Sid Meier's Civilization V

Sid Meier's Civilization V

SMAN's Privy Council - The Monarchs
258 Comments
Hollow6724 Jan 15, 2024 @ 2:47pm 
Federal Monarchy
Полинкаж (Polinkazh) Oct 30, 2021 @ 8:24pm 
I added a couple govs to the mod for myself but for some reason now my Global Government Overview is mostly blank with just one icon appearing in the box, you have any idea how I could fix this?
Fņŏŕď Sep 4, 2021 @ 7:50pm 
lol
Lucia Aug 1, 2021 @ 9:51am 
You should add in Anarcho-Syndicalism and Anarcho-Communism
Rick Harrison Jun 29, 2021 @ 11:48am 
As to my previous comment I should give you closure, I didn't read up on some government options being revoked upon selecting a certain ideology. I always pick democracy at the start and pick Autocracy as an ideology. Everything looks solid, no crashing in the Civilopedia it all looks good
Zensnowfall May 25, 2021 @ 11:27am 
This is an awesome mod! Quick question though: I have noticed now on every single playthrough, that 1. The PC will always pick the Dynastic Kingdom to Monarchy path (with a few deviations to Poteocracy or Depotism if warlike), and 2. Every AI player immediately hits Monarchy upon *entering* the Medieval era...when Monarchy is locked behind Chivalry. Why is that?
S-Man  [author] Apr 10, 2021 @ 2:16pm 
Hello! I've updated the mod, fixing some errors that were really hurting the game, and some QOL issues, as well.

For a list of changes, please look here:

https://steamcommunity.com/sharedfiles/filedetails/changelog/1473449974


Thanks for your patience!
S-Man  [author] Apr 8, 2021 @ 8:40am 
Quick update: I found the problem with the Civilopedia: the text key with all the government data was simply too long. I didn't even know there was a length to text strings. So, I'll need to edit it down to a smaller size, add a few more changes and get an update out soon.

Progress!
S-Man  [author] Apr 8, 2021 @ 7:13am 
The update is almost complete. But man, I'm completely stuck on why the Civilopedia keeps crashing... ☹️

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.
Brotherhood Apr 7, 2021 @ 10:10am 
thx i have a mod simular to this but all it does is change the name, i was hoping this worked ill tell you if i see anything wierd
S-Man  [author] Apr 7, 2021 @ 3:46am 
@Brotherhood - I tried a quick test game this morning. Got through about 50 turns (starting Classical Era) and 2 government changes. Everything seemed to work, no problems encountered (other than the previously-discussed errors with this mod).

So, I cautiously say it's compatible. If you see something different, please let me know. Thanks!
S-Man  [author] Apr 7, 2021 @ 3:44am 
FWIW - I tried a quick test this morning, and was able to play a 50 turn test game, and it seems to be working fine.

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!
S-Man  [author] Apr 7, 2021 @ 3:44am 
@Rick Harrison - sorry for not replying earlier. Unfortunately, I don't have the time to do this mod justice. I've added your comments to my "To Do" list for this mod, and hopefully before too long I can take a look at is to see what's going wrong.

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.
Brotherhood Apr 6, 2021 @ 3:03pm 
hey i really like the idea of this mod but i have one question, will it work with both your AWAW and WAW mods?
Rick Harrison Dec 4, 2020 @ 10:33am 
Correction, at the start of the medieval era the Democracy, and Poetocracy government options disappear in the game later on as well as the Monarchy never showing up despite met the prerequisite requirements.
Rick Harrison Nov 25, 2020 @ 7:03pm 
Great mod, I've built a scenario starting in the medieval era but I found a problem where as you progress through that era and meet certain requirements such as the merchant styled government or democracy they do not show up as an option for it to change to that government even though you meet those requirements
Fņŏŕď Oct 20, 2020 @ 9:01pm 
Civ 6 was such a disappointment, it could've been so much more.
S-Man  [author] Oct 20, 2020 @ 7:12am 
The Viceroys would bring a much larger bonus that applies to a larger area around the city they govern.

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.
S-Man  [author] Oct 20, 2020 @ 7:10am 
Couldn't agree with you more about Civ6, well except to add that the very first thing that turned me off was the cartoony aspect of the artwork - same thing with D3.

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.
Fņŏŕď Oct 19, 2020 @ 2:40pm 
I've played civ 6. I was not impressed with the governors. While civ 6 had some things going for
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.
S-Man  [author] Oct 19, 2020 @ 7:35am 
Thanks! I appreciate the support.

Have you played Civ6? If so, what did you think about the "Governors" ?
Fņŏŕď Oct 18, 2020 @ 6:04am 
I'm not going to lie I love your mods. Very solid work across the board. I love the governments especially. They should hire you to help make civ 7.
S-Man  [author] Oct 18, 2020 @ 5:58am 
So, to make a long story longer... I suppose I could take a look at some of the features that the various religions and social policies offer, but it's not anything I feel strongly about.

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..."
S-Man  [author] Oct 18, 2020 @ 5:53am 
So, I kept shopping around, finding more and more mods I liked, until finally I had about 20 mods that I liked that changed the game to where I thought it should be.

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.
S-Man  [author] Oct 18, 2020 @ 5:49am 
Adding religions and religious buildings IS one of the few things you can mod.

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...
S-Man  [author] Oct 18, 2020 @ 5:45am 
Fņŏŕď Oct 17, 2020 @ 4:32pm 
I wasn't looking at any specific changes really. I was more the fact that you've done such a good job of overhauling the game that I was wondering if you'd overhaul something else. Maybe add some beliefs and buildings to build with faith. I was wondering if you had any plans to overhaul the social policy trees or ideologies for the same reasons.

Oh and how do you actually look at the logs?
S-Man  [author] Oct 17, 2020 @ 6:59am 
We should next look at your logs to maybe have a chance to find the source of the conflict. That combination I tested worked fine.

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?
Fņŏŕď Oct 16, 2020 @ 4:31pm 
I just got rid of the Terran mod I think. I literally have dozens of mods enabled. Have you ever thought about making a mod overhauling religion?
S-Man  [author] Oct 16, 2020 @ 1:47pm 
Instructions on how to enable logging:

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.
Sir_Boaz Oct 16, 2020 @ 1:22pm 
I am pretty sure I've got all the requirements. I'll take a look at the link, please send it.

TNX
S-Man  [author] Oct 16, 2020 @ 7:38am 
@Fnord - which mod did you get rid of? What other mods were enabled?
S-Man  [author] Oct 16, 2020 @ 7:37am 
@Sir_Boaz - are you sure you have all of the prerequisites for the government you want to change to? Watching the results of the test games, there were generally 0-2 potential, valid government types available to any civ at any time throughout the game. It's the main reason the AI never changed much before.

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.
Fņŏŕď Oct 15, 2020 @ 6:26pm 
Weird because when I got rid of that mod the problem went away.
Sir_Boaz Oct 15, 2020 @ 2:05pm 
Hi there S-Man!
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...
S-Man  [author] Oct 15, 2020 @ 12:17pm 
Dang, it crashed mine too! 😖

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.
Fņŏŕď Oct 14, 2020 @ 7:54pm 
Opening the help menu for diplomacy instantly crashed the game just fyi.
S-Man  [author] Oct 14, 2020 @ 2:17am 
I'm curious, @kensw - what was in the change you didn't like? Most of the work focused on fixing broken parts of the previous mod.
kensw Oct 13, 2020 @ 5:45pm 
I just found out about this change.Realized when I hit the update button and nothing came back so I came here - a steam issue I am sure - but after coming here and looking at the changes I am not sure I like them anyway
S-Man  [author] Oct 13, 2020 @ 2:26pm 
Version 3 is now published! Change notes can be found here:

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.
S-Man  [author] Oct 9, 2020 @ 8:09am 
Hello everyone! I am finishing up V3, but an issue has come up that I'd really appreciate your ideas about. Please go here and let me know what you think:

https://steamcommunity.com/workshop/filedetails/discussion/1473449974/2967267880877638792/

Thanks!
S-Man  [author] Oct 3, 2020 @ 4:01pm 
If we can't review the enabled mods list, all I can recommend is we look at your log files.

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.
Fņŏŕď Oct 3, 2020 @ 2:49pm 
I have a substantial amount of mods. Including ones that alter the policy trees and one that alters the ideology and its names.
S-Man  [author] Oct 3, 2020 @ 1:19pm 
Ok, @Ecked - what other mods do you have enabled when this happens?
S-Man  [author] Oct 3, 2020 @ 5:05am 
It might, @Fnord. What other mods did you have enabled when this error occurred?

And since I'm currently updating the mod, anything that is broken I can fix in the next version. Great time to "find" errors! ;)
Fņŏŕď Oct 2, 2020 @ 3:51pm 
It happened after I hit the ideology era. Would something that renamed the ideologies affect the mod?
Fņŏŕď Oct 2, 2020 @ 1:52pm 
After awhile the pop up menu for selecting governments wouldn't work just letting you know.
S-Man  [author] Sep 30, 2020 @ 11:46am 
Hey, everyone. I'm in the process of updating this mod over the next few days. If you have any suggestions, bug reports, etc., now would be a great time to send them to me.

Thanks!
S-Man  [author] Sep 11, 2020 @ 12:13am 
@alex - the ability to start a revolution depends on several factors, such as having discovered different techs and social policies, gold on hand, minimum government age (in turns), etc.

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.
alex855050 Sep 9, 2020 @ 2:51pm 
I can only have revolution one time in one game, could you please tell me how to fix it? thank you