I will update all my mods, be patient.That is good news, what about real era stop ? i have not tried it yet but maybe you know ?
Ok, I’ve tested things and RES works for Renaissance and later eras. It crashes Classical and Medieval. See more in RES thread.That is good news, what about real era stop ? i have not tried it yet but maybe you know ?
[2360928.191] [Gameplay] ERROR: UNIQUE constraint failed: TechnologyPrereqs.Technology, TechnologyPrereqs.PrereqTech
[2360928.191] [Gameplay]: While executing - 'insert into TechnologyPrereqs('Technology', 'PrereqTech') values (?, ?);'
[2360928.191] [Gameplay]: In XMLSerializer while inserting row into table insert into TechnologyPrereqs('Technology', 'PrereqTech') with values (TECH_SHIPBUILDING, TECH_CELESTIAL_NAVIGATION, ).
[2360928.191] [Gameplay]: In XMLSerializer while updating table TechnologyPrereqs from file RTT_Technologies.xml.
[2360928.191] [Gameplay] ERROR: UNIQUE constraint failed: TechnologyPrereqs.Technology, TechnologyPrereqs.PrereqTech
[2360928.333] [Gameplay]: Validating Foreign Key Constraints...
[2360928.349] [Gameplay]: Passed Validation.
@Crusader2010 You must have another mods modifying TechnologyPrereqs because RTT doesn't generate any erorrs.
@Crusader2010Thank you. I've tracked it down to Quo's Combined Tweaks mod. Commented all the lines related to the research/civics trees, and now everything works properly. Sorry for the confusion!
yes please, I'd like to use this and Quo's... how did you get both working??@Crusader2010
What did you comment out exactly to get these two to work? im having the same problem and id love to know how you got both working. thanks ^^
Version 2.4
- Civics Tree has additional dependencies to limit beelining a bit more and achieve better balance.
- Added an optional placement for some governments (see screenshot). This is disabled by default.
Version 3.0
- Updated for Gathering Storm.
- Removed new placement for Tier1 governments due to an issue with missing Diplo policies when going first for Classical Republic.
I am pretty sure it is "8 Ages of Pace" that causes problems as it updates the tech costs and Future Era is randomized via tech costs.
I haven’t seen any flag or switch that would do that in one go. You just need to create required dependencies, so basically each tech/civic in the first column of an era requires (almost) all techs/civics from the previous era.Hi my first post in 5 years - this is a great mod! Is there any easy way to tweak your mod's files to ensure 0 beelining (i.e. need research all techs in current era to progress to next)? I've hoped for such a rule in Civ since I started playing this 20 years ago