The Enlightenment Era

Goof in the Smithsonian Fix:
Code:
<FreeBuildingThisCity>BUILDING_EE_SALON</FreeBuildingThisCity>
should be
Code:
<FreeBuildingThisCity>BUILDINGCLASS_EE_SALON</FreeBuildingThisCity>
 
Does FreeBuildingThisCity really work off BuildingClass and not Building? Pretty sure I've got some wonders that need fixing now...
See Great Lighthouse, Great Wall, Alhambra, CN Tower, etc.

Both <FreeBuilding> and <FreeBuildingThisCity> as used within table <Buildings> require the specification of Building-Class. This is nicely Firaxis with the usage in <Traits>, where <FreeBuilding> wants the direct building-spec and not the class. The apparent Firaxisity between the usage in <Buildings> and the usage in <Traits> does make sense if you think it through; the real Firaxisity was in not naming the columns <FreeBuildingClass> and <FreeBuildingClassThisCity>.
 
See Great Lighthouse, Great Wall, Alhambra, CN Tower, etc.

Or just check the table definitions

Code:
<Table name="Buildings">
	<Column name="FreeBuilding" reference="[B][COLOR="Magenta"]BuildingClasses[/COLOR][/B](Type)" default="NULL"/>
	<Column name="FreeBuildingThisCity" reference="[B][COLOR="magenta"]BuildingClasses[/COLOR][/B](Type)" default="NULL"/>

<Table name="Traits">
	<Column name="FreeBuilding" reference="[B][COLOR="Red"]Buildings[/COLOR][/B](Type)" default="NULL"/>
	<Column name="FreeBuildingOnConquest" reference="[B][COLOR="red"]Buildings[/COLOR][/B](Type)" default="NULL"/>
 
It seems that ai do not care about ideology from a relational perspective (No bonus from the same and nothing negative from different)
 
Hi, i have a problem with technology mods, this mod for example, when I start a game the "choose research" button doesn't work and I start with a settler and a Line Infantry.

Sorry my bad english.
 
What Tech mods? Anything that modifies the tech tree from the renaissance and afterward is bound to have problems.
 
I've heard that this mod conflicts with any mods that make eras last longer. This makes the game crash when you reach the later era. Is there anything that can be done to prevent that? If there isn't and this wasn't a known issue, can we expect anything to try fixing that problem?
 
I've heard that this mod conflicts with any mods that make eras last longer. This makes the game crash when you reach the later era. Is there anything that can be done to prevent that? If there isn't and this wasn't a known issue, can we expect anything to try fixing that problem?

Hmm, I guess there are other kind of mods that make eras longer. But I have used a mod that slows down research, and a mod that lowers scientist bulb for a long time, and as far as I can tell I have had no problems that are related to those! If I have had problems occasionally, they have been quite clearly due to something else(based on my somewhat limited skills of understanding my logs :lol:)
 
That's the one I mean (even though there are lots of those mods). Perhaps some of these conflict and others don't. The one I use doesn't seem to have anything that could conflict.
 
What is this, madness? I Haven't played Civ for a few months and this kind of thing has come out. Just awesome I'm going to start a new game ASAP!
 
I'm all in for gameplay arguments against realism, issues of abstraction & proper scaling of time and space etc. Looking into this mod, I cannot help but wonder how the hell Firaxis with its "professional" and paid team could not come up with such an addition. The mod makes sense on so many levels and really enriches immersion, amazing work, near-perfect design.
 
I'm all in for gameplay arguments against realism, issues of abstraction & proper scaling of time and space etc.
I think the "issues of abstraction" are the most prominent description of Civilization series. :P But I get what you're meaning, I just tried the mod and it was awesome. Nice to have something between frigates and battleships indeed.

Testing with the Longer Eras - Historic now.
https://steamcommunity.com/sharedfiles/filedetails/?id=220412890

I'd say it works just fine if you don't mind the said abstraction. :P I am 350 turns in and have had two crashes so far, although it is extremely rare for civ to crash even that much it might as well be caused by other mods or just by the amount of them i'm using this time. Actually the game is just otherwise broken on so many ways as the biggest of my concerns is russian troops blocking civilian movement.
 
You might want to change the Cuirassier's combat animation from the Knight animation to the Cavalry one - I just saw a Cuirassier run into an enemy, and then shoot his rifle past him.
 
This persists in v5, don't know if it is intentional. Also, I couldn't see GP boost of Manor registered in the database, so looking at Enlightenment_Buildings couldn't spot in it either, am I overlooking something? Also few balance suggestions: I guess lowering GP boost of Manor to 15% and making it mutually exclusive with Garden might be good. Salon and Academy bonuses also can be lowered to 15%.

Just noticed in V4 you are missing an OnModActivated for file "Enlightenment_Policies.xml". Not sure if anyone else notified this to you before.
 
Hi, I downloaded Enlightenment Era Mod and started with Future Worlds v.2 mod together. On beginnig I checked Tech Trees and Enlightenment Era Techs were there, but during the playing is dissapiered...what is the problem? Author Future Worlds mod has run several time together and he said that his mode is comapible with this. If I start game from Enlightenment Era - I can play....where is problem.....in game I read other civ enter from Renesains Era to Industrial....but not first in Enlightement Era. Why Enlightenment Era Techs were on Tech Trees and later dissapier. I really want together this mod with Future Worlds v2 play....Please help....sorry of my English....

In the game I checked Civllopedia from Enlightenment Era Wonders and buildings - it s all OK.....till comes Ranasianse Era....
 
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