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1. Wait until after the civ 5 patch that is coming out next week is live. The patch will include allow modders to do certain effects I want to incorporate into the mod.
2. Release the current internal version of Reform and Rule with the knowledge that it will be changed again approximately a week later. (The changes would be a big overhall of honor and a couple other policies changing in other branches.)
Right now I'm leaning toward the first approach. But I could easily see going with the second approach.
As for playing in Spanish, that wouldn't cause any game play issues but it would mean that all of the tool tips would be unchanged giving the appearance of the mod not working.
Btw, I have to say I like the balance in some of the base game policies now: aesthetics and piety I don't feel need much changes. Just to say, I would love to have a bit of a playtest, I've loved your improvements to social policies.
As for time frame, the earliest Reform and Rule would be available is the end of next weekend. More likely I would need two weekend. A non-tested "pre-release" version of Reform for BNW will be made available to anyone who asks, with the public release of the mod happening after I finish testing it for errors.
Thank you for reading this message and I enjoy your social policies mod. XD
I am putting together a first draft of this mod for BNW that I plan to send to playtesters (and anyone who wants to see). After I run the first draft through testing I plan to release it on the workshop. The BNW version of this mod will have a separate entry in the workshop from this page.
After that I be going through and doing balance refinements as we all get a better sense of how BNW shakes up the Civ strategies.
As for Collective Rule, I have been thinking about changing it. My current thinking is to move all the stable boosting policies to honor and replace it with something else. Current I'm thinking of having Collective Rule give +2 Science for every libaray. Early game, with small cities, libraries barely provide any science. Getting +2 Science may make it worthwhile for Liberty's small cities to build libraries early. Is that something you would find interesting or is it too similar to the current Collective Rule?
My only quibble is the Collective Rule: +2 science from every Stable, it just seems so underwhelming compared to other policies. Stables require a source of horses, and a nation usually has at most 1-4 cities with horses (if you're lucky). Perhaps something like +2% science or food for Aqueducts (since its an expansion/population path), or moving the Citizenship maintenance cost to it. Just my 2 cents :)
Loved the addition of conquering bonuses to the Patronage tree, and the birthplaces for Freedom are a neat mechanism.
I played it with Race for Religion, Echoes of Ages and Edwards Economy Revision mods and they all worked quite well together.
I would recommend:
1) unsubscribe from the mod
2) delete your local version of the mod
3) redownload the mod from the civfanatics link
Let me know if you're still having issues.
That wouldn't be hard for me to include in the next version. It is literally one line to delete everything in the "PolicyBranch_Disables" table. If you have another mod that only does that it should be compatible with Reform & Rule.
Based on my brief reading of the workshop description this mod looks like it should do what you want. You'll probably need to rename that mod's "text EN" file so it doesn't overwrite Reform & Rule's tooltips. I haven't looked at the code for that mod so I can't promise it will work as advertised, but if it was implemented correctly it should be fine. Let me know if you have any issues.
As for disabling specific files, I would not recommend it in general. In many cases disabling a specific file rather than an entire branch will cause the user interface displaying the branch to break. Other times the text you see in game will change but the actual mechanical effects will not match. The specifics of what files are safe to disable and what files are not is complected. Disabling Naval_Tradition is safe -- but I can't promise it will be safe to disable other files.
My guess is that it is the second condition is why you aren't seeing the bonus science and culture. The most likely situation is if you capture a 20 population city from another civilization, reducing its population to 10, than while that city regrows from 10 population to 20 population you will not get the bonus. However, once the city gets to 21+ population you will start getting the bonus again.
Is this an accurate description of your experience?
Unfortunately my autosaves have been overwritten, but i'm certain it was universal suffrage/golden age in the same turn.
Taking into consideration this random extra culture, the culture per specialist works normally, adding +2 each specialist from universal suffrage.
Another odd thing is that cities that I conquered after the golden age ended no longer have the bug - it only affects the cities that were part of my empire during the golden age.
Finally, after switching from Freedom (as a test), the problem disappeared, so it does seem just to be universal suffrage that has this issue.
1) Could you post a screen shot of the policies you have (and let me know if you've disabled any policy branches).
2) If you have autosaves of the game, can you go back 10 turns or so and see if you can find when the issue started?
3) When you add or remove a single specialist, how much does the city culture (the tooltip in the upper left) change? If you remove all the specialists, does the "culture from specialists" go to zero?
4) You are not using an UI mod like info addict right?
http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=143933640
The culture looks like it should be. Somewhat odd.
If the mod is working correctly, the "Universal Sufferage" building should only be in your capital.
http://gtm.steamproxy.vip/profiles/76561198026822798/home#
The only other mod i am using is a map called Svens mod, I don't think it changes any of the internals apart from one or two city state names. I will try and put up the save file too, if I can work out how to do it on steam!
I am currently testing a new version of this mod that I want to release in a week or so and I want to squash all the bugs I can before I release the update.
When I started the Commerce branch, the +2 gold per Merchant specialist doesn't seem to be happening.........
Of lesser concern, Trade Unions text is in German. I haven't unlocked it yet, so no comment on whether it works wonky or not, but the actual text on screen is German.
Any help would be appreciated!
If you switch to running Civ 5 in English (or German) the tooltips will change to reflect the altered policies. I will add a more explicit note about supported languages to the mod's workshop page since you are not the first person who has had this problem.
http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=114683603
As you can see I got old policies. I don't have any other mod that change policies
I have plenty of mods ang can not figure out what exactly causes such incompatibility. Yet there is such huge bug, of which I can not use the mod
I have some theories about what could be the cause but unfortunately it will be about five days before I will be able to look at the code again. Sadly this means I won't be able to get a fix out as fast as I would like.
If possible CreepyFellow could you hang on to an autosave of the game where you saw the incorrect behavior (preferably one before you selected the Happiness policy in Rationalism). That way if I have trouble reproducing the behavior I'll be able to take a look at what was going on in your game and see if that points me in the right direction.