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With Better Report Screen, some features don´t appear, for instance with fair trade, but other original also dont appear...
Another mod good to test with this is Alternate Policy Screen
Any bug you people encounter you can post the errors or bugs in this discussion (including logging of errors if you have that info)
https://www.dropbox.com/sh/z1ra31anumjb8tc/AAD8sctU1ZOaXbEasvNF1AKia?dl=0
Thanks for the feedback!
You'll notice from that page I've tweaked the files of several mods - link included. Current file version has no related error message in the logs. There are basically "China" stuff from Firaxis, minimap colour issues from "More Lenses" (vanila), and "Japanese" and library stuff from Steel & Thunder (vanila). Other than that, there's some "ActionPanel" engine error from BRS I cannot find the cause for (it happens even wo. my tweaks - vanila). I suspect that might be connected to the core issue, wearing off game file consistency across several turns, but dunno. Here's the game file I'm running under those tweaked mod files, should you with to test:
https://www.dropbox.com/sh/aaj32t6bgf9zsq1/AAA9XfGzpOqzgQU2rBJ1cvN2a?dl=0
Also, SpicesTrade does not seen=m to work for me. I suspect the ModifierType "MODIFIER_PLAYER_ADJUST_YIELD_MODIFIER_PER_TRIBUTARY" might not work for FOOD as it does for FAITH or GOLD. These are (globally) expendable resources, whereas food is (locally) restrained to a single city, stacking up for its growth - maybe the resources respond differently to the modifier. On my game neither food nor gold changes upon SpicesTrade adoption.
1. "MODIFIER_PLAYER_ADJUST_YIELD_CHANGE_PER_TRIBUTARY" - Raj Policy
2. MODIFIER_PLAYER_ADJUST_YIELD_MODIFIER_PER_TRIBUTARY - Collective Activism and International Space Agency Policies
In both cases the yields involved are all but Food or Production (Gold, Culture, Sciece and Faith). Seems to me these four do go from the cities to an "empire pool" for further gameplay unfolding, whereas food and production stay in the city to either grow a new population or complete a project, respectively. I got no error messages, but think this is not working. Maybe you could try to build a fit-for-purpose "DynamicModifiers", something like:
<Row>
<ModifierType>MODIFIER_PLAYER_ADJUST_YIELD_CHANGE_PER_TRIBUTARY</ModifierType>
<CollectionType>COLLECTION_PLAYER_CITIES</CollectionType>
<EffectType>EFFECT_ADJUST_CITY_GROWTH</EffectType></Row>
Anyways, I've just tested standalone (without no food or production modifiers simultaneously) running MODIFIER_PLAYER_ADJUST_YIELD_MODIFIER_PER_TRIBUTARY for gold, science, culture and faith: did not work for me. Problem is testing with the game ongoing might cause CTD and even compromise the result of the test. You'd have to start a whole playthrough each time around to ensure results are reliable.
Meanwhile, another mod (Policy Rework) has a policy (Diplomatic League) successfully deploys the (only) other "_PER_TRIBUTARY" ModifierType I know of: MODIFIER_PLAYER_ADJUST_YIELD_CHANGE_PER_TRIBUTARY.