it, but I think the reason it's freaking out is the Aztecs are missing from the files.


In the file "XAV_SlowerTechRules_Code" there is not enough line with the ancient era. Most likely, you just missed it, because the formula for increasing the cost is available.
Even if you think that it is not worthwhile to increase the cost of culture, it is still better to leave the line.
UPDATE Civics SET Cost = Cost * 1.0 WHERE EraType = 'ERA_ANCIENT';

I just had a look at that piece of code. That formula is actually commented out in the file. It's legacy code from Xaviarlol's Improvements Patch. The part of the code that actually runs is this:

Code:
UPDATE Civics SET Cost = Cost * (1 + 0 * (SELECT Value from tblQuoOptions WHERE tblQuoOptions.OptionID ='XAV_OPTION_USE_SLOWER_TECH_SPEED')) WHERE EraType ='ERA_ANCIENT';

I.e. the code that is actually used includes a reference to the tblQuoOptions table, which is the table that the MyOptions.sql file writes to. The original code from the Improvements Patch didn't have a reference to a MyOptions file, it was added when I pulled that code in. Also note that actually Cost = Cost x 1 is the same as doing nothing at all to the cost :) . The formula is just written out there in case I ever need to bump the 1 up or down.
 
Have by any chance you not downloaded the Aztec DLC yet? I'll look into fixing this for people who haven't downloaded it, but I think the reason it's freaking out is the Aztecs are missing from the files.




I just had a look at that piece of code. That formula is actually commented out in the file. It's legacy code from Xaviarlol's Improvements Patch. The part of the code that actually runs is this:

Code:
UPDATE Civics SET Cost = Cost * (1 + 0 * (SELECT Value from tblQuoOptions WHERE tblQuoOptions.OptionID ='XAV_OPTION_USE_SLOWER_TECH_SPEED')) WHERE EraType ='ERA_ANCIENT';

I.e. the code that is actually used includes a reference to the tblQuoOptions table, which is the table that the MyOptions.sql file writes to. The original code from the Improvements Patch didn't have a reference to a MyOptions file, it was added when I pulled that code in. Also note that actually Cost = Cost x 1 is the same as doing nothing at all to the cost :) . The formula is just written out there in case I ever need to bump the 1 up or down.

The problem was due to the fact that I didn't have the Aztec dlc enabled. Runs fine now. Ty for taking the time to help me!
 
isau updated Quo's Combined Tweaks with a new update entry:

Quo Combined Tweaks v3.11.9 (Official Steam Release)

Thank you to everyone who provided feedback during this beta period for patch 3.11. This is the end of the Beta period. This version makes a few final bug fixes and has been officially pushed to Steam.

Bug Fixes
  • Fixed a bug with Egypt's Sphinxes not providing their radial bonus to desert hills. Again. This time it should actually work.
  • Added some safety code in case a player tries to load the mod without having installed the Aztec DLC.

Note that the...

Read the rest of this update entry...
 
I noticed what seems to be a bug. I am able to make peace with a city state even though their suzerain just declared war on me.
 
isau updated Quo's Combined Tweaks with a new update entry:

Quo Combined Tweaks v3.12.0 BETA (REX Rules Release)

This release comes on the heels of this afternoon's publish of v3.11.9 and push to steam. PLEASE NOTE THAT IF YOU ARE LOOKING FOR A STABLE AND BALANCED BUILD, I RECOMMEND USING THE VERSION HISTORY FEATURE TO DOWNLOAD THAT BUILD INSTEAD OF THIS EARLY BETA.

REX Rules Build
This build makes an attempt to balance the rate of expansion. It is still subject to change. The new rules are as follows:

  • Cities without Districts (except for the Capital) now penalize you by 5 gold turn....

Read the rest of this update entry...
 
isau updated Quo's Combined Tweaks with a new update entry:

Quo Combined Tweaks v3.12.1 BETA

This is an emergency patch of v3.12.0 which rolled out earlier today. It removes the Gold penalty for founding a new city. This patch is necessary because the original implementation was too broken for testing.

This patch still has the 1% penalty to science, culture, and gold per city founded (for now).

Once again, this patch is only intended for people in Beta testing the upcoming versions of the mod. For the more stable versions of the mod, use v3.11.9, the "official Steam release."

Read the rest of this update entry...
 
isau updated Quo's Combined Tweaks with a new update entry:

Quo Combined Tweaks v3.12.2 BETA

It's been a bad day for me. :)

This is another emergency patch after the v3.12.1 emergency patch managed to break the game even worse.

For now all code related to the Beta test of REX balancing has been removed. This version is functionally identical to the version now on Steam (except for the version number). I'm going to take some more time Alpha testing the implementation and will roll it back out again when its ready for Beta.

Sorry for the inconvience. :)

Read the rest of this update entry...
 
Can you adjust the limitations for maximum amount of religions on the world map? I don't understant why are you made a limit to 5 religions on a huge map instead of 6... It would be better if you allow players to create always 6 religions. Even on a small map. I would really appreciate that. And another question: can you reprogram rules for the standart Earth political map that developers are created? I want to use that standart map, in matchup for at least between 12 players (instead of 8). I like that map, i know that here on Civfanatics we have global "Yet (not) Another maps pack"...but i want to tweak limits of playears on a standart Firaxis's earth political map...
 
Can you adjust the limitations for maximum amount of religions on the world map? I don't understant why are you made a limit to 5 religions on a huge map instead of 6... It would be better if you allow players to create always 6 religions. Even on a small map. I would really appreciate that. And another question: can you reprogram rules for the standart Earth political map that developers are created? I want to use that standart map, in matchup for at least between 12 players (instead of 8). I like that map, i know that here on Civfanatics we have global "Yet (not) Another maps pack"...but i want to tweak limits of playears on a standart Firaxis's earth political map...

I'm not sure. I think the number of religions is capped by the number of religious buildings or something. There aren't very many to pick from and I think they put a cap on the number of possible religions.
 
I'm having problem to start a game with the mod enabled, there goes the database log:

[3703160.117] [Localization]: Validating Foreign Key Constraints...
[3703160.118] [Localization]: Passed Validation.
[3703160.292] [Configuration]: Validating Foreign Key Constraints...
[3703160.294] [Configuration]: Passed Validation.
[3703164.253] [FullTextSearch]: Initializing FullTextSearch
[3703166.941] [Gameplay]: Validating Foreign Key Constraints...
[3703166.966] [Gameplay]: Passed Validation.
[3703168.895] [Configuration]: Validating Foreign Key Constraints...
[3703168.895] [Configuration]: Passed Validation.
[3703188.499] [FullTextSearch]: FTS - Creating Context
[3703198.488] [Configuration]: Validating Foreign Key Constraints...
[3703198.489] [Configuration]: Passed Validation.
[3703270.289] [Gameplay] ERROR: table Requirements has no column named ProgressWeight
[3703270.611] [Gameplay] ERROR: FOREIGN KEY constraint failed
[3703270.611] [Gameplay] ERROR: FOREIGN KEY constraint failed
[3703270.611] [Gameplay]: Validating Foreign Key Constraints...
[3703270.625] [Gameplay] ERROR: Invalid Reference on Modifiers.SubjectRequirementSetId - "UNIT_ATTACKING_DISTRICT_REQUIREMENTS" does not exist in RequirementSets
[3703270.637] [Gameplay]: Failed Validation.
[3703271.230] [Gameplay]: Validating Foreign Key Constraints...
[3703271.261] [Gameplay]: Passed Validation.
[3703278.717] [FullTextSearch]: FTS - Creating Context
[3703285.961] [Configuration]: Validating Foreign Key Constraints...
[3703285.961] [Configuration]: Passed Validation.
[3703302.025] [FullTextSearch]: FullTextSearch - Shutting down
 
I'm having problem to start a game with the mod enabled, there goes the database log:

[3703160.117] [Localization]: Validating Foreign Key Constraints...
[3703160.118] [Localization]: Passed Validation.
[3703160.292] [Configuration]: Validating Foreign Key Constraints...
[3703160.294] [Configuration]: Passed Validation.
[3703164.253] [FullTextSearch]: Initializing FullTextSearch
[3703166.941] [Gameplay]: Validating Foreign Key Constraints...
[3703166.966] [Gameplay]: Passed Validation.
[3703168.895] [Configuration]: Validating Foreign Key Constraints...
[3703168.895] [Configuration]: Passed Validation.
[3703188.499] [FullTextSearch]: FTS - Creating Context
[3703198.488] [Configuration]: Validating Foreign Key Constraints...
[3703198.489] [Configuration]: Passed Validation.
[3703270.289] [Gameplay] ERROR: table Requirements has no column named ProgressWeight
[3703270.611] [Gameplay] ERROR: FOREIGN KEY constraint failed
[3703270.611] [Gameplay] ERROR: FOREIGN KEY constraint failed
[3703270.611] [Gameplay]: Validating Foreign Key Constraints...
[3703270.625] [Gameplay] ERROR: Invalid Reference on Modifiers.SubjectRequirementSetId - "UNIT_ATTACKING_DISTRICT_REQUIREMENTS" does not exist in RequirementSets
[3703270.637] [Gameplay]: Failed Validation.
[3703271.230] [Gameplay]: Validating Foreign Key Constraints...
[3703271.261] [Gameplay]: Passed Validation.
[3703278.717] [FullTextSearch]: FTS - Creating Context
[3703285.961] [Configuration]: Validating Foreign Key Constraints...
[3703285.961] [Configuration]: Passed Validation.
[3703302.025] [FullTextSearch]: FullTextSearch - Shutting down


Hmm never seen this one before.
  • Is your copy of Civ 6 up to date?
  • Are you running other mods?
  • Are you using the Steam version of the mod or the CivFanatics download version?
 
Hmm never seen this one before.
  • Is your copy of Civ 6 up to date?
  • Are you running other mods?
  • Are you using the Steam version of the mod or the CivFanatics download version?

Maybe it's not up to date, i'm without internet because i'm on a trip (using cel phone to access here), i remember downloading the 3.11.9 but not testing it, when i return home i will check the update and report here again.
 
Maybe it's not up to date, i'm without internet because i'm on a trip (using cel phone to access here), i remember downloading the 3.11.9 but not testing it, when i return home i will check the update and report here again.

Ok most likely its just that Firaxis added UNIT_ATTACKING_DISTRICT_REQUIREMENTS in a later patch. That RequirementSet is applied to melee boats in this mod to give them their bonus to attacking the City Center. I can't say for sure if the mod would work if that portion was commented out. Make sure you've got the most up to date version of Civ 6 installed.
 
Hello,
Really love the mod. Great work. I have a question / possible issue. I double click a city and the citizens appear on the tiles but the production panel and city detail panels do not appear. Am I missing something?
 
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