!! CGM:Buildings – More Civics in Ethics and Civics Rebuild compatibility patch

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Author: NewAgeKid52

Last revision: 4 Dec, 2018 at 17:22 UTC (46)

File size: 72.7 KB

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Description:

This is a compatibility patch between Core Game Mechanics: Buildings and my mod More Civics in Ethics and Civics Rebuild.

******This patch is NOT compatible with my new mod More Civics in Ethics and Civics Rebuild – No Traditions. This only works with the tradition version called More Civics in Ethics and Civics Rebuild. Please do not use this mod with my new mod. The mod for the traditionless version of More Civics in Ethics and Civics Rebuild can be found here:
https://steamcommunity.com/sharedfiles/filedetails/?id=1422424503

******This patch has been updated using ExNihil’s compatibility patch for Petruxa’s original Ethic and Civics Rebuild mod as a base. So the weights and scripting AI for the CGM: Buildings mod have been applied to allow his AI building tweaks to work with the my mod. He was kind enough to allow me to do this so my mod, based on Petruxa’s mod, can work fully with the CGM: Buildings mod.

Core Game Mechanics: Buildings by ExNihil, Dumuzii, and Gratak
https://steamcommunity.com/sharedfiles/filedetails/?id=1365485813

More Civics in Ethics and Civics Rebuild by NewAgeKid52
https://steamcommunity.com/sharedfiles/filedetails/?id=1329351538

This patch allows the buildings that are from my mod, which is based off of Petruxa’s Ethics and Civics Rebuild mod, to be built by the advanced building AI from the Core Game Mechanics: Buildings mod. So you will see buildings from this spin-off of Petruxa’s mod such as Thermal Boreholes and Luxury Resorts being built by the AI when all the requirements are met.

It also allows some of the civics which I made for this mod such as Distributism to affect the cost of constructing certain buildings both the new ones added by CGM: Buildings and vanilla ones. I had to make some changes to my civics that will slightly differ from my original More Civics mod due to there being a new building tag for certain resource buildings, rather than the vanilla building tags for mining networks and hydroponic farms.

This mod overwrites these files from my original mod in order to be compatible with CGM: Buildings:
00_buildings.txt
ethic_rebuild_buildings.txt
00_civics.txt
ethic_rebuild_l_english_1.6.yml

I had to rename the Bio-Fuel Refinery from Petruxa’s mod to Bio-Fuel Complex, in order to distinguish it from the Bio-Fuel Refinery that is included as new buildings in CGM: Buildings.

This currently works with my More Civics and Ethics Rebuild mod. Compatibility with Petruxa’s original Cultural overhaul mod which my mod is based off of is not guaranteed. ThugQueen69’s version of Petruxa’s Cultural Overhaul is also not guaranteed at this time. Playing with this compatibility patch with Petruxa’s original mod or ThugQueen69’s mod is not recommended since this mod had to change some things.