Sid Meier's Civilization V

Sid Meier's Civilization V

Multiplayer Rebalance, Restructure, and Flavor
52 Comments
Zadakualan 30 Aug, 2023 @ 11:28pm 
Hey thanks for the info! if you wanna keep the higher grind for mil doctrine high ,thats okay too, but yeah it may be a bit too much!
ACE  [author] 30 Aug, 2023 @ 2:58pm 
@Pvt. Parts - I increased the number of doctrine points required for higher levels. Maybe I went a little overboard. I've reduced them now
Zadakualan 29 Aug, 2023 @ 10:26pm 
idk if its from other mods that also changes policies or UI but now doctire seems to be stuck or the grind is far longer than previous updates, i cant tell from where but wheneven i put in 2 or 3 general to up points doctrine it would give me any for choosing MD, only once or twice and then it stopped and wont accumulate doctrine points.

Look into it maybe
Sploosh 29 Aug, 2023 @ 4:20am 
Are you able to make a doctrine multiplayer standalone mod?
Cheers
Zadakualan 18 Feb, 2023 @ 7:07am 
Seeing these updates that kept coming annually-ish, you really do have a nack for the game that have long been stagnant, well done you, youre awesome, thats all I gotta say
Bonder (Bender) 1 Jun, 2022 @ 10:54am 
The next time I played the policies did show. not sure why they were not showing previously.
ACE  [author] 1 Jun, 2022 @ 10:20am 
@The DevoMiezer - That is odd. I've tried HR&R with other additional civilization mods and it works on my end, I cannot reproduce your error. Are you using EUI or a mod that changes policies?
Bonder (Bender) 1 Jun, 2022 @ 9:30am 
Something I did not notice yesterday was the policies were default, not the policies of your mod.

Here are two errors. the first occurs when opening the policy window, the second occurs attempting to open the culture overview.

[157071.703] Runtime Error: C:\Users\Bonder\Documents\My Games\Sid Meier's Civilization 5\MODS\House Rules and Rebalance (v 13)\CultureOverview.lua:642: attempt to perform arithmetic on field '?' (a nil value)
[157072.937] SocialPolicyPopup: In UpdateDisplay()
ACE  [author] 31 May, 2022 @ 8:55pm 
@The DevoMiezer - The culture overview should open at any stage of the game. Do you happen to have the Dynamic Culture Overview mod? If so, maybe try disabling it since I already include it in this mod (although I don't think this would really be an issue). If that doesn't work or is not applicable, could you see if you can find the error in the logs like you did before?
Bonder (Bender) 31 May, 2022 @ 3:22pm 
Many thanks for fixing this.
The culture overview also does not open, but its been more than a year since ive played, so maybe it doesnt open until later.
ACE  [author] 30 May, 2022 @ 7:13pm 
@Belisarius - the mod should work now!
ACE  [author] 30 May, 2022 @ 6:57pm 
@The DevoMiezer - Thank you for the logs. I just updated the mod with a band-aid fix so you can continue playing with new civ mods.
Bonder (Bender) 30 May, 2022 @ 1:11pm 
I am also unable to open the social policy and culture overview. this is the error in the logs.

[434264.796] Runtime Error: C:\Users\Bonder\Documents\My Games\Sid Meier's Civilization 5\MODS\House Rules and Rebalance (v 13)\SocialPolicyPopup.lua:298: attempt to concatenate field '?' (a nil value)
[434265.265] SocialPolicyPopup: In UpdateDisplay()

I disabled all but the additional civilization mods. (didnt want to go through and check/uncheck all of them again)
Belisarius 20 May, 2022 @ 5:20am 
Thanks for testing...don't know what EUI is.
ACE  [author] 15 Mar, 2022 @ 7:29pm 
@Belisarius - I just tested it and it worked correctly. Are you using EUI by chance?
Belisarius 15 Mar, 2022 @ 11:08am 
Problem goes away when I run the game without the mod enabled.
Belisarius 15 Mar, 2022 @ 11:08am 
Have just clicked on the "update" button for this mod. Used to run fine, and a brilliant mod.
But since updating, can no longer access Policies menu when sufficient culture gathered, and so cannot get to end turn.
Is there an earlier version I can roll back to?
Octo 22 Jul, 2021 @ 4:34pm 
Since this mod is designed for multiplayer as a balance change, it would be nice to see a limiter for how many world wonders a player or AI can build per era. At the moment I'm playing a multiplayer game with this mod and the AI (on king difficulty) is managing to take 80% of all the wonders I would say. Just an idea. This is a super great mod anyway, thank you!
ACE  [author] 4 Apr, 2021 @ 9:02pm 
@CarvedMussel8 - Haha, glad you liked it. (for real though, I wish I could find a way to hide that notification..... :P)
CarvedMussel8 2 Apr, 2021 @ 8:02pm 
To open my first game to such a joke was amazing, thank you for that!
Xarook 15 Mar, 2021 @ 9:55am 
Thanks a lot that worked! You're the best thanks for your help
ACE  [author] 15 Mar, 2021 @ 9:27am 
@Xerook - Here is a link to download it directly. You will have to extract it into your MODS folder: https://drive.google.com/file/d/1DV0WtAehr3LZNkRTugSRKkO_fLKvU89G/view?usp=sharing
Xarook 15 Mar, 2021 @ 2:47am 
I did everything but, the mod isn't in the MODS file there all of my mods but not this one. And I'm subscribe to you're mod, so I think steam just won't download it or something like that
ACE  [author] 14 Mar, 2021 @ 5:35pm 
@Xerook - Could you look in C:\Users\YOUR_NAME\Documents\My Games\Sid Meier's Civilization 5\MODS and tell me if there is a .civ5mod file? It would look like "House Rules and Rebalance (v 13).civ5mod" If there is, you just need to unpack this with something like 7zip. Here's a good guide: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=837165401
Xarook 14 Mar, 2021 @ 1:09pm 
Yes, but I think the mod loader of civ 5 wont show me the mod. That happend when I updated the mod
ACE  [author] 13 Mar, 2021 @ 12:29pm 
@Xerook - Have you unsubscribed and subscribed again?
Xarook 13 Mar, 2021 @ 5:38am 
I got a problem, I updated the mod and then he just disapeard from my mod list on civ5, but steam show me that he's installed
ACE  [author] 23 Oct, 2020 @ 8:50pm 
@Octo - The doctrine mod and this mod are both DLL mods, although this one has a few more changes than doctrine. Both will be incompatible with other DLL mods. I am sorry for the inconvenience.
Octo 23 Oct, 2020 @ 8:48pm 
Could I just use the doctrine mod then?
ACE  [author] 23 Oct, 2020 @ 6:43pm 
@Octo - Unfortunately that's now how DLL mods work. Only one DLL will be used when you have two DLL mods -> either this mod's DLL or the other mod's will load, not both. That's just how it is, which sucks.
Octo 23 Oct, 2020 @ 1:51pm 
Do you think this mod will work with Advanced-Air-Naval-Ground Units Megamod? It's also a DLL mod but I don't think it overlaps with anything this mod has. Just curious if anyone knows.
ACE  [author] 17 Sep, 2020 @ 9:49am 
@MSA75 - I just tested the mod to make sure something fatal didn't happen and it is working from my end. I've had 4-5 people play-test this version as well and it did not have those problems so it may be some disagreement between your settings and the mod but I can't say for sure. Can you unsubscribe and resubscribe and see if it still causes you issues?
MSA75 17 Sep, 2020 @ 9:41am 
This was the only mod I enabled.
ACE  [author] 17 Sep, 2020 @ 9:31am 
@MSA75 - Do you have mod conflicts? What other mods are you using? Do they affect the DLL or UI? My mod affects many of these things and may not be playing nicely with your other mods.
MSA75 17 Sep, 2020 @ 9:29am 
I can't recommend this, it seems to be very buggy. First it crashed the game and then the in-game buttons stopped working.
ACE  [author] 6 Sep, 2020 @ 12:33pm 
@zArkham4269 - Hi, there might be conflict with the Enlightenment mod with House Rules and Rebalance. I would recommend using just the Doctrine mod. Gaining doctrine points occurs for combat between any units that require technology greater than artillery, so it should work.
zArkham4269 6 Sep, 2020 @ 11:55am 
Just found this mod and your other mods. Quick question, I really enjoy the enlightenment mod but do notice that it sort of dorks up the accept time rate such that in the late game, you're still tooling around with Cold War era units and tech even though it's like 2010 or so. Does that mod conflict with this mod or is the doctrine set to tech and not turn?
Vos | FlagrantPilgrim 26 Jul, 2020 @ 4:22pm 
Is there any conflict with EUI?
ACE  [author] 26 Jun, 2020 @ 3:02pm 
@Levas/Alis - I don't use those mods enough to know. I will say that if they replace the DLL they will surely not work with House Rules and Rebalance. Apologies for the inconvenience.
Nizou 26 Jun, 2020 @ 3:00pm 
Do you recommend a collection of mods which work well with your mod (including UI improvements, Vox Populi changes...) ?
ACE  [author] 15 Jun, 2020 @ 2:40pm 
@Rodrigo8787 - Yes it is made for MP games. However, I have played singleplayer games and the AI works just fine. It, however, is not any smarter than it is by default since this is not an AI mod.
rodrigo 15 Jun, 2020 @ 8:10am 
Is that made for MP games? Like how does AI cope with all these changes?
ACE  [author] 2 Jun, 2020 @ 2:17pm 
@Collinear_Vectors - Sometimes Civ V is finicky about this. If you go to the mods menu in Civ V you can access the workshop from within the game. From there, try subscribing to this mod. It should then appear in your mods page. Let me know if that doesn't work for you.
CrazyManiacZak 2 Jun, 2020 @ 1:54pm 
how do you use this? I subscribed but it doesn't show up on my Mods list in game.
ACE  [author] 11 Aug, 2019 @ 12:16pm 
I pushed out a small update that changes the way that the strength is assigned, now all units that belong to the Swordsman class (besides the Legion) should be 15, even with mods. Hope that addresses the issue!
FallTec 11 Aug, 2019 @ 5:19am 
@Kewlipo Also is that Swordsman +1 strength buff really worth it? Considering that people like myself play with different mods that add more civilizations and some of them have unique swordsman replacement units and those units usually have the default 14 combat strength because this mod doesn't effect them. I can of course go manually thought the those mod files and change their combat values but that really doesn't seem like everyone knows how to do them.
FallTec 11 Aug, 2019 @ 5:06am 
My bad, didn't notice Infantry was moved to Ballistics, and by the gap I meant how fast you can upgrade GW Infantry to Infantry, since both of those unit techs were right next to each other. Good thing that you moved Infantry to another tech!
ACE  [author] 10 Aug, 2019 @ 8:29pm 
Glad you like it! Can you explain a bit more about the gap? I moved Infantry to Ballistics because Plastics was such a valuable tech, having both Research Labs and regular Infantry. Now, GW Infantry can exist in their own right rather being a short intermediary between Riflemen and regular Infantry.
FallTec 10 Aug, 2019 @ 5:35pm 
Looks like a really good small balance mod. I think you should take a look at the gap between Great War Infantry upgrading to Infantry.