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For a list of changes, please look here:
https://steamcommunity.com/sharedfiles/filedetails/changelog/1473449974
Thanks for your patience!
Progress!
Usually, it's related to missing text keys or something simple, but I spent about 4 hours yesterday trying different approaches to fixing it. So far, nothing's worked.
I've reached out to some of the experts on Discord, I often go there when nothing else works. Hopefully, I can find some suggestions on nailing this one to the floor.
So, I cautiously say it's compatible. If you see something different, please let me know. Thanks!
I used IGE to award myself Philosophy and the first Liberty social policy and could change to Democracy just fine. Adding Drama and Poetry with Aesthetics also allowed me to change to Poetocracy as well.
Both of these governments are available only to civs with either None or the Freedom ideology. The disappear from the list if you pick a different ideology from these 2.
I also found the problem with Monarchy not appearing. Definitely a "typo" bug on my part. Will add this to the list of fixes, which seems to be growing a little too fast for my tastes. No promises, but I'll try to get to this in the next day or so and fix Monarchy, Civilopedia, and any other items on my To Do list.
Appreciate you pointing these out!
And from looking at the mod this morning, I can see it needs some TLC... 😒
The main problem is the V3 version of the slides were never posted. I have several that need to post in the Description area, so it can provide more details about the 3 new governments (Meritocracy, Poetocracy, and Thlassocracy).
But, there are other issues - Civilopedia seems to crash the game, and a repetitive welcoming notification needs a look.
I'm about halfway through building that mod, but gave up when I saw that Lord Mayors only had about 150 subscribers. Mods that are heavy in new UI's take forever to build, and that's a lot of work, and if no one likes it, it doesn't seem worth it.
A shame, really, cause it looks beautiful, if I say so myself. It looks a bit like the Social Policies UI, but behaves like the Governors UI in Civ6.
Anyways, thanks for the opinion on Civ6. My experience with that game is the main reason I'm still playing Civ5 for fun, and still modding the same game even now.
I love Civ5, since it feels like the ultimate "tin soldier" game - where you lay out your toys on the floor/map/field of battle, but with Civ5 you actually get to watch them fight it out. It provides a depth of realism, that Civ6 seemed hell-bent on avoiding. A shame, really, because there was so much possibility for them to build a sequel to Civ5 that fixed the broken things, but simply built on what was good (like multiplayer!).
The way I've designed the "Viceroys" mod in the Privy Council mod family - was a way to "specialize" a city (make it focus on military, culture, gold, etc.). I know that the other mod in Privy Council (Lord Mayors) allows you to specialize cities, but most of the bonuses the Guilds in that mod provided were (by design) helpful to the specialization, but somewhat limited.
it , i like civ 5 better. Too many little things I didn't like such as the religion system, district system and loyalty system and the Politically correct pandering. The game started out with decent conquest but progressively made it worse and worse. The final straw was the climate change garbage.
Have you played Civ6? If so, what did you think about the "Governors" ?
I am definitely interested in that "Doctrine" mod you told me about. Never heard of it before, but it looks like it could be quite a nice addition to World at War, so I may look at trying to make sure it's 100% compatible with WAW, even if I have to modify WAW to do so.
Sorry about the long post, running late this morning. Reminds me of that old quote by Mark Twain, "Sorry about the long letter. If I had more time, I could have written a shorter one..."
Unfortunately, there were conflicts between the mods that introduced a lot of odd behavior, even semi-frequent crashes.
I took up modding simply to build a mod that contained, more-or-less, the same things in all those mods, but with all the sources of conflict removed and the data harmonized, so much so that it looked like a single, unified product.
It's how I built my Omnibus mod (in an homage to the Crazy Scotsman), but after playing it a lot, I realized there was still a lot that could be added to enhance the second half of the game - something I feel like the designers sort of phoned in, after putting so much emphasis on the early game.
That's how we got to my "World at War" family of mods.
I haven't given it much thought (as well as the Social Policies), as those have been extensively modded in the past.
Of course, one could argue that most of my mods are syntheses of other mod, tying them all together, harmonizing their discrepancies to make a single, cohesive product. It's definitely why I started modding in the first place:
I wasn't impressed with Civ5 when I first started playing. Almost gave it up until my son told me about the mods available to improve the game. I looked around a lot and finally landed on "ThreCrazyScotsman's Omnibus" mod. Changed the game for me entirely...
https://steamcommunity.com/workshop/filedetails/discussion/1689346337/3557193237110955092/
The only difference is the collaboration site would be this one, not the one in the previous link:
https://forums.civfanatics.com/threads/sman-s-privy-council-the-monarchs-formerly-known-as-after-the-revolution.635326/
Oh and how do you actually look at the logs?
Religion is pretty hard to mod. Unlike most Civ5 concepts, much of it is implemented through hard-coding in the game engine, which means there are only a few methods in the API to deal with religion, and most of those methods are "reading" data, not "writing" data. In other words, you can "see" what's going on under the hood, but you can't "change" many things happening under the hood.
What kinds of changes were you thinking about for religion?
https://steamcommunity.com/workshop/filedetails/discussion/1689346337/3557193237110955092/
The only difference is the collaboration site for this mod has a different link. You would post the log files here:
https://forums.civfanatics.com/threads/after-the-revolution.635326/
Often, mod incompatibilities can be traced to problems in the DATABASE.log, LUA.log, and XML.log files.
TNX
It's why I added the "Era Default Gov" - that the AI could sometimes get when they weren't qualified for anything else. At long stretches of the game, most of the civs had NO valid government types besides Anarchy/Tribalism. Human players can navigate to the govs they like. Getting the AI to do such planning/execution is nigh on impossible.
But, if you're absolutely sure you have the right Ideology+Tech Prereq+Social Policy Prereqs, then the next step is to look at your log files. They might give us an insight into what's happening when you start the game. Can send you a link on how to do that, if you want to try and hunt this thing down.
I really like your mods- they are great!
I played with this one for a while, before your last update and it worked fine (except for the Gibberish issue).
Now, after the update, the Gibberish is gone alright, but I can't change any government except once (to despotism) while all the other Civs are enjoying their upgrade parties...
And Civilopedia crashes my game like it happened to Fnord.
Unfortunately, I play with about 60 Mods, so trying to figure out which is the problematic one seams a bit... mmm... difficult...
Good catch. Thanks.
BTW - I played another 200 turns on that test game with the Terran Dominioni+Doctrines+WAW WW2 Civ Pack and still haven't had an error yet. I'm thinking it must be some other mod conflict. Did you have any other mods active when you couldn't change production? After reviewing all the logs and playing almost 300 turns, I didn't see a problem at all.
https://steamcommunity.com/sharedfiles/filedetails/changelog/1473449974
I'm working with some folks to try and get the mod working for multiplayer, so there may be a couple of hotfixes coming out in the next couple of weeks.
https://steamcommunity.com/workshop/filedetails/discussion/1473449974/2967267880877638792/
Thanks!
Instructions on enabling logging: https://steamcommunity.com/workshop/filedetails/discussion/1689346337/3557193237110955092/
Once you get logging enabled, restart civ5 so we get a fresh set of logs. You can use a saved game to get to the point where the error occurs. Play a few more turns, then exit the game. Collect the log files, then post them to the collaboration site:
https://forums.civfanatics.com/threads/after-the-revolution.635326/
I need to see the DATABASE.log, XML.log, and LUA.log files. Unfortunately, you can't post these file types directly to Civfanatics. You need to rename them with a .TXT file extension, and then you can upload them just fine.
I realize it's a pain to do this, but it might be easier than removing mods one at a time until we find out which one is causing the conflict. Thanks.
And since I'm currently updating the mod, anything that is broken I can fix in the next version. Great time to "find" errors! ;)
Thanks!
However, I've noticed when I play, the usual problem about changing governments is I don't have enough gold on hand to launch a revolution. Also, the minimum age for a government is 20 turns, so you can't change a new government before this. These are the main 2 restrictions.
If you haven't disabled notifications, then every 5 turns, you should see a "crown" notification (red, green, or blue) scrolling on the right side of the screen. It will tell you if you're not able to change governments and why.