The Enlightenment Era

The fix is ready, found another bug when fixing Wat Phra Kaew, both Phra and Topkapı had duplicate effects as their entries were made both in the xml and the sql file. I added the effects by hand, which means if another mod adds a new religious or military building, they will not benefit from wonders. Better solutions exist but I don't know if I can spare the time to learn, and it will not make anydifference to 99.9% of players, so here you go:

Changelog:
Spoiler :

-Manor now works properly
-Skirmishers becomes obsolete with Gatling Guns at Steam Power
-Ship of the Line text fixed
-Nau becomes obsolete with Galleon at Exploration
-Galleon obsolete with SotL at Warships, Galleass with Frigate at Navigation
-Naval melee units (Carrack, Galleon, SotL, their UU variants) have correct DefaultUnitAI
-Wat Phra Kaew's effect is matched to its text, duplicates removed
-Topkapı Palace duplicate effects fixed
-Fasil Ghebbi is disabled until someone comes with a fix, as it currently crashes the game
-Summer Palace gives +1 Culture (v 2)


Keep in mind that this is a bugfix only, meaning no balance changes or tweaks to values, which also leaves out my earlier suggestions for naval upgrade line and wat phra kaew yields.

For steam users: http://steamcommunity.com/sharedfiles/filedetails/?id=1164456251
 

Attachments

  • EE-Bugfixes (v 2).civ5mod
    2 KB · Views: 132
Last edited:
Anyone got any idea how to change the Cuirassier attack animation from the carbine wielding one used by Cavalry to one where they use their swords?

It wouldn't be hard to change that to something else, any suggestions? On the other hand, should that be changed? It may be that I overlooked it but Cuirassier firing animations never bothered me since they carry pistols.
 
Last edited:
The fix is ready, found another bug when fixing Wat Phra Kaew, both Phra and Topkapı had duplicate effects as their entries were made both in the xml and the sql file. I added the effects by hand, which means if another mod adds a new religious or military building, they will not benefit from wonders.
What does "duplicate effects" mean exactly? I tested the original mod and the effects of these two Wonders are working as intended, i.e. not doubled or anything.

Also you left the +20% Science boost for Wat Phra Kaew (which does seriously overpower it)?
-Ship of the Line text fixed
You have only changed the text? This whole unit is wrong in the original mod and still has ranged capability when its a melee unit, as well as wrong strength, cost and hurry modifier.
-Naval melee units (Carrack, Galleon, SotL) have correct DefaultUnitAI
As mentioned previously, I'm not certain that these are wrong, although they may be. Changing them to Attack from Explore may have knock-on consequences of the AI not exploring the world.
-Fasil Ghebbi is disabled until someone comes with a fix, as it currently crashes the game
The game doesn't crash when the AI builds it right? If not, then I'd like to keep it, since one can get around the crash using the In-Game Editor.
-Nau becomes obsolete with Galleon at Exploration
-Galleon obsolete with SotL at Warships, Galleass with Frigate at Navigation
I'm going to update the Nau and Galleon obsolescence techs in my fixes, Post #485. Will write back here when I've done so. EDIT: Now updated.

Also, no Uhlan rebalancing?
 
Last edited:
I'm running a test game as observer with Carrack, Galleon, Ship of the Line and First Rate set to Attack AI rather than Explore. Later in the game I'll rejoin the game as one of the AI civs and that will show me their Fog of War/map reveal situation. If the exploration situation looks okay then I may also change these ship to Attack AI later today.

EDIT: I've decided to change them now. On most maps, one Caravel is sufficient for exploring the rest of the world, so having these other ships exploring is probably redundant. Post #485 now updated with these changes.
 
Last edited:
Hey! I was thinking that Summer Palace probably should give +1 Culture and was looking at its page and in the description it does say it gives one culture. So giving it the Culture point counts as a mod fix not a change. I've updated the files in Post #485 to include the Summer Palace fix.
 
@Trigan Emperor

Don't know whether they were effective in-game, but the tables had duplicate entries, which were also shown when using EUI. Ship of the Line in this context is the one added by EE, the other (UNIT_ENGLISH_SHIPOFTHELINE) is disabled and there is nothing really wrong with it.As I said, all I can do in a bugfix is to fix obvious errors and make the mod run like how the author envisioned it, which I can only gather from forum posts and in-game text. Will look into Summer Palace, but keep in mind that the manual linked in the first post is outdated, and in-game text does not mention +1 culture, but I probably will add that to the balance tweaks I made for personal use. While IGE provides a quick solution, I made this as an easy to use solution intended for the general audience.
 
Ship of the Line in this context is the one added by EE, the other (UNIT_ENGLISH_SHIPOFTHELINE) is disabled and there is nothing really wrong with it.
As described previously, there are numerous things wrong with the Ship of the Line unit which aren't addressed in your update.
Will look into Summer Palace, but keep in mind that the manual linked in the first post is outdated, and in-game text does not mention +1 culture, but I probably will add that to the balance tweaks I made for personal use.
It appears in the Strategy text on its Civipedia page and here's its code:
Code:
        <Row Tag="TXT_KEY_BUILDING_EE_SUMMER_PALACE_STRATEGY">
            <Text>This National Wonder provides a free [ICON_GREAT_PERSON] Great Person of your choice in the [ICON_CAPITAL] Capital. It also provides +1 [ICON_CULTURE] Culture. The Summer Palace can be constructed when a civilization has a Manor in all of its cities.</Text>
        </Row>
 
@Trigan Emperor @balparmak Would one of you mind figuring out out how to replace the Summer Palace with the Tower of Buddhist Incense from the CBO-EE mod to make base EE more compatible with City State Diplomacy? It wouldn't ruin the integrity of this mod CSD uses the Summer Palace as a wonder already. Really you'd just have to post the code change here like you have been doing.
 
[EDIT: So, there are currently two different updates with some differences between them. I'll try and keep this post updated with the current situation as things change]

The list below summarizes what features these two updates share and how they differ.

WHERE THE TWO UPDATE VERSIONS ARE THE SAME:

1) Manors fixed to now give +15% Great Person production

2) Obsolescence techs fixed for the following units:

Skirmisher obsolete with Steam Power
Galleass obsolete with Navigation
Galleon obsolete with Warships
Nau obsolete with Exploration

3) The default AI for the following units has been changed from Explore to Attack: Carrack, Galleon, Ship of the Line, First Rate.

4) Summer Palace gives +1 Culture. In the original mod, this building's Civipedia page says it yields one culture, but this was not actually implemented previously.

5) Wat Phra Kaew is rebalanced/corrected (nerfed). It provides +1 Science per Religious building and no extra +20% bonus.

WHERE THE TWO UPDATE VERSIONS ARE DIFFERENT:

1) The EE Ship of Line has a few things wrong with it including: one extra movement, cost too low, wrong hurry modifier, incorrect text. The Trigan Emperor Update fixes all these things, while the Balparmak Update only fixes the text. [EDIT: Balparmak may have fixed these things, but I'm not sure]

2) Uhlan unit is rebalanced in Trigan Emperor Update. In vanilla Enlightenment Mod, Uhlan and Cavalry are absolutely identical except that Uhlan starts with a +33% anti-cavalry promotion, effectively making the Cavalry unit redundant and never worth building. T.E.U. slightly reduces Strength of Uhlan to make it a specialist anti-cavalry unit.

3) The Fasil Ghebbi Wonder causes a game crash upon completion by the human player. Balparmak Update disables this Wonder.

The Fasil Ghebbi crash is not known to happen when built by the AI or when created in the In-Game Editor. The Trigan Emperor Update keeps Fasil Ghebbi but relies on the human player to create it using the In-Game Editor. So if you do decide to build it, the turn before completion, open IGE and manually create it in your city. You will probably have some refunded gold so, if you don't want to cheat, look out for how much is refunded and use the IGE to deduct the money from your account. If building Fasil Ghebbi with a Great Engineer then just use the IGE to create the Wonder and delete the Engineer. I also recommend having the autosave set to save every turn in case you finish it ahead of time (which I do, anyway). Or just don't build Fasil Ghebbi and ignore all this.

4) Balparmak Update removes some duplicate code for Wat Phra Kaew and Topkapi Palace. It's still there in Trigan Emperor Update, but I've tested it out and it doesn't appear to have any effect on gameplay.

5) The Trigan Emperor Update and Balparmak Update have different installation methods. With Trigan Emperor Update, five XML files, found in Post #485 must be downloaded and then used to replace the equivalent files in the Enlightenment Era folder. As detailed in Post #501, the Balparmak Update is available as Steam Workshop mod to subscribe to and he has also posted a file of it here (which can be placed in the Mods folder).

6) Some minor text fixed in T.G.E. relating to icons not showing in Civipedia.

7) Balparmak's mod may have changed the Tech Tree see Post #515
 
Last edited:
@balparmak Would one of you mind figuring out out how to replace the Summer Palace with the Tower of Buddhist Incense from the CBO-EE mod to make base EE more compatible with City State Diplomacy?
I've not used either of these mods so I'm afraid I wouldn't know what needs doing or likely how to do it either.
 
@Trigan Emperor
Changes to DefaultUnitAI include First Rate, I made the changes by selecting units according to their classes, so unique units are included. You can check these kind of stuff by going over the database with programs like SQLiteSpy. Still can't see why do you think EE-SotL has ranged attack, it works (has always worked) as a melee unit, and it doesn't have any values to make it work like a ranged one.

Missed that bit about Summer Palace Strategy text, it seems that I only looked at Help row, I think I'll add that one culture after going through Poukai's posts.

edit: Added +1 Culture to Summer Palace, refer to the previous post for the update.

@BH5496
I don't use CSD or CBP, sorry. But replacing Summer Palace with another building would be easy, just disable Summer Palace (giving it a -1 Cost), then find the relevant bits for the Tower, and add those.

@YINGCHENG
I overlooked your post, sorry about that. If you're asking for the bugfix, install it as you'd do with any mod, just place the file into your MODS folder.
 
Last edited:
@Trigan Emperor
Changes to DefaultUnitAI include First Rate, I made the changes by selecting units according to their classes, so unique units are included. You can check these kind of stuff by going over the database with programs like SQLiteSpy. Still can't see why do you think EE-SotL has ranged attack, it works (has always worked) as a melee unit, and it doesn't have any values to make it work like a ranged one.
Yeah, something's gone wrong and I appear to have made a mistake regarding the Ship of Line. I don't understand how because I saw this unit in game and saw its code, so I have to eat humble pie on this one.

There are still some things that could do with changing regarding Ship of the Line vs First Rate:

Ship of the Line:
Code:
            <Cost>185</Cost>
            <Moves>5</Moves>
            <HurryCostModifier>20</HurryCostModifier>
First Rate:
Code:
            <Cost>200</Cost>
            <Moves>4</Moves>
            <HurryCostModifier>30</HurryCostMod
Ship of the Line still has an extra movement over First Rate. As discussed earlier, Frigate with 5 movement is meant to be a fast ship, so probably better to go with First Rate's movement. Unless its done deliberately to counteract Elizabeth's +2 Movement. They have cost difference also. Frigate, available at an earlier technology also has a cost of 185, and, although faster and with ranged attack, is much weaker (25 Combat, 28 Ranged vs Combat 37).

Going forward, ideally, our changes should be the same minus the Fasil Ghebbi, which can be disabled by default with the possibility of the player reactivating it if so desired through file-editing, and installable through your method (Steam or manual single file update).

So, if we decide on what to to do with Ship of Line, that I believe, leaves two outstanding issues: Wat Phra Kaew and Uhlan.

What exactly is the situation of Wat Phra Kaew in your changes? +1 or +2 Science per religious building? Still has additional flat rate +20%? Because having all these things at max makes the Wonder overpowered.

Fixing Uhlan seems like a no-brainer to me since currently Cavalry is not worth building. Uhlan just needs Strength dropped from 34 to 31 to fix it.
 
I agree those are imbalanced, but still hesitant to include any balance chances for now. I may make a tweak version in the future addressing those concerns, but as I see it, the game itself is very unbalanced in many places. So I'm currently making a compatibility (cp+c4df+ee+eui) & balance mod, and there I make the following changes to EE:
-Wat Phra provides +2 Science by itself and +1 for religious buildings
-SotL swaps places with Frigate, so that it comes after, has 4 moves and costs 200 prod. I haven't started to delve deep into Combat values and probably will tweak it further, but moving SotL up the tree makes it more balanced already. Uhlan indeed seems OP, but I delete the whole anti-cavalry&tank line (after pikeman) in my mod, so don't know what the ideal solution would be, I think your Uhlan change is fine.
-Privateer comes at Warships (but limited to Barbs and Dutch), Combat 30, Cost 175 upgrades to Ironclad rather than Destroyer.

If there's a strong consensus on new values (here & steam), I may be more willing to incorporate or collect them all in a tweak mod. But it seems there are few people playing the game, and fewer are using mods and provide feedback.
 
I agree those are imbalanced, but still hesitant to include any balance chances for now.
Okay, I don't really get why you want to leave imbalances unredressed if you aware of them, particularly on clear-cut issues like Uhlan.
-SotL swaps places with Frigate, so that it comes after, has 4 moves and costs 200 prod. I haven't started to delve deep into Combat values and probably will tweak it further, but moving SotL up the tree makes it more balanced already. Uhlan indeed seems OP, but I delete the whole anti-cavalry&tank line (after pikeman) in my mod, so don't know what the ideal solution would be, I think your Uhlan change is fine.
-Privateer comes at Warships (but limited to Barbs and Dutch), Combat 30, Cost 175 upgrades to Ironclad rather than Destroyer.
Woah, those are some big changes, and are more along the lines of changing the mod rather than bug-fixing. I also don't quite understand it. You say "SotL swaps places with Frigate, so that it comes after", but SotL already comes after Frigate, and swapping them around doesn't make much sense since Frigate is a weaker unit?

Anyway, I'm going to make one or two changes to the update I made later today, namely changing SotL Strength from 35 to 37 and I'll also have one more look at the Wat Phra Kaew to see how well-balanced it is. I'll then post what are probably the final file versions of my update here. Primarily, I've made the fixes to this mod for myself, but I make them available for others if others to use if they wish to do so.
 
Some minor issues in the Enlightenment_Text file, with icons not showing up for building descriptions:

1) Replace instances of [ICON_SCIENCE] with [ICON_RESEARCH].

2) Replace instances of [ICON_GREAT_PERSON] with [ICON_GREAT_PEOPLE].

3) Delete instance of [ICON_RES_ANTIQUITY_SITE] and delete one Space as otherwise there are two Spaces in row. The game does not appear to have an antiquity icon.
 
Last edited:
EDiTED: After testing out Wat Phra Kaew in a few old saves, with just +1 Science per religious building (and no +20%) bonus it looks good.


@balparmak

I've updated some things in Post #511, so you might want to check if that's how things currently stand.
 
Last edited:
ENLIGHTENMENT ERA MOD: TRIGAN EMPEROR UPDATE

Although the Enlightenment Era mod's creator, Pouakai, sadly no longer appears to be with us, work on the mod has not stopped! There were a few things in the mod that needed fixing, which have been discussed in the previous few pages of this thread by EE fans.

Both myself and @balparmak have been doing our own fixes, and have produced two different updates, most of which is the same, but still with a few differences between them. I've tried to summarize the differences between them in Post #511, which I'll try to keep updated.

I think I've finished with the fixes that I think needed making, and so I've included, hopefully, the final set of files of my update below.

List of fixes, corrections, changes:

1) Manors fixed and now give their stated +15% Great Person production.

2) Obsolescence techs corrected for the following units:

Skirmisher obsolete with Steam Power
Galleass obsolete with Navigation
Galleon obsolete with Warships
Nau obsolete with Exploration

3) The default AI for the following units has been changed from Explore to Attack: Carrack, Galleon, Ship of the Line, First Rate.

4) Summer Palace gives +1 Culture. In the original mod, this building's Civipedia page says it should yield +1 Culture, but this was not actually implemented previously.

5) Wat Phra Kaew is rebalanced/corrected (nerfed). It provides +1 Science per Religious building and no extra +20% Science bonus.

6) Ship of the Line unit has some values updated, including Movement rate, Cost and Hurry Cost Modifier.

7) Uhlan unit is rebalanced. In vanilla Enlightenment Mod, Uhlan and Cavalry are identical except that Uhlan starts with a +33% anti-cavalry promotion, effectively making the Cavalry unit redundant and never worth building. So Strength of Uhlan is reduced slightly to make it a specialist anti-cavalry unit.

8) Some minor text errors fixed.

The Fasil Ghebbi issue

In the original Enlightenment Era mod, Fasil Ghebbi Wonder causes a game crash upon completion by the human player, which no-one seems to be able to fix. Be aware that this mod leaves Fasil Ghebbi in the game, with this issue unfixed (whereas balparmak's update disables the Wonder from the game).

The Fasil Ghebbi crash is not known to happen when built by the AI or when created using the In-Game Editor. This update keeps Fasil Ghebbi, but relies on the human player to create it, if deciding to build it, using the In-Game Editor. If you do build it, the turn before its completed, open IGE and manually create the Wonder in your city. You will probably have some refunded gold so, if you don't want to cheat, look out for how much is refunded and use the IGE to deduct the money from your account. If building Fasil Ghebbi with a Great Engineer, then just use the IGE to create the Wonder and delete the Engineer. I also recommend having the autosave set to save every turn in case you finish it ahead of schedule (which I do, anyway). Or just don't build Fasil Ghebbi and ignore all this.

Installation Instructions

1) Download the five files below.

2) Find the Enlightenment Era mod folder (probably in Documents\My Games\Sid Meier's Civilization 5\MODS). Make a backup of the Enlightenment Era mod folder, just in case you want to go back to it.

3) Replace the relevant files in the Enlightenment Era mod folder with the five downloaded files.
 

Attachments

  • Enlightenment_Buildings.xml
    17.7 KB · Views: 200
  • Enlightenment_Wonders.xml
    18.4 KB · Views: 140
  • Enlightenment_Units.xml
    27.5 KB · Views: 142
  • Enlightenment_UnitUpdates.xml
    12.1 KB · Views: 198
  • Enlightenment_Text.xml
    79.7 KB · Views: 317
Last edited:
I'm going to start a new game a bit later with the new files. I'm looking forward to seeing how the changed default AI for the naval melee units affects the game, as potentially it could be quite a big change. With vanilla Civ V having no naval melee unit set to Attack AI between Trireme and Ironclad, and the original Enlightenment Era mod having its naval melee units set to Explore, there was a few centuries of potentially interesting naval warfare missing from the game.

In one game not long ago, I had an AI declare war and immediately attack my capital city with about ten triremes. We should see a bit more of this kind of thing now, but with Carracks, Galleons and Ships of the Line attacking. I think I'm going to have to start building defensive naval units more, which was something I rather neglected previously.
 
Top Bottom