Sid Meier's Civilization V

Sid Meier's Civilization V

Scenario Generator
118 Comments
cjprince Jul 1 @ 7:49am 
New update?! But I had plans! I'll get started in the evening
cjprince Apr 26 @ 2:23pm 
I believe the map script was Tilted Axis, but it doesn't crash every time, just on occasion, and also sometimes produces maps that generate fine but make for really poor gameplay (like maps where the entire top half is uninhabitable expanse of snow and ice)
Teddyk  [author] Apr 26 @ 1:29am 
Unfortunately "Diversified Starting Army" will always crash Modern Scenario right now and "Human Ideological Leaders" will not work.

I have added manual fix (also for extramapscript failure) on civfanatics/changelogs.

What was a map script that caused it? I would like to run some test games on it.

Thanks for reporting!
cjprince Apr 25 @ 1:57pm 
industrial scenario start was fine so ye something about modern scenario start ideology system is crashing
cjprince Apr 25 @ 1:41pm 
no i changed to just pangea type thats never failed me and it went back to the ideologies error i don't know why
i will see about starting in industrial scenario
cjprince Apr 25 @ 1:37pm 
now its saying MapExtraScripts lua:130 attempt to index local plot (a nil value)
okay nvm might be map issue ill switch type
cjprince Apr 25 @ 1:30pm 
hm i turned that off and also turned off shuffle ideologies as well just in case and even then its still crashing
will double check cache clear next
cjprince Apr 25 @ 1:24pm 
I finally am done uni exams so I can get back to this

Btw I was trying to start a new game and it gave me an error ITGSG Ideologies lua:513 error "attempted to call field: "Add" a nil value"
I think it might be that selecting the option human ideological leader when starting in the modern scenario and not converting into it causes a crash
cjprince Apr 6 @ 7:22pm 
Makes sense speed modes arent coming back. Though I don't think bigger working radius would be so laggy if its limited to later techs and only in the largest of cities.
Ideas for how itd be integrated in each scenario
Age of Titans: as a wonder (say, the Via Appia?)

The Trial, New World: wonders or just not at all

Light of Hope: Metro System (lategame building unlocked at Dynamite tech, limited number per civ)

Sleep of Reason: Metro System (earlygame building unlocked at Railroad tech, limited number per civ) and Bus/Tram System (lategame building unlocked at Ecology tech, more expensive to produce but not limited in number and can stack with Metro)
Teddyk  [author] Apr 6 @ 9:53am 
There will be no speed modes. Too much effort.

Neither I would like to introduce larger working radiuses for cities. It could hurt a performance.

There is no heavy balance evaluation when creating initial cities. They are mostly based on distance to starting plot. Premade maps that tends to have predominated single-terrain areas may not be perfect with this mod. Amount of players to map size ratio is also something that has to be figured on the run.
cjprince Apr 5 @ 5:42pm 
kinda humiliating i almost spent an hour wondering why theres no game speed setting only to realize its bc this mod is built around 100-turn-long scenarios and im not even new to this mod

will there ever be option to change the length of scenario and game speed for more granularity n stuff? I assume standard speed balancing is getting perfected first before thats added as an option?
cjprince Apr 5 @ 4:29pm 
before I start, fiddling around with map types
some more comments on scenario generation:

- On rare occasions I see civs get shafted by poor spawns, like being stuck with tightly packed tundra cities running across the upper top part of the map, which start with high populations that immediately stagnate or even starve. At the same time, I sometimes see individual cities lay claim to gigantic swathes of territory much of which lies outside their workable radii.
I don't know if it already does this but if it doesn't, city generation should take the surrounding hexes more into account when calculating their starting population. And maybe, going the other way there could be tech-unlockable buildings that expand the amount of hexes a city is able to work.

- Would be neat if colonies could be placed on land bonus resources, providing yields to nearest city
cjprince Apr 5 @ 4:29pm 
- The randomly generated ideology names are very funny but hard to memorize. Particularly, the acronyms to make them shorter when used as alliance names for Sleep of Reason scenario just don't work. Instead of acronyms, could they get punchy one-word terms, like WW2's Axis and Allies?
Some name possibilities: Coalition, Alliance, Bloc, Cadre, Pact, Sphere, Assembly, Command, Union, Aegis, Entente, Covenant, Front, Federation, Accord, Compact, Collective, Protocol, Convention, Group and League (maybe last one might be left out to avoid confusion)

- Seeing your plans for a game option that prioritizes human player as ideological leader, I would prefer an option that makes the generation choose a mix between the ideologies of highest scoring civs and the most extreme ideologies rather than just extreme ones
cjprince Apr 5 @ 1:22pm 
Alr thanks for the heads-up
Teddyk  [author] Apr 5 @ 12:22pm 
Even though I have managed to do some work on the mod I have still a lot of listed changes to implement. After that I will run AI test games, then play some games myself and I will finally make an update. Progress can be tracked on civfanatics (changelogs first post).

I don't think that update will come before JUNE. It is SAFE to START. Have fun.
cjprince Apr 5 @ 7:48am 
Is an update coming up shortly or can I start a new playthrough immediately?
I feel like playing on Epic or Marathon.
cjprince Feb 28 @ 3:03pm 
i wish i could play this with Yet (not) Another Earth Maps Pack maps, with true start locations, larger sizes and more room for civs and citystates. But obviously adding that breaks the Scenario Generator custom start game ui
cjprince Feb 27 @ 3:59pm 
why is there no Artillery in sleep of reason? I get the sense that its because civ v base game arty is extremely overpowered, but you can always nerf it. it could be in ballistics tech, and would have slightly weaker stats v vanilla and would only have 2 range rather than 3. in exchange, it would have a convenient stacking type instead

imo, Anti Air, Anti Tank and Artillery should be weaker but share a separate third stacking type by default. its all about combined arms after all. the special unique upgrades that change antitank stacking type in particular would be changed to increase AT power when stacked with your infantry/tank
Teddyk  [author] Feb 27 @ 12:08pm 
I read all the feedback and give it an initial thought.
I hope to start working on next version in March. I will try to address your ideas to some extent in either next version or following one.

Thanks!
cjprince Feb 26 @ 7:19pm 
its a shame that the ideological developments u make in industrial light of hope scenario get dropped for sleep of reason

Idea: every nation's four tenet choices return in sleep of reason as "Internal Tenets" which are exclusive to you and do not block from being chosen by another player. The ideological league no longer starts with every member having replaced their choices with the leader's four tenets. The leader is still important because they decide the ideological type (i.e liberty, autocracy, etc) focus of the league which influences what tenets become candidates for enshrining.. The leagues would vote significantly more frequently to add new tenets to be given to their members.
cjprince Feb 26 @ 7:19pm 
League-voted tenets would be "Enshrined Tenets". If a league enshrines one it becomes exclusive to all its members permanently. If a rival ideological league enshrines one of your "local tenets", you will be forced to abandon your own tenet (maintain ideological purity). In the same way, if your own ideological league does that, it stops being a local tenet (you keep it of course, as a enshrined one). In both cases, you get a free choice of a new local tenet (so you'll always have four local tenets).
cjprince Feb 24 @ 11:17am 
no i think it was the map i was trying to start it on

itd be nice if dislocation penalty icon disappeared after controlling origin city long enough
Teddyk  [author] Feb 24 @ 9:58am 
Dislocation penalty for rebel units is inactive if you control their origin city.
Has CurrencyResources.lua:164 repeated?
cjprince Feb 22 @ 7:29pm 
having problems starting new game where it gives error GameInit ITGSG_CurrencyResources.lua:164: attempt to index field '?' (a nil value)
cjprince Feb 21 @ 6:38pm 
another thing: setup places colonies and forts all over, but the places they get put just sometimes isnt optimal...

- in industrial and modern scenarios, forts should be placeable on water Coast tiles. These naval sea forts would not provide any bonuses for your units sitting on its tile, but its base attack range would be +1 higher than land forts.

- forts should be workable by cities for +3 Production. basically this would make them a worse Mine, but hey might be useful in cities that are just getting started developing or cities with a lot of idle citizens

- colonies should also be workable providing same yields as their resource being normally improved would, so one can make better use of conquered colonies. on game start, colonies should never be placed within workable radius of its owners own cities bc thats just a waste of a colony
cjprince Feb 21 @ 6:16pm 
plz make modernizing unit legal action more effective

it could be made to cost less to upgrade obsoleted units. Maybe make the cost go down exponentially the more turns it has been since you passed legal action obsoleting that unit. so players would modernize a few units right away if its wartime and if you have less important areas the units there could be left unupgraded for 10, 20, 30 turns until their upgrade gold cost declined as to be negligible

the cost to obsolete a unit in terms of happiness-legal power could be reduced. imo it should be halved from 4 to 2. maybe it should vary by era gamemode

and lastly the amount of unitclass XP that gets inherited should be MAJORLY increased. tbh this is biggest deal breaker for me, only 33% carrying over makes it simply more worthwhile just to keep the older vetted units around. it should be increased to 83% or maybe even higher than that
cjprince Feb 20 @ 5:48pm 
also btw if i have rebels flip to me (culture stuff) and then conquer the city, what else am I supposed to do with the rebels? their rebel status stays and "displacement" nerf never goes away, making them basically useless. Do I just have to delete them?
cjprince Feb 20 @ 4:34pm 
also it seems to me that on era transition you get an awfully disproportionate amount of siege units. the main composition of my armies should be infantry- but instead I get tons of bombards / cannons / arty.
Teddyk  [author] Feb 19 @ 11:48am 
Naval support promotions is definitely something I should look into. Thanks for feedback.
cjprince Feb 17 @ 10:31am 
could you add a producible support promotion that allows naval melee to pickup ancient ruins that are coastal? I explore with them but i dont like having to leave all the ancient ruins behind. it could be called "shore party" or something
Teddyk  [author] Jan 17 @ 11:55am 
I have send you a savefile in bug report discussion.

Copy it to the same location (...\Documents\My Games\Sid Meier's Civilization 5\ModdedSaves\single).
Teddyk  [author] Jan 17 @ 11:45am 
Yes. Thanks! Trying to load right now.
cjprince Jan 17 @ 11:40am 
I sent it in discussions in case that would work, is it there?
Teddyk  [author] Jan 17 @ 11:24am 
Steam removed your link.

You may try sending just a code after file / d.
cjprince Jan 17 @ 11:16am 
here, google drive link to the broken savefile

{LINK REMOVED}
Teddyk  [author] Jan 17 @ 11:12am 
You can also send me a save file (if you have 100th turn) on civfanatics forum.

Modded save files are located in ...\Documents\My Games\Sid Meier's Civilization 5\ModdedSaves\single
Teddyk  [author] Jan 17 @ 11:05am 
I see, was "stack overflow" a full error text? There should be some numbers alongside runtime error.

If that was just a stack overflow it means a bad memory allocation.

Thanks for reporting.
cjprince Jan 17 @ 10:41am 
it does not even start the conversion process, when I click "advance to The Trial" it just hangs for a bit and then shows a ingame menu that looks like this

(barbarian icon)
Conversion failed

Please report following error:
stack overflow

Main Menu / Exit Game
Teddyk  [author] Jan 17 @ 10:21am 
If the game crashes on auto-reload then you can continue by loading a quick save.
cjprince Jan 16 @ 9:22pm 
getting error stack overflow when trying to convert scenario from age of titans on to the trial
Teddyk  [author] Oct 30, 2024 @ 10:23am 
Thanks!
Unfortunately I am missing few DLCs, I will come back to investigate with the next steam discounts.I totally forgot about...

Right now, I can just recommend not to attack settlements. Sorry.
Danwar Oct 30, 2024 @ 8:42am 
Sent it on Civfanatics.
Teddyk  [author] Oct 30, 2024 @ 1:21am 
Hello, Danwar, it would be great if you could send me a save file (maybe on civfanatics). It is located in "...\Documents\My Games\Sid Meier's Civilization 5\ModdedSaves\single"
or in Auto subfolder.

If it is not possible could you answer following questions:
a) Mod version (core)?
b) List of social policies and innovations you had.

I will try my best to figure this out.
Danwar Oct 29, 2024 @ 9:26pm 
Hey, I'm having a crash in my own Rome game in the Classical Era scenario. It's turn 86 and after building up my starting cities I've been flexing my military might against barbarian revolts and city-states. Now, my neighbor Egypt is setting a city along the border that I don't want them to have, so I decided to conclude things with a proper war of empires. I declared war on them and sent in the troops - but problem is, whenever I try to attack it - whether with an upgraded Archer or upgraded Swordsman - my game just freezes up and crashes. I have observed the conquests of Colonies, Garrisons and even entire Cities (done quite a bit of that last one myself) but it is with the attack of this settlement on a small hill still in the process of being founded that my game fails.
Teddyk  [author] Jun 10, 2024 @ 3:22am 
Scripts consider values from previous scenario. However final values are still limited by scenario defines. Player that had the greatest amount of great works is more likely to start with an upper limit defined by his culture.
Same with amount of cities, buildings constructed...
No new Wonders are added on scenario conversion. And more.

HOWEVER, the general rule is that conversion between scenarios creates a scenario that could be possibly generated by starting a new game in chosen scenario.

Forced reset of power is one of fundaments of this mod. It is essential to keep interest in later eras.

Years ago great works conversion was based on percentage. I was focusing great works and was starting industrial scenario with ~60 instead ~30 great works which was leading to imbalance. Therefore I know from experience that if ANYTHING will reward player in next scenario then players will go for that.

Good luck with your Rome game!
cjprince Jun 7, 2024 @ 2:31pm 
new update, nice. my rome game is now in the renaissance. it's weird to reach such heights each scenario only to be knocked right back down to a lowly start in the next scenario

but ofc, this could just be because the player plays the role of their civilization's great leaders, and when they aren't around the civilization sinks into a pit of mediocrity and dark ages...

in my opinion, getting a very high score in the previous era should make your start position better moving forward... BUT it also results in your civilization becoming severely decadent (among other nerfs) from sitting on its laurels / "riding high"

meanwhile, nations that scored low last era have a worse starting position moving forward... BUT it gives your civilization a number of sizable buffs as it unifies to retake its place in the sun, like in terms of great people, military initiative, etc
cjprince Jun 1, 2024 @ 6:05am 
oh neat I wasn't aware
Teddyk  [author] May 31, 2024 @ 11:37pm 
You can edit handicap (difficulty) in game menu once the new scenario loads. I think it is even better because you can adjust it dependent on situation (how much cities you got, etc.). You can even change it on any turn if you feel game became too easy/hard.
cjprince May 31, 2024 @ 7:21pm 
oh last thing I promise: itd be nice if AI difficulties could be chosen when progressing to a new scenario, like on the same menu where you choose the culture type of the civs in the next scenario you could also turn it up to Deity if you wish!!
cjprince May 31, 2024 @ 7:07pm 
some settings that'd be useful for custom maps:

- Fixed capital location, the capital city of each civ will always be in that civ's default spawn location / TSL.

- Exploration carries over (Fully or Partially), when you transfer to the next scenario all or some of the tiles you explored will remain visible to you if applicable. You still may need to send out units to establish contact with unknown civs, even if you can see them. In "Partially"'s case, portions of the explored map get forgotten and have to be reexplored, but not all of it.

- Scenario builder: Some sort of way to manually make scenarios for this mod which others can try out. Using the Civ V existing tools or maybe a improved ingame editor to make a custom save file? As of currently, the starting conditions still have a large amount of randomness that can't be edited let alone pre selected, so premade scenarios arent really doable