The code I've seen in the new version of the mod, at least, is this:
Code:
-- Moves the whole Tech Tree _ spaces to the right, except for Prehistorical Techs
-- (only works if this sql is above the Technologies.xml in the actions list!)
UPDATE Technologies
SET GridX = GridX + 6;
Admittedly, the Prehistoric Mod just has to move the entire tech tree, but I'm wondering if you could use a WHERE to move certain columns over.
I'm starting to think I might have to see if I can find a way to make my mod's tech tree more dynamic, storing the grid coordinate of something like Telecommunications and then using it to place all the other techs... but I'm not familiar enough with SQL to know how feasible that'd be.
Hmm, that might be useful. I wonder whether it'd be possible to do that only where GridX is already a certain value, meaning I could just say anything greater than 9 gets 2 more added onto it. As far as your mod goes, I think if it adds the Enlightenment and Prehistoric Era in as references then it should be fine, since if I can figure out how to use that code too it'll just handle all the positions automatically.
CPB (which is optional balance patch for CP as you probably know), does some extensive modification to tech tree.From rearranging technologies to adding new technology in modern era, like Corporation.So unless I misunderstood above description, CPB can potentially conflict with this mod, though, I don't know for certain because I didn't try, I have game in session but it's possible.
Anyway thanks for replying and I hope this helps.
From the sound of it it will likely conflict, but I've talked to Gazebo and we're going to try figure out how to go about getting support for the CPB so that both the mods can be used together
Silly question: Will the Explorer and Surveyor be able to upgrade on the fly, or will you have to upgrade them in your own territory like all other units? It would suck to have your Scouts/Explorers half way across the globe when you finish researching Exploration/Romanticism and have to slog them all the way back home to upgrade.
EDIT: If they can't upgrade on the fly, maybe allow them to upgrade in Friendly/Allied CS territory and/or AI territory with whom you have Open Borders.
As much as I'd love to do this, I have a feeling that it's hardcoded and thus impossible without a DLL mod, which is a bit more heavy than what I was going for with this mod.
I saw the reddit post about this and I'm glad I found this. I have some thoughts about this because I really like what you've done. A thought on surveyors to make them more useful, because the term "surveyor" and the image you have for them seems to me like they might have a scientific interest. What if antiquity sites had to be discovered by surveyors the way barbarian camps are invisible when outside of vision until you discover them? I think it's odd that discovering archaeology makes all the antiquity sites in the known world visible, so having a surveyor scout out the territory would be cool. Your manor reminded me of a history course I took in university where we discussed the rise of liberal arts in the renaissance and how people were encouraged to pursue many different avenues of study of the liberal and natural sciences, which to me would create a huge influx of great people.
Speaking of surveyors, you could have a large amount of exploration based gameplay if there was more they could "discover" by scouting out territory- think 19th century explorations of the heart of the African and south American rainforests- they could find hidden resources or possibly even hidden natural wonders. I wouldn't suggest touching existing natural wonders, but wonders like El Dorado or the fountain of youth would be excellent examples of natural wonders that could only be found by surveyors. Since we already have mythical natural wonders like those, you could add Shangri-la or something. I think it would be interesting to have something like that.
That could be cool, but like I've said this mod tries to stay as close to Vanilla gameplay as possible. If something like what you've suggested is possible, I think it'd be best suited as a ModMod to the Enlightenment
While we're on the topic, what happened to national banks [national reserve?]? There are national wonders for like everything else but not for banks.
There used to be the National Treasury as a market National Wonder, but it got replaced in BNW by the East India Company. National Treasury could potentially be reincluded, but I'd be worried there's too much gold. If it can be balanced then I don't see why not.
The cruiser and ironclad should swap places on the tech tree, but other than that I think the mod's great!
Tech tree questions: why doesn't warships require gunpowder? Why does fertilizer require flintlock?
Put simply, gameplay vs realism. While it's not necessarily the most historically accurate, it suits the flow of the game better and makes more sense gameplay-wise.
Will the mod add extra events and decisions (when playing with the mod)?
Also, will it interact with piety?
In a perfect situation it would add more events, but if we can't get anyone to code them then obviously it won't have any.
Is it possible that EE mod also revise and add part of Medieval/Renaissance era tech/unit? Mostly from techs/units of JFD's ItRD scenrio, as ItRD has a very poor stablity and JFD is no more work on it, it is almost a dead mod, but it will be a pity to waste the element and resource of ItRD mod.
For example:
Mercenary Arms and Mercenary Contract tech from ItrD scenrio, and also new mercenary units besides Landsknecht?
Renaissance cuirassier unit from ItRD as a cavalry unit between medieval knight and enlightenment era cavalry unit? I remember that Janboruta had made a beautiful protrait for cuirassier in ItRD.
Most of the units we've added are filling new gaps in unit lines created by stretching the tech tree. The only ones we've properly revamped are the exploration line and the naval units, which now have two distinct and clear unit progression lines along with separate parts with the Caravel and Privateer as standalone exploration and plunder ships respectively.
Of course, that's not to say that we're not going to do anything with mercenaries, although it might not be in this mod.
I think its better to keep the main cavalry line the way it is now...
Although, another mercenary unit would be nice.
Wait, aren't you fighting with Pouakai?
Only in the Egyptian theatre, we're got prior agreements elsewhere and ongoing cooperation in some areas.
Could you move railroads into the Industrial Era with the mod? Being only able to research them in the Modern Era has annoyed me ever since I started playing the game.
Eh, it's a bit outside of the scope of this, and moving it around ends up having unforseen consequences across the whole tech tree since it screws up the tech progression paths meaning you have to rearrange the whole area around it too