Quo's Combined Tweaks

Quo's Combined Tweaks v7.0.19 BETA

I have this too - is it fixed?

I think this is probably an issue with Firaxis code and not the mod. Do you get this issue with the base game as well?


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?

Hmm. Are you using any other mods by chance? There was an issue many releases ago with the mod conflicting with the CQUI mod due to how certain unique buildings were defined. That issue should have been resolved. If you have any mods installed that add new buildings, you might try disabling those mods and see if the UI issue still occurs.
 
I think this is probably an issue with Firaxis code and not the mod. Do you get this issue with the base game as well?




Hmm. Are you using any other mods by chance? There was an issue many releases ago with the mod conflicting with the CQUI mod due to how certain unique buildings were defined. That issue should have been resolved. If you have any mods installed that add new buildings, you might try disabling those mods and see if the UI issue still occurs.

Really appreciate the fast response. That is great. To answer your questions it did not do this until I enabled your mod. However I do have several mods enabled. I am away and can't check right now. I remember YnAMP, Customizable warmonger penalty, and Iceni Civilization. I am guessing the last may be the issue since it is a new civ.
 
I noticed that sometimes Civic boost do not apply.
For example: Nationalism. I did use Casus belli to start a war, but Nationalism was not boosted. This issue is reproducible - I can share savegame if you want.

There were some more Civics/Techs in early game if I noticed correctly... don't remember which ones right now.

Mod ver.3.12.2 (game shows mod ver.3.12.1, I guess this is known minor issue)

Edit:
Another issue I noticed today - archaeological artifacts sometimes missing civ, see the pic button. It is possible choose unnamed button which results unnamed artifact. I guess it's barbarians artifact.
Civ6Screen0019.png
 
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Love this mod, can't imagine going back to vanilla again.

1. I also played with JFD's Rule with Faith but there were some bugs probably cause because they are both such big overhauls. Is there anyway to get a compatibility patch so his Religion cards and the Great Theologian system is added into your mod? I find I'm missing the extra options and gameplay from his focus on religion? I'd be happy to help out bug testing any inconsistencies.

2. Re: diplo tokens - are these the exact same thing envoys?

3. I play with the standard boost that you put in (30-35% ish?) even though it can be changed back to 50%. When playing China, the text says you get 60% from boosts, but I don't think that is right. Is it just 40-45%?

4. When I meet a civ fairly early and they have found a relic, I usually can buy them for 1g. Is this a bug? I feel like I'm cheating when I do it.

Lastly, Puer's comment above regarding the artificats, I also get that. I only played around 2-3 games of vanilla so wasn't sure if it was normal/

Great work, much appreciated.
 
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RE: bugs with relics/artifacts pricing and missing buttons, believe this is an issue with the underlying game and not coming from this mod. If you're getting these bugs only when this mod is enabled and not in the main game please let me know. It is possible but unlikely some rogue code got loose.

Answers to other questions:
  • Yes diplo tokens / envoys are close to the same thing. I think the game uses "diplo tokens" to describe the number you have to spend, and they become "envoys" once they are spent. That's the pattern I followed to describe new civ abilities in this mod.
  • RE: China's text. I will look into how it is described. Basically China always gets 10% more from any boost than other players do. The bonus adjusts dynamically if you use the MyOptions file to make changes to the base discount. Right now China's description will still say "60%" but in reality it is "10% more than whatever the base is." I can look into updating this text in a future update.
  • This mod doesn't make changes to boost triggers, only the amount of bonus given. If some boost triggers are failing it is likely an issue with the core game and not the mod, or is being caused by another mod.
  • RE: Compatibility with Rule of Faith. I haven't spent much time with this mod so I am not sure what conflicts are likely to happen. I can't say for sure yes or no whether I would have time to write a compliant mod.
 
Thanks for responding.

I noticed that this mod is called your Combined Tweaks, but are they available separately? I've tried playing without your mod and with Rule with Faith, but there are too many aspects of yours that I miss. Whilst I do really enjoy your government policies, I've found that I'm getting used to the AI now and looking for more challenge.

Looking at the mods that are available here, the ones I'd me most interested in being able to activate separately are:

1. Faster movement (which I think may be your Rocket Boots mod?)
2. Wonder and Awe - love the culture bomb aspect and having the era written after it is a small but great QOL improvement.
3. Faster border expansion - I do like this although from memory, I went and reduced it as per instructions somewhere, to somewhere halfway between vanilla and your standard.
4. Cities in Peril - Again I really like this aspect, but want to try a few games without it for sake of variety.
5. These Fertile Lands - A complete essential.
6. Shining Cities on the Sea
7. The New Nations - for some reason, I can't start a game if I choose the ruleset that only adds the modded civs.
8. Gift of Friendship - I really like this, but hate when I get loads of custom civs in my games and miss out on them :<
9. Faith Renewed - Really like these as the vanilla options are sooooo bland
10. No culture/science from population - going back to the normal game, I find that it goes far too fast. I'd also like a separate option to have Eureka/Inspirations be set at the 35%? level you have it at. 50% is far too much.
11. No free envoys - again I really like this as meeting too many early CS first can really skyrocket you on normal.

Cheers.
 
hello isau,

I think this bit of code from ChocolateShake's Agenda Tweaks mod would be a good addition to your Less AI Tantrum module:

Code:
INSERT INTO ExclusiveAgendas(AgendaOne, AgendaTwo)
Values ('AGENDA_QUEEN_OF_NILE', 'AGENDA_PARANOID');

UPDATE RequirementArguments
SET Value = '15' -- This value controls how many turns it takes after founding your religion for this agenda requirement to take effect
WHERE RequirementId = 'REQUIRES_RELIGION_NOT_RECEIVED'
AND Name = 'FoundingDelay';

UPDATE RequirementSetRequirements
SET RequirementId = 'REQUIRES_MET_10_TURNS_AGO'
WHERE RequirementSetId = 'PLAYER_HAS_LOW_FAITH'
AND RequirementId = 'REQUIRES_MET_30_TURNS_AGO';

UPDATE RequirementSetRequirements
SET RequirementId = 'REQUIRES_MET_10_TURNS_AGO'
WHERE RequirementSetId = 'PLAYER_HAS_HIGH_FAITH'
AND RequirementId = 'REQUIRES_MET_30_TURNS_AGO';



This other bit from MyopicCat's Milder Agendas & Relations mod could replace your "make first impressions decay faster code" from Less AI Tantrum module:

Code:
-- Make first impression neutral for all difficulties (default: -1/level). See Leaders.xml, line 2971
UPDATE ModifierArguments SET Extra=0 WHERE ModifierID='STANDARD_DIPLOMACY_RANDOM' AND Name='DifficultyOffset';



I hope you won't go ahead with the penalties for expansion you were planning for 3.12, they were really annoying in Civ5 :/

I see you're considering changing the district cost scaling formula in future versions, the District Cost Mod by PlotinusRedux features a really good implementation which works well and provides a reasonable disadvantage for going wide:

Code:
--Adjust special districts to 2/3rds the cost of normal districts
UPDATE Districts
  SET Cost = MAX( Cost, COALESCE( ( ( SELECT d2.Cost FROM Districts d2 WHERE d2.DistrictType = ( SELECT ReplacesDistrictType FROM DistrictReplaces WHERE CivUniqueDistrictType = Districts.DistrictType ) ) * 2 / 3 ) , Cost ) )
  WHERE CostProgressionModel <> "NO_COST_PROGRESSION";

--Suggested replacements for 2.4 below (and increase per copy for standard 60 cost districts):
--Duel   = 1.2 = +50 per copy
--Tiny   = 1.6 = +38 per copy
--Small  = 2.0 = +30 per copy
--Normal = 2.4 = +25 per copy
--Large  = 2.8 = +21 per copy
--Huge   = 3.2 = +19 per copy
UPDATE Districts
  SET CostProgressionModel = 'COST_PROGRESSION_PREVIOUS_COPIES',
      CostProgressionParam1 = Round( Cost / 2.4 / ( 2 - OnePerCity ) ),
      Cost = Round( Cost * ( SELECT ChronologyIndex FROM Eras WHERE EraType = CASE WHEN PrereqTech IS NOT NULL THEN ( SELECT EraType FROM Technologies WHERE TechnologyType = PrereqTech ) ELSE ( SELECT EraType FROM Civics WHERE CivicType = Districts.PrereqCivic ) END ) )
  WHERE CostProgressionModel <> "NO_COST_PROGRESSION";



Keep up the good work, I've been having a blast with the mod so far :)
 
I think this is probably an issue with Firaxis code and not the mod. Do you get this issue with the base game as well?




Hmm. Are you using any other mods by chance? There was an issue many releases ago with the mod conflicting with the CQUI mod due to how certain unique buildings were defined. That issue should have been resolved. If you have any mods installed that add new buildings, you might try disabling those mods and see if the UI issue still occurs.

Hello,
I've been busy and away. However I tried to disable all mods except yours and YnAMP. Everything goes along great until around turn 190 then when I select a city the production panel is gone. Any thoughts?
 
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Hello,
I've been busy and away. However I tried to disable all mods except yours and YnAMP. Everything goes along great until around turn 190 then when I select a city the production panel is gone. Any thoughts?

Anything special happening at turn 190? Are you unlocking a particular technology or civic on that turn?
 
Hi, i'm playing with a large map and all available AI for this map size, plus some City state. All works fine until Middle Ages, then the game begin to be extremely slow at each turn and if I attack a city to conquer it, the animation takes a lot of time to be executed , it seems that the game is blocked. I also use these modes: cqui-master and MOAR units.

I don't have these problems without mod.

The third option of "option map" return to be "on" at every load game, it's annoying but it's not a real issue.

Can you confirm this problem as an known problem ?

Production at "prince" level is too slow, you should adjust a lit bit the needs to give more speed at the game.

Many thanks, great mod.
 
I've not experienced that problem, but I do not use MOAR Units. Perhaps something to do with some interaction between Quo's and that mod?

Incidentally, how does the balance feel with MOAR Units? I've always been hesitant to use it with Quo's, as I wasn't sure how far off it would throw Quo's balance.
 
Any chance there are a lot of anti-cavalry units running around in the games that are slowing down? It's hard for me to measure the impact of certain changes. This mod gives Anti-Cav a Calvary slowing ability which I added to make Anti-Cav more useful but I suspect it may be processor hungry. The ability works similar to the way the Indian Varu unit works, it checks every possible unit on the map to see if its adjacent to Anti Cav and applies the debuff if so. It doesn't seem to slow my games down but I imagine how it could. I've been on the fence about keeping that ability because it's possibly a processor chokepoint, altho my games seem to still run fine. I do not, however, play with Moar Units. If that mod is adding lots of Pikemen etc to the game I can see how it could be an issue. Also, in theory, if there are a lot of Varu units in game, or if Moar Units adds units patterned after them, I can theoretically see how a slowdown might happen.

For a while now I've been thinking of rewriting Anti-Cavalry completely. I think their debuff is kind of neat. But really, I think they should be Range 1 ranged units instead of Melee units (altho still have a decent Melee score). I just havent made such a change because it might mess up AI and particularly mess up custom civs. Now that I've got the MyOptions system in place though it's something I could explore a bit more safely. If it sucks players can just turn it off. I think there might also have been a mod that does exactly this altho I am unclear.
 
I agree with overhauling anti-cavalry, the current implementation is needlessly complex imo.

The latest version of MOAR Units increases the anti-cavalry bonus to 15 vs heavy and 20 vs light which seems like a good solution. I'd also recommend to increase production cost of horsemen and their UUs by 20 so they end up a bit more expensive than swordmen.


One more minor suggestion, the Masonry tech already has many goodies, consider moving Stonehenge to Wheel instead which is rather barren. Similarly sewers could be moved to Construction.


edit: when playing with "any civ can rush districts with builders" the Aztecs lose one of their unique abilities, the Civ Improvements Patch offsets this by making Aztecs able to rush 50% cogs instead of 20% like everyone else but this feature doesn't seem to be in QCT.

While 50% does seem a bit excessive, I think 30-40% would be reasonable considering they also get a nerf to builder charges in this mod


edit2: currently the zoo is stronger than the stadium, I'd recommend changing zoo to 2 amenities and stadium to 3 amenities
 
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I was looking at the Ambassador's Suite and it looks a bit odd, it comes later than the Zoo and you already get lots of "free" envoys by progressing through the civic tree. I think it would be more attractive if it were moved to Astronomy in the tech tree.
 
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Having this mod ticked crashes the game immediately when I try to create a new game. I have the newest version but had the same problem with the previous one.

The other mods I'm using are

Artifically Intelligent
Artisan City-States
Chao's Quick UI
City-State Types Pack
CiVI Golden Ages v1.1
CQUI Patch for City-State Types Basemod
Dynamic Diplomacy
Even Moar Units! Australia
Even Moar Units! Macedon and Persia
Even Moar Units! Poland
Even Moar Units! The Aztecs
Fish Farms
Gold Resource
Good Goody Huts
Immersive Dialogue
KinetiKam
Linear Civ
Logos
Miraculum
Moar Units
Naturalia
Nrvana
NQ District Changes
R.E.D. for MOAR Australia
R.E.D. for MOAR Aztec
R.E.D. for MOAR Poland
R.E.D. for MOAR Units
R.E.D. Modpack
Real Natural Disasters
Redistricting
Redistricting: Projects
Resourceful
South American City-States Pack
Strategos
Sukritact's Civ Selection Screen
Sukritact's Fuji
Sukritact's Tonle Sap
Take your Time - Civic x2
Take your Time - Technology x2
TCS Improved Water Yields 1.3
TCS More Barbarian XP
Unique District Icons
Wondrous Wonders (World Wonders Only)

edit. Tried loading the game with only this mod and it didn't crash immediately, I guess I'll have to find out which one(s) are causing it to crash.
 
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Now it's just stuck on the loading screen after trying to start a new game, in task manager it says it's not responding.
 
I've tried the 3 latest versions of the mod, without any other mods. It just freezes after a while when trying to load a new game.
 
dynamic diplomacy is incompatible with this mod

improved water yields is not needed anymore since winter patch

more barb xp and take your time are already handled by this mod, therefore redundant

strategos is probably not compatible with this mod, and it's definitely not compatible with moar units
 
Thank you, but I still have the problem that I can't even start a new game with just this mod enabled.
 
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