Unused/marginally used code?

LukaSlovenia29

Emperor
Joined
Mar 13, 2016
Messages
1,500
Hello.

In recent months Gazebo's been pointing out that, in principle, there will be no changes to civs' uniques, social policies,..., that require introducing new code. So I've been wondering what code exists, but isn't used (anymore) or is only marginally introduced, and could as such be (re)introduced to VP (on a larger scale).

I'm primarily thinking about the code from Vanilla Civ5 and older versions of VP that have fallen out of use.

I think it would be helpful if we together remembered as much as possible so we could use it as a reference when thinking about proposals for changes to civs' uniques etc.

Thanks in advance!
 
Hello.

In recent months Gazebo's been pointing out that, in principle, there will be no changes to civs' uniques, social policies,..., that require introducing new code. So I've been wondering what code exists, but isn't used (anymore) or is only marginally introduced, and could as such be (re)introduced to VP (on a larger scale).

I'm primarily thinking about the code from Vanilla Civ5 and older versions of VP that have fallen out of use.

I think it would be helpful if we together remembered as much as possible so we could use it as a reference when thinking about proposals for changes to civs' uniques etc.

Thanks in advance!
No unhappiness from isolation comes to mind (used to be part of Indonesia's UA, removed because Indonesia is quite strong without it)
 
No unhappiness from isolation comes to mind (used to be part of Indonesia's UA, removed because Indonesia is quite strong without it)
Didn’t that get transferred to Polynesia?
 
There are a crap ton that I used in dead mods. Not to mention Lua seems to make everyone's lives easier when circumventing around code-wise. I'll post a list later.

NEW TABLES
  • Unit_EraCombatStrength (I used this for a Tyranid mod where its UU got stronger as the era pass by while disabling every other unit)
    • UnitType
    • EraType
    • CombatStrength
  • Unit_EraCombatType (I did this for Heroes™ mod where heroes were able to evolve such as a Mounted Hero might become an Armored Hero for balance reason later on)
    • UnitType
    • UnitCombatType
    • EraType
    • Value
  • Unit_EraUnitPromotions (Units who are able to evolve gets new promotion such as in Heroes where they were harder to grind experience later on receiving experience penalties)
    • UnitType
    • PromotionType
    • EraType
    • Value
  • Policy_FreeBuilding (You probably saw this as vanilla tradition policy of 4 free monuments and 4 free aqueducts as its finisher but now softcoded!)
    • PolicyType
    • BuildingClassType
    • Count
  • Building_ResourceHappinessChange (If resource is worked, building grants happiness because of worked resource in that city!)
    • BuildingType
    • ResourceType
    • HappinessChange
  • Building_HurryModifiersLocal (Building reduces investment cost locally in a city. I haven't tested if it works for faith, HURRY_FAITH ?)
    • BuildingType
    • HurryType
    • HurryCostModifier
  • Building_ClassNeededAnywhere / BuildingClassNeededNowhere (Self-explanatory, building cannot be built if no buildingclass or if buildingclass exist. I used this to establish types of Tithe. Consider this a national mutually exclusive building property)
    • BuildingType
    • BuildingClassType
  • Building_BuildingClassLocalHappiness (See building, building gets happy!)
    • BuildingType
    • BuildingClassType
    • Happiness
  • Building_BuildingClassLocalYieldChanges (Arena effect)
    • BuildingType
    • BuildingClassType
    • YieldType
    • YieldChange
ALTERED TABLES
  • Improvements
    • UnitFreePromotion (See Pontoon Bridge on my CBPMC)
    • IsExperience (This improvement grants experience for standing in it within owned tile?) [boolean]
      • UnitPlotExperience (how much?)
      • GAUnitPlotExperience (How much during GA?)
    • ImprovementResource (When I am Brazilwood Camp)
      • ImprovementResourceQuantity (How much exactly?)
    • Cityside (I am a kasbah)
    • Lakeside (I am a polder)
    • GrantsVisionXTiles (I am a feitoria)
  • Units
    • CulExpOnDisbandUpgrade (Gives you culture when unit becomes disbanded or upgraded)
  • Buildings
    • LocalPopRequired (Imagine if you can only build this building if you have too much people!)
    • NationalPopRequired (See national wonder)
    • BorderObstacleCity (Great Wall)
    • BorderObstacleWater (Mine Field)
    • CityConnectionGoldModifier (Caravansary)
    • LocalUnhappinessModifier (Imagine if puppet got -50% unhappiness)
    • GlobalBuildingGoldMaintenanceMod (I forgot, a custom wonder reduced gold maintenance nationally with this)
    • ResourceType (Imagine War Elephants, but for buildings)
    • SingleLeagueVotes (Think the Palace of Westminister, but doesn't scale on votes)
    • TradeReligionModifier (Imagine if buildings could boost trade religion pressure)
    • CivilizationRequired (imagine if you were Venice and this wasn't a UB)
    • EventChoiceRequiredActive / CityEventChoiceRequiredActive (Self-explanatory)
  • UnitPromotions
    • PromotionDuration (See Unique Citystates's Clermont ability to see its great incorporation.
    • IsLostOnMove (if you move, you lose)
    • ForcedDamageValue (mrw i can make a GDR kill themselves without using Lua regardless of if a brute hit them)
    • ChangeDamageValue (Reduce damage if negative, increase damage taken if positive imagine painkiller promotion)
    • MoraleBreakChance (Imagine if Winged Hussars were ranged)
    • StrongerDamaged (I am vanilla Japan now)
    • AirInterceptRangeChange (I am now a God changing it to 99 and intercepting everything I see)
    • PurchaseCooldown (When purchasing is too much)
    • IsPlague / PlagueChance (mrw my plaguebearer has ebola and attacking an enemy may give them ebola, may or may not be used with NegatesPromotion which allows plagueberaer to ignore the ebola. May also be combined with PromotionDuration to make ebola not be permanent)
    • AdjacentCityDefenseMod (Relief of Vienna. Any unit adjacent to Vienna bolster Vienna's combat strength!)
    • ReligiousPressureModifier (Boost religion pressure when garrisoned)
    • NearbyEnemyDamage (Think Legion, but don't need to be fortified)
  • UnitClasses
    • UnitInstancePerCity (1 unit of this type per city.. or two or 3?)
 
Last edited:
If you want to see the code...
1. Get SQLiteBrowser: http://sqlitebrowser.org/
2. Install it
3. Open it.
4. File -> Open Database -> C:\Users\~\Documents\My Games\Sid Meier's Civilization 5\cache\Civ5DebugDatabase
5. Browse the database!

G

To add to this, I find the files in ...\Documents\My Games\Sid Meier's Civilization 5\MODS\(1) Community Patch\Core Files\Core Tables to be a helpful guide to additions by the CP DLL, many of which are not actually used in VP. In particular, CoreTableAdditions.xml and CoreTableEntries.sql are especially useful. Most importantly, there is usually a short description as to what they do.
 
Back
Top Bottom