The Enlightenment Era

I fixed the Manor Great Person bonus by adding the following code to the relevant section in the mod's Enlightenment_Buildings file:
Code:
            <GreatPeopleRateModifier>15</GreatPeopleRateModifier>
EDIT: As already mentioned a few posts ago... :hammer2:

Well, while I'm here, what are the things that need fixing? So far, I am aware of:

1) Manor great person bonus
2) Crystal Palace great person bonus
3) Fasil Ghebbi crash
4) Skirmisher obsolescence tech.
5) Uhlan rebalancing
Not sure if this is a bug, but the Summer Palace offers no recurring bonus or yield after it's constructed. The only thing it gives is the free great person, which while nice, makes the building itself an utter waste of space (and arguably production) after the GP is born.

Also, do we just copy-paste that code to where you said? And does that fix apply to the Crystal Palace as well, or are you still working on it?
 
After further game-testing, I think Uhlan's strength would be better reduced to 31 rather than 30, compared with Cavalry's 34.

So, here's some DIY interim fixes for this mod, which I will amend if new problems are identified and/or solved:
Spoiler :

1) Manor great person bonus

Find Enlightenment_Buildings file in XML>Buildings.

Add the following code:
Code:
            <GreatPeopleRateModifier>15</GreatPeopleRateModifier>
in the relevant section, as seen below:
Code:
        <Row>
            <Type>BUILDING_EE_MANOR</Type>
            <BuildingClass>BUILDINGCLASS_EE_MANOR</BuildingClass>
            <Cost>230</Cost>
            <GoldMaintenance>2</GoldMaintenance>
            <PrereqTech>TECH_EE_SOVEREIGNTY</PrereqTech>
            <Help>TXT_KEY_BUILDING_EE_MANOR_HELP</Help>
            <Description>TXT_KEY_BUILDING_EE_MANOR</Description>
            <Civilopedia>TXT_KEY_BUILDING_EE_MANOR_PEDIA</Civilopedia>
            <Strategy>TXT_KEY_BUILDING_EE_MANOR_STRATEGY</Strategy>
            <ArtDefineTag>FORGE</ArtDefineTag>
            <GreatPeopleRateModifier>15</GreatPeopleRateModifier>
            <MinAreaSize>-1</MinAreaSize>
            <ConquestProb>66</ConquestProb>
            <HurryCostModifier>10</HurryCostModifier>
            <IconAtlas>EXPANSION_SCEN_BUILDING_ATLAS</IconAtlas>
            <PortraitIndex>1</PortraitIndex>
        </Row>

2) Crystal Palace great person bonus

[Fix unknown]

3) Fasil Ghebbi crash

[Fix unknown]

4) Skirmisher obsolescence tech.

Find Enlightenment_Units file in XML>Units

Find the following section of code:
Code:
        <Row>
            <Class>UNITCLASS_EE_SKIRMISHER</Class>
            <Type>UNIT_EE_SKIRMISHER</Type>
            <PrereqTech>TECH_EE_FLINTLOCK</PrereqTech>
            <Combat>25</Combat>
            <RangedCombat>25</RangedCombat>
            <Cost>185</Cost>
            <Moves>2</Moves>
            <Range>1</Range>
            <FaithCost>370</FaithCost>
            <RequiresFaithPurchaseEnabled>true</RequiresFaithPurchaseEnabled>
            <CombatClass>UNITCOMBAT_ARCHER</CombatClass>
            <Domain>DOMAIN_LAND</Domain>
            <DefaultUnitAI>UNITAI_RANGED</DefaultUnitAI>
            <Description>TXT_KEY_UNIT_EE_SKIRMISHER</Description>
            <Civilopedia>TXT_KEY_UNIT_EE_SKIRMISHER_PEDIA</Civilopedia>
            <Strategy>TXT_KEY_UNIT_EE_SKIRMISHER_STRATEGY</Strategy>
            <Help>TXT_KEY_UNIT_EE_SKIRMISHER_HELP</Help>
            <MilitarySupport>true</MilitarySupport>
            <MilitaryProduction>true</MilitaryProduction>
            <Pillage>true</Pillage>
            <ObsoleteTech>TECH_INDUSTRIALIZATION</ObsoleteTech>
            <GoodyHutUpgradeUnitClass>UNITCLASS_GATLINGGUN</GoodyHutUpgradeUnitClass>
            <AdvancedStartCost>30</AdvancedStartCost>
            <XPValueAttack>3</XPValueAttack>
            <XPValueDefense>3</XPValueDefense>
            <UnitArtInfo>ART_DEF_UNIT_EE_SKIRMISHER</UnitArtInfo>
            <UnitFlagAtlas>ENLIGHTENMENT_UNIT_FLAG_ATLAS</UnitFlagAtlas>
            <UnitFlagIconOffset>2</UnitFlagIconOffset>
            <IconAtlas>ENLIGHTENMENT_UNIT_ATLAS</IconAtlas>
            <PortraitIndex>2</PortraitIndex>
        </Row>
Replace the line:
Code:
            <ObsoleteTech>TECH_INDUSTRIALIZATION</ObsoleteTech>
with:
Code:
            <ObsoleteTech>TECH_STEAM_POWER</ObsoleteTech>
5) Uhlan rebalancing

(Idea for uhlan rebalancing - may change!)

Find Enlightenment_Units file in XML>Units (same file as previously used)

Find the following section of code:
Code:
        <Row>
            <Class>UNITCLASS_EE_UHLAN</Class>
            <Type>UNIT_EE_UHLAN</Type>
            <PrereqTech>TECH_MILITARY_SCIENCE</PrereqTech>
            <Combat>34</Combat>
            <Cost>225</Cost>
            <FaithCost>450</FaithCost>
            <RequiresFaithPurchaseEnabled>true</RequiresFaithPurchaseEnabled>
            <Moves>4</Moves>
            <CombatClass>UNITCOMBAT_MOUNTED</CombatClass>
            <Domain>DOMAIN_LAND</Domain>
            <DefaultUnitAI>UNITAI_FAST_ATTACK</DefaultUnitAI>
            <Description>TXT_KEY_UNIT_EE_UHLAN</Description>
            <Civilopedia>TXT_KEY_UNIT_EE_UHLAN_PEDIA</Civilopedia>
            <Strategy>TXT_KEY_UNIT_EE_UHLAN_STRATEGY</Strategy>
            <Help>TXT_KEY_UNIT_EE_UHLAN_HELP</Help>
            <MilitarySupport>true</MilitarySupport>
            <MilitaryProduction>true</MilitaryProduction>
            <Pillage>true</Pillage>
            <ObsoleteTech>TECH_COMBINED_ARMS</ObsoleteTech>
            <IgnoreBuildingDefense>true</IgnoreBuildingDefense>
            <GoodyHutUpgradeUnitClass>UNITCLASS_ANTI_TANK_GUN</GoodyHutUpgradeUnitClass>
            <AdvancedStartCost>30</AdvancedStartCost>
            <XPValueAttack>3</XPValueAttack>
            <XPValueDefense>3</XPValueDefense>
            <UnitArtInfo>ART_DEF_UNIT_EE_UHLAN</UnitArtInfo>
            <UnitFlagAtlas>ENLIGHTENMENT_UNIT_FLAG_ATLAS</UnitFlagAtlas>
            <UnitFlagIconOffset>3</UnitFlagIconOffset>
            <IconAtlas>ENLIGHTENMENT_UNIT_ATLAS</IconAtlas>
            <PortraitIndex>3</PortraitIndex>
            <MoveRate>QUADRUPED</MoveRate>
        </Row>
In the following line, change the 34 to a 31.
Code:
            <Combat>34</Combat>
 
Not sure if this is a bug, but the Summer Palace offers no recurring bonus or yield after it's constructed. The only thing it gives is the free great person, which while nice, makes the building itself an utter waste of space (and arguably production) after the GP is born.
The Summer Palace doesn't cost any Maintenance, so I don't think it really matters after it's built, although someone may correct me if I'm wrong. It's sort of like a project that gives you a Great Person and the building itself is of no consequence, just a memento.
 
Here's the main Crystal Palace code:
Code:
        <Row>
            <Type>BUILDING_EE_CRYSTAL_PALACE</Type>
            <BuildingClass>BUILDINGCLASS_EE_CRYSTAL_PALACE</BuildingClass>
            <Description>TXT_KEY_BUILDING_EE_CRYSTAL_PALACE</Description>
            <Help>TXT_KEY_WONDER_EE_CRYSTAL_PALACE_HELP</Help>
            <Civilopedia>TXT_KEY_WONDER_EE_CRYSTAL_PALACE_PEDIA</Civilopedia>
            <ThemingBonusHelp>TXT_KEY_EE_CRYSTAL_PALACE_THEMING_BONUS_HELP</ThemingBonusHelp>
            <Quote>TXT_KEY_WONDER_EE_CRYSTAL_PALACE_QUOTE</Quote>
            <Cost>950</Cost>
            <PrereqTech>TECH_EE_ROMANTICISM</PrereqTech>
            <MaxStartEra>ERA_MODERN</MaxStartEra>
            <SpecialistType>SPECIALIST_ENGINEER</SpecialistType>
            <GreatPeopleRateChange>1</GreatPeopleRateChange>
            <NukeImmune>true</NukeImmune>
            <HurryCostModifier>-1</HurryCostModifier>
            <MinAreaSize>-1</MinAreaSize>
            <ConquestProb>100</ConquestProb>
            <GreatWorkSlotType>GREAT_WORK_SLOT_ART_ARTIFACT</GreatWorkSlotType>
            <GreatWorkCount>3</GreatWorkCount>
            <IconAtlas>ENLIGHTENMENT_WONDER_ATLAS</IconAtlas>
            <PortraitIndex>3</PortraitIndex>
            <WonderSplashImage>EE_Crystal_Palace_splash.dds</WonderSplashImage>
            <WonderSplashAnchor>L,B</WonderSplashAnchor>
            <WonderSplashAudio>AS2D_WONDER_SPEECH_EE_CRYSTAL_PALACE</WonderSplashAudio>
        </Row>
There's no Great Person bonus. I'm not sure how one would create a GP bonus linked to the number of Great Works, since there isn't a building with similar properties to copy the code from. An interim solution, until a long-term solution is found, might be to just give Crystal Palace a flat rate +25% GP bonus.
 
Spoiler :
[EDIT: There's been a terrible mistake and there doesn't appear to be anything wrong with the mod's Crystal Palace Wonder, so I've put a line through the stuff and deleted the files that are no longer relevant in this post.]

I've created an interim Crystal Palace. It gives 25% Great Person bonus in the city, as opposed to +5% per Great Work in the city. I also gave it +1 Culture (while before it produced none). In addition, I updated the text, with the relevant part copied from the National Epic ("+25% Great People generation in this City"). Here's how it looks:

Wbox2Vp.png

I've posted below the four three five XML files that I've modded to include the fixes/changes I've made, namely:

1) Manors fixed to now give +15% Great Person production
2) Crystal Palace given an interim fix - slightly different than original Wonder, but at least it works
2) Skirmisher obsolete tech is updated to Steam Power rather than Industrialization, therefore becoming obsolete at same time as Gatling Gun becomes available
3) Uhlan slightly nerfed to rebalance unit compared with Cavalry.
4) Ship of Line fixed/rebalanced
5) Galleass obsolescence tech fixed
6) Wat Phra Kaew nerfed (no longer +20% science bonus)
7) Galleon and Nau obsolescence techs fixed.
8) Carrack, Galleon, Ship of the Line, First Rate have AI changed from Explore to Attack.
9) Summer Palace gives 1 Culture.

Just replace the files in the relevant folders in the Enlightenment Era mod folder, but not before backing them up (or the whole mod) first, of course.

UPDATED: 10/10/2017 - To get most recent changes (Galleon and Nau obsolescence + Carrack, Galleon, Ship of the Line, First Rate AI changed from Explore to Attack + Summer Palace culture) if you have already downloaded these files, then download the new Enlightenment_Units, Enlightenment_UnitUpdates and Enlightenment_Wonders files and replace previous ones.

LAST UPDATED: 11/10/2017: See Post #519 for latest changes I've made and for files
 
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I've created an interim Crystal Palace. It gives 25% Great Person bonus in the city, as opposed to +5% per Great Work in the city. I also gave it +1 Culture (while before it produced none). In addition, I updated the text, with the relevant part copied from the National Epic ("+25% Great People generation in this City"). Here's how it looks:

Wbox2Vp.png


I've posted below the four XML files that I've modded to include the fixes/changes I've made, namely:

1) Manors fixed to now give +15% Great Person production
2) Crystal Palace given an interim fix - slightly different than original Wonder, but at least it works
3) Skirmisher obsolete tech is updated to Steam Power rather than Industrialization, therefore becoming obsolete at same time as Gatling Gun becomes available
4) Uhlan slightly nerfed to rebalance unit compared with Cavalry.

Just replace the files in the relevant folders in the Enlightenment Era mod folder, but not before backing them up (or the whole mod) first, of course.
Well done! Thanks a lot!
 
Anyone know a way to make this and CSD more compatible by merging or changing the wonders that repeat, i.e. Crystal Palace and Summer Palace?
 
EDIT: This post is no longer relevant.

I've been wondering whether I should have given + 1 Culture to Crystal Palace. Although a minor bonus, it does make Crystal Palace look quite tasty.

So I've included below the relevant file with the + 1 Culture removed, making it looks like this. Which do you think is more appropriate?

3JkYSJY.png


For comparison. here's the Louvre, available at the same time:

P3kzZOI.png
 
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Crystal Palace gives GP bonus through creating a dummy building, and adding the bonus through a code in lua. Have no idea whether it works, though. Are you 100% sure that it does not work, it may just be that the bonus is provided but not reflected through the UI? If it is certainly bugged, the new one may have 15% GP generation and +1 culture, that seems balanced to me.

Also, another minor fix for you: text for Ship of the Line says it's a ranged unit, that should be melee. As you put the work into it already, you might as well create a new mod and do these fixes through sql, so that those who subscribe to the original do not need the fix the files, but rather can subscribe to your mod. I'm doing that way currently, but Crystal Palace's lua code remains activated and that kinda bothers me, afaik you cannot disable LUA through another mod.

oh also, as @Sub6 mentioned, Wat Phra Knew's text does not match its effects. +1 science for religious buildings, as reflected in text, seems a bit weak, but +2 science for those plus 20% science seems way too strong. And doing a bit of research, it does not seem like a scientific wonder, so using it only as a booster for religious buildings is better. I'll go with +2 science but no 20% bonus for now.

and also, galleass should be obsolete at Navigation.
 
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What??! I just tested the original file again and Crystal Palace appears to be working exactly as designed - each Great Work gives + 5% Great Person bonus. It's only the turn after the Great Person is expended that the bonus takes effect, but it's there.

So scrap the interim Crystal Palace and just use the original Wonders file.

EDIT: I've amended my previous posts and deleted the files I posted that are no longer relevant. So if you downloaded the files, then be sure not to use these two, and instead use the original mod's files: Enlightenment_Wonders, Enlightenment_Text.
 
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Crystal Palace gives GP bonus through creating a dummy building, and adding the bonus through a code in lua. Have no idea whether it works, though. Are you 100% sure that it does not work, it may just be that the bonus is provided but not reflected through the UI? If it is certainly bugged, the new one may have 15% GP generation and +1 culture, that seems balanced to me.
See previous post. :undecide:
Also, another minor fix for you: text for Ship of the Line says it's a ranged unit, that should be melee. As you put the work into it already, you might as well create a new mod and do these fixes through sql, so that those who subscribe to the original do not need the fix the files, but rather can subscribe to your mod. I'm doing that way currently, but Crystal Palace's lua code remains activated and that kinda bothers me, afaik you cannot disable LUA through another mod.
I'll have a look at the Ship of the Line. Creating a mod is beyond my capability - I just edit files.
oh also, as @Sub6 mentioned, Wat Phra Knew's text does not match its effects. +1 science for religious buildings, as reflected in text, seems a bit weak, but +2 science for those plus 20% science seems way too strong. And doing a bit of research, it does not seem like a scientific wonder, so using it only as a booster for religious buildings is better. I'll go with +2 science but no 20% bonus for now.
I had a feeling that Wat Phra Kaew was quite powerful. The changes you suggest sound reasonable and I'll test them out.
and also, galleass should be obsolete at Navigation.
I'll have a look at that too.
 
Also, another minor fix for you: text for Ship of the Line says it's a ranged unit, that should be melee.
The Ship of the Line is muddled:

- it is a ranged unit, able to fire two hexes.
- its Combat Type in the stats is "Naval Melee Units"
- its Game Info text is "Powerful Enlightenment Era naval ranged unit"
- its Strategy text is "The ship of the line is a melee naval unit of the Enlightenment Era..."

Since it's able to fire two hexes it's a naval ranged unit? If so, what needs to be changed is:

- its Combat Type in the stats changed from "Naval Melee Units" to "Naval Ranged Units"
- its Strategy text to "The ship of the line is a ranged naval unit of the Enlightenment Era..."

Correct?

EDIT: I think this is where the problem lies. Ship of the Line is in the naval melee units upgrade path and shouldn't therefore have a 2 hex ranged capability.

FURTHER EDITS: Another thing, in In-game Editor, Ship of the Line appears twice, one being among the Ancient Era units.

Plus, Ship of Line has Movement 5, while the English version, First Rate, has movement 4. I think they should be the same, so one is incorrect, although I'm not sure which. Frigate has 5 Movement, so are they supposed to have the same speed as these other ships? We need a nautical expert.
...
From Wikipedia's page on Frigate:
In the 17th century, this term was used for any warship built for speed and maneuverability, the description often used being "frigate-built".
Cruiser also has 5 movement, so I'm inclined to say that the First Rate stats are correct and the Ship of the Line stats are wrong, as they are in several other respects.
...
So these are the changes I'm going to implement for Ship of the Line:

- remove its ranged ability as this appears to be an error.
- reduce its movement from 5 to 4
- increase its strength from 30 to 35 (currently, it has strength 30 and ranged strength 35). First Rate has strength 40, plus a couple of special abilities, Looking at other special Civ-specific units, they don't have +33% strength over their regular counterparts, so 35 is a better fit. Frigate has strength 25, with better speed and a ranged ability, so I think 35 is right for the Ship of Line.
- update the Game Info text.
 
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I started just as you did by fixing obvious bugs and merging mods together, you're already halfway into creating a mod, I'm sure you'll manage it :) As far as I know, the mod adds a new ship of the line unit (something like UNIT_EE_SHIP_OF_THE_LINE), and disables the other -which was the unique unit of England (but it is not totally removed, so you can see it with IGE, but noone should build it). I missed the movement part though, First Rate shouldn't be inferior to SotL in any way, I think you're right to make a point on that. I'm also inclined to bring down SoTL movement too
 
I've also changed these things: Cost, HurryCostModifier, DefaultUnitAI. There were so many issues with this unit that I think it was unfinished before release and overlooked. I examined the First Rate and Frigate stats and used some of their values to fill in. If this mod's author returns to it, he might want to have a look at this unit. In the mean time I've tested my updated version and it appears to be seaworthy.

Here's the new Ship of Line:
lPaRU7Q.png
 
Those weren't bugs, guys. Ship of the Line was the name given to an Enlightenment Era melee ship. The data for England's unique unit is on a ship called the First-Rate. You gotta test these things.

And it's not a fix that means anything to me, since I need a one-click fix if I want to get any multiplayer games with this going.
 
Those weren't bugs, guys. Ship of the Line was the name given to an Enlightenment Era melee ship. The data for England's unique unit is on a ship called the First-Rate. You gotta test these things.
Yeah, we know that. ;)

I fixed the Galleass obsolescence tech. I also removed the +20% science bonus from Wat Phra Kaew and tested it out in a couple of old game saves, before and after the change. I'd definitely say its overpowered with the +20% bonus and is much better with just +2 for religious buildings.

So I think all changes that needed doing have been made now. The list of changes and files included in my post #485 have now all been updated. So if you want to use all these new changes then download or re-download the modded files there.
 
I can do that one-click fix, which would be uploading the fixes as a separate mod, if there's any interest. Already have the file.

Those weren't bugs, guys. Ship of the Line was the name given to an Enlightenment Era melee ship. The data for England's unique unit is on a ship called the First-Rate. You gotta test these things.

And it's not a fix that means anything to me, since I need a one-click fix if I want to get any multiplayer games with this going.

@Trigan Emperor
Nice catch on the DefaultUnitAI bug. Though the fix is actually bigger, rather than having ExploreAIs, Ship of the Line (and also Carrack and Galleon) should've had "UNITAI_ATTACK_SEA", since it's the standard AI type for naval melee units. It might be intentional, like if the author wanted those units to be used more in exploration, but I don't see the need for that, I mean Carrack cannot even enter ocean tiles.
 
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I can do that one-click fix, which would be uploading the fixes as a separate mod, if there's any interest. Already have the file.
Yeah, go ahead, that would be good.
@Trigan Emperor
Nice catch on the DefaultUnitAI bug. Though the fix is actually bigger, rather than having ExploreAIs, Ship of the Line (and also Carrack and Galleon) should've had "UNITAI_ATTACK_SEA", since it's the standard AI type for naval melee units. It might be intentional, like if the author wanted those units to be used more in exploration, but I don't see the need for that, I mean Carrack cannot even enter ocean tiles.
I was thinking that last night. Maybe the DefaultUnitAI should be something different. I was going to have a look at the other naval units in the vanilla game and see what they had.
 
I've been looking through the DefaultUnitAI settings in both Vanilla Civ V (BNW) and the Enlightenment Era mod for the naval units. It's amazing that the vanilla game goes from Caravel straight to Ironclad.

Civ V vanilla naval melee unit upgrade path

Trireme: UNITAI_ATTACK_SEA
Caravel: UNITAI_EXPLORE_SEA
Ironclad: UNITAI_ATTACK_SEA
Destroyer: UNITAI_ATTACK_SEA

Civ V vanilla naval ranged unit upgrade path

Galleass: UNITAI_ASSAULT_SEA
Frigate: UNITAI_ASSAULT_SEA
Battleship: UNITAI_ASSAULT_SEA

Enlightenment Era mod splits naval melee units into two upgrade paths. Caravel comes as a brand new path and upgrades to, and rejoins the main upgrade path with, Ironclad.

Enlightenment Era naval melee unit upgrade path A

(Trireme, vanilla)
EE Carrack: UNITAI_EXPLORE_SEA
EE Galleon: UNITAI_EXPLORE_SEA
EE Ship of the Line: UNITAI_ASSAULT_SEA / EE First Rate: UNITAI_EXPLORE_SEA
(Ironclad, vanilla)

Enlightenment Era naval melee unit upgrade path B

(-)
(Caravel, vanilla): UNITAI_EXPLORE_SEA
(Ironclad, vanilla)

Enlightenment Era naval ranged unit upgrade path

(Galleass, vanilla)
(Frigate, vanilla)
EE Cruiser: UNITAI_ASSAULT_SEA
(Battleship, vanilla

As noted previously, Ship of Line was muddled up and had a ranged capability when it shouldn't have and also had a ranged unit AI, probably carried over from the vanilla game's Ship of the Line, the English version of Frigate, which is a ranged unit.

So the next question is: should the EE Ship of Line/First Rate's DefaultUnitAI be changed from UNITAI_EXPLORE_SEA to UNITAI_ATTACK_SEA ? Should the same be done to the earlier units of Carrack and Galleon? There's an argument that since, in the vanilla game, Caravel is the only naval melee unit until Ironclad that the Enlightenment naval units added during this period should be doing a similar job of exploring the world as Caravel would in vanilla. On the other hand, one could say that Ship of the Line/First Rate are military naval units that might be more appropriate with UNITAI_ATTACK_SEA .
 
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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?
 
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