thecrazyscotsman's Omnibus

thecrazyscotsman's Omnibus 1.2.3

I'll like to congratulate the autor for this mod, bacuase the actuak state of the mod working in a very positive way. Found the games actually challenging in every victory condition. AI now building a variety of wonders not just stonehenge and mahbodi temple. AI+ and the Omnibus work great together.
 
To everyone:
I've successfully tested modifiers which will apply an effect if you have less than x number of cities or greater than x number of cities. In order to give you more choices in terms of playstyle I'm considering adding in a few new policy cards which will provide a large bonus per city if you have less than x number of cities or a small bonus per city if you have more than x number of cities. Thoughts, comments, suggestions?

My personal opinion is that I'm not a very big fan of effects that are tied to specifically having "X number of cities". It always felt... constraining to me, like I have to build my empire THIS way or THAT way and I'm being told to by the policies I want rather than a more "organic" approach based on the terrain, nearby Civs, personal preference, etc.. I'm sure you could make something interesting out of it, but it's just not my cup of tea.

I must say I do enjoy this collection of mods overall, though. Keep up the good work.
 
You are right. They fix themselves next turn.
I'm glad it worked out. Thanks @Magil for your help!
I'll like to congratulate the autor for this mod, bacuase the actuak state of the mod working in a very positive way. Found the games actually challenging in every victory condition. AI now building a variety of wonders not just stonehenge and mahbodi temple. AI+ and the Omnibus work great together.
I'm glad you're enjoying it! Happy civving!
My personal opinion is that I'm not a very big fan of effects that are tied to specifically having "X number of cities". It always felt... constraining to me, like I have to build my empire THIS way or THAT way and I'm being told to by the policies I want rather than a more "organic" approach based on the terrain, nearby Civs, personal preference, etc.. I'm sure you could make something interesting out of it, but it's just not my cup of tea.

I must say I do enjoy this collection of mods overall, though. Keep up the good work.
Yeah, I definitely do not want to artificially force playstyles through policies, and I absolutely do not want to return to the way Civ V did things. If I can't figure out a way to do this well I probably won't integrate it at all tbh. My worry is that I've unintentionally made playing wide even more necessary with this mod by increasing the population requirement for districts and requiring population for unique districts. This means you'll have even more of an advantage by settling as many cities as you can because each city gives you 1 free district unconstrained by population.

Here's my thought process approaching this. None of these potentially new policies should give just a straight bonus to a single playstyle, rather different bonuses depending on your playstyle. For instance, what if there was a card which increased regional building bonuses by +2 if you have fewer than 5 cities or increased regional building range by 1 if you have 5 or more?

I also had a few thoughts about changing how some of the existing policies work. For example, I've thought about these changes to the policies which boost Settler production.
  • Early civic: Boost Settler production by 75% if you have fewer than 5 cities. Tiles are 20% cheaper to purchase.
  • Late civic: Boost Settler production by 75% if you have fewer than 9 cities. Tiles are 30% cheaper to purchase.
The numbers aren't firm, of course.

The idea behind these specific changes is that it would give you a lot of help to rapidly expand your empire if it's small, but once you've expanded you no longer receive any production boost at all, which has the ultimate effect of slowing down super wide expansion. The second bonus (tile purchase discount) means that the card is not entirely useless if you don't meet the first criterion.
 
I don't know if you can implement this without the mod sdk, but I think a fix for wide being the only strategy would be to reduce the science & culture you get from cities based on how far away they are. This would also mean the AI would want to settle closer to their capitol, and would lead to more "country-like" borders. Since they removed all penalties for going wide, I think you could at least cut down on the benefits for doing so :P
 
I'm playing a game as Norway using Omnibus Complete and just produced my first Viking Longship -- but I can't get the Coastal Raid ability to work. It just stays grayed out. What's the trick?
 
I've run across an odd bug with Rationalism in the 1.2.2 version of the mod. It appears that Rationalism is causing far higher science gains than the card says. When I activated Rationalism, my SpT went from 158 to 758, using 3 campuses that have 3 improvements each. From the looks of it, I am getting +100 Science from each library and university, rather than +3 for each building (for a gain of 18). I am using the Complete Ruleset.

Album Here
http://imgur.com/a/IjvNR

Mods in use:
DLC: Aztec Civilization Pack
Better Unique Improvements
Detailed Worlds
Larger Worlds
Yet (not) Another Maps Pack
YnAMP - More CS for Europe
YnAMP - More CS for the World
Smoother Difficulty
TCS Improved Water Yields 1.3
8 Ages of War
AI+
Chao Quick UI
TCS Omnibus Mod 1.2.2
 
I'm playing a game as Norway using Omnibus Complete and just produced my first Viking Longship -- but I can't get the Coastal Raid ability to work. It just stays grayed out. What's the trick?
Humm...there's no reason why it wouldn't work with the mod. I'm assuming you're next to a valid tile?
I've run across an odd bug with Rationalism in the 1.2.2 version of the mod. It appears that Rationalism is causing far higher science gains than the card says. When I activated Rationalism, my SpT went from 158 to 758, using 3 campuses that have 3 improvements each. From the looks of it, I am getting +100 Science from each library and university, rather than +3 for each building (for a gain of 18). I am using the Complete Ruleset.

Album Here
http://imgur.com/a/IjvNR

Mods in use:
DLC: Aztec Civilization Pack
Better Unique Improvements
Detailed Worlds
Larger Worlds
Yet (not) Another Maps Pack
YnAMP - More CS for Europe
YnAMP - More CS for the World
Smoother Difficulty
TCS Improved Water Yields 1.3
8 Ages of War
AI+
Chao Quick UI
TCS Omnibus Mod 1.2.2
Woah! That's...a big bug. The code doesn't show any errors, and all my tests show it working correctly.

My Improved Water Yields mod is actually part of the Omnibus Mod...it's theoretical that those could cause a problem but it shouldn't as Improved Water Yields doesn't touch that policy.

This won't help you in your current game, but I will rewrite the code to implement an entirely new modifier instead of merely updating an existing one...hopefully that would prevent any such issues in the future.

Thanks for the report, and sorry it's not working correctly and that I don't have a solution for you :(
 
Humm...there's no reason why it wouldn't work with the mod. I'm assuming you're next to a valid tile?

Woah! That's...a big bug. The code doesn't show any errors, and all my tests show it working correctly.

My Improved Water Yields mod is actually part of the Omnibus Mod...it's theoretical that those could cause a problem but it shouldn't as Improved Water Yields doesn't touch that policy.

This won't help you in your current game, but I will rewrite the code to implement an entirely new modifier instead of merely updating an existing one...hopefully that would prevent any such issues in the future.

Thanks for the report, and sorry it's not working correctly and that I don't have a solution for you :(

My best guess is that its using the old version of Rationalism (100% increase) but treating it as an added integer (+100 science per building). I'll try toggling mods and see if anything changes.
 
My best guess is that its using the old version of Rationalism (100% increase) but treating it as an added integer (+100 science per building). I'll try toggling mods and see if anything changes.
By any chance do you have any log results with errors?
 
All -

I've decided to start a Github repository for this project. You are more than welcome to open pull requests and flag issues there.

New releases will show up there first, then once I'm comfortable with how it's looking I'll upload it here.

I currently have a v1.2.3-beta release up there.

Current patch notes:
Code:
User Settings:
-Added custom Eureka options (can now leave at default or set to 40%/25%/10%)
-Added higher Settler population cost option
-Added higher distance between cities option
-Added higher unit movement option (credit: isau)

Standard Ruleset:
-"Denounce" diplomacy option is now in red text to stand out more
-Egypt's Iteru ability now applies to Aqueducts, Neighborhoods, and Airports as well
-Redid policy updates to hopefully prevent problems where they were rarely not being correctly applied

Enhanced Ruleset:
-All luxury and strategic resources are now harvestable within your territory

Complete Ruleset:
-BUGFIX: New district buildings are now correctly buffed by Rationalism, Free Market, and Grand Opera
-BUGFIX: Invention is no longer boosted by earning any Great Person
-Celestial Navigation is now boosted by killing a Quadrireme instead of a Galley
-All land units can now embark at Celestial Navigation instead of Shipbuilding
 
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thecrazyscot updated thecrazyscotsman's Omnibus with a new update entry:

Update 1.2.3

Update 1.2.3 should be compatible with patch 1.0.0.56 as well as both the Poland and Viking DLC. There were no log errors when starting the game with them active, and nothing in the patch notes should conflict.

Code:
Updates by User Settings and Ruleset.

User Settings:
-Added custom Eureka options (can now leave at default or set to 40%/25%/10%)
-Added higher Settler population cost option
-Added higher distance between cities option
---Includes balanced increases to effects tied to city distance as well (credit: qqqbbb)
-Added higher unit movement option (credit: isau)

Standard Ruleset:
-"Denounce" diplomacy option is now in red text to stand out more
-Egypt's Iteru ability now applies to Aqueducts, Neighborhoods, and Airports as well
-Redid policy updates to hopefully prevent problems where they were rarely not being correctly applied
-Removed base production yields from Encampment buildings and replaced them with higher bonuses towards unit production.

Enhanced Ruleset:
-All luxury and strategic resources are now harvestable within your territory

Complete Ruleset:
-BUGFIX: New district buildings are now correctly buffed by Rationalism, Free Market, and Grand Opera
-BUGFIX: Invention is no longer boosted by earning any Great Person
-Celestial Navigation is now boosted by killing a Quadrireme instead of a Galley
-All land units can now embark at Celestial Navigation instead of Shipbuilding
-Increased production bonuses towards buildings and districts from the Kiln, Brickyard, and Brickworks buildings. Brickyard also now increases Quarry production by 1.
A few quick notes:
  • I've added in several new User Settings options which are off by default. Some of them I felt would change up the game a bit too much if they were included in the base mod, and others are there because I wanted to give you options.
  • I want the Encampment to allow you to pump out units more quickly and to encourage specialization towards that I removed its buildings base production yields and replaced it with a higher production bonus towards units only.
  • In test games I felt that production times are still often too long, so I increased the Kiln/Brickyard/Brickworks production bonus towards buildings and districts even further. Additionally, the district production bonus has received a second buff so that it is now higher than the production buff towards buildings.
I will be unable to update further until after the new year as I will be out of town. Please continue to post any bug reports, comments, and suggestions and I will start work on the next update when I'm back.

Merry Christmas all, and happy civving!
 
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I have a minor question/request: in your Complete Ruleset, you delete every single building prerequisite as part of the code. This makes it very problematic for it to work with any other mod that adds buildings with prerequisites (if it turns up first in the load order at any rate). I realize that the Complete Ruleset is intended to have limited mod compatibility, but I wonder if there's any chance you could do the code in such a way to simply add/change the building prerequisites on an individual basis instead? I know that'd take a bit more work so I understand if you decline, but I just thought I'd ask :)
 
Just wanted to pop by and say you are doing amazing work. Still going through the first game (using Complete Ruleset), but the pacing has been great and with the combination of AI+, the game felt challenging (which is awesome!).

I have one suggestion, can you add an extra trade route capacity (maybe as a policy with Caravansaries?) somewhere between Foreign Trade and Currency. Early game, I mainly use the traders to build roads hence the routes don't make money. An extra route capacity between that civic and tech could give extra options (like do I balance between road infrastructure and gold, or focus completely on one?) Let me know what you think.
 
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I do not see where I can change the user options you have added. :-(

When you create a new game, open up the "advanced options" menu (at the bottom of the create new game menu); the first option on the advanced options screen allows you to pick your ruleset.
 
When you create a new game, open up the "advanced options" menu (at the bottom of the create new game menu); the first option on the advanced options screen allows you to pick your ruleset.

Im talking about the eurekas, the settler cost and city spacing options.
 
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