Do you use any submods?

salty mud

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Do you use any submods with this mod, and if so, which ones? Do you prefer mods that further alter gameplay mechanics?
 
Depending on how I'm feeling i might use a few mods but the ones I use every game are:
Quick turns and Trade route filters.
Both have no effect on gameplay, but are very useful.

Otherwise for game changing mods I'll almost always play with my own mods just to test them for balance, and other mods I play with sometimes are MUC, Enlightenment era, and the enhanced warfare mods.
 
The only one I use is the UI - Improved City View, which shrinks down the right part of the city screen to the bare essentials (building name + yields) and allows easier assignment of specialists (as they get grouped up by specialist type rather than having to scroll through a list), and it has no direct effect on gameplay/balance. I put a link to the updated mod here (The original is obsoleted and the maker is gone).
 
Unit Path Viewer is invaluable for managing large numbers of units. Automatic rerouting of units moving along the same path prevents the inevitable log jam when you have to move your entire army across the continent. Plus, when you do have to step in and manually move something, it shows you the original destination, so you can reevaluate if that's still the best spot. Makes playing out a domination victory actually tolerable.
 
I really recommend More Unique Components by PineappleDan, it's really a true extension to all the civs, giving them more flavour and tools that synergise the play better.

Another one I recommend is More wonders for VP, it is still a work in progress by the wonderful adan, it provides more wonders in each era, have more wonders for each policy and ideology (not complete just yet) for the different playstyle for each respective policy and ideology, and he is currently testing the waters for more natural wonders
 
The Improved city view previously mentioned above, it's great. Besides VP it's my only "need" mod. TopPanel to replace and clean up the toppanel a bit since I tend to run the game in windowed mode and sometimes there is a bit to much crap in the topbar. Beyond those two the only one I toggle on and off is the More Unique Components (or sometimes I guess referred to as the 3rd/4th component mod).
 
That's my current setup of mods I'm running. I like how immerse it makes my games.
 

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My usual setup includes 4th UC, Unique CS, Enhanced Air and Naval warfare, RAS, Monopoly buildings and a couple of UI mods namely infoaddict, promotion flags for VP, Upgrade tree and sometimes wonder planner.
 
The only one I use is the UI - Improved City View, which shrinks down the right part of the city screen to the bare essentials (building name + yields) and allows easier assignment of specialists (as they get grouped up by specialist type rather than having to scroll through a list), and it has no direct effect on gameplay/balance. I put a link to the updated mod here (The original is obsoleted and the maker is gone).

The only thing is that it doesn't show the unhappiness though. If I remember correctly before there was only a net happiness, while now there are two scores: happiness and unhappiness, and this view doesn't show the latter.
 
The only thing is that it doesn't show the unhappiness though. If I remember correctly before there was only a net happiness, while now there are two scores: happiness and unhappiness, and this view doesn't show the latter.

That was a bug and the version I linked has fixed it.
 
i'd highlight the 3UC/4UC aka MUC as others have -- i'd say this is a defacto part of VP to many at this point.

the pathfinding one is very important as well though it seems to glitch in rare situations.

i also can't enjoy civ the same without some version of the hex conquer 'n release mods, personally

generally all others come and go in my games, ENW is an almost-always
 
3UC/4UC. Unit path Viewer, RAS, Promotion flags, Krajzen Great Writers and Musicians (not last version since it stated that were added), trade route filters, condensed top panel.
 
I always play with custom civs. From my experience, the most balanced are probably:
  • Sumer
  • Khmer
  • Israel
 
Dan I was wondering if there is a summary of what civ is focusing on? like France being waring and culture ?

As I want to add some of your amazing custom civz but i want to add a somewhat equal amt of civ types/focus
 
Dan I was wondering if there is a summary of what civ is focusing on? like France being waring and culture ?

As I want to add some of your amazing custom civz but i want to add a somewhat equal amt of civ types/focus
Israel - :c5culture::c5faith: - great person tiles focus. Guaranteed religion. Secondary expansionary focus, because his UA and extra UCs require tiles for placement.
Khmer - :c5food::c5faith::c5production: - tall tradition civ with a unique GEngineer. Strong religious game, augmented by high potential for wonder-hoarding
Sumer - :c5food::c5production: - Militarist/specialist hybrid civ. Designed to coast on a front loaded kit, and get specialists up quickly.
Tlingit - :trade: - internal TR civ. Rounded :c5food::c5culture::c5science::c5production: yields with maritime focus. High priority on access to fish and fresh water to grow thick empire.
Philippines - :trade: - peaceful wide trade civ. Focuses on open borders and good trade relations with other civs. Major bonuses to infrastructure and settling distant colonies.
Macedon - :c5culture::c5goldenage::c5war: - hard conquest civs. UA scales on each conquered city. Major military bonus is a single super-general.
Nubia - :c5production::c5war::c5faith: - focused on very early conquest. Straightforward bonuses, but reliant on UUs for military edge.
Phoenicia - :trade::c5influence: - single city civ. Settlers and conquests create permanently allied city-states instead of owned cities. Unique GDiplomat that extends this hard diplo focus.
Canada - :c5gold::c5culture::c5influence: - hybrid military/diplomacy civ. Turns forts into a UI, like how India transforms farms. UU is an explorer that can perform diplomatic actions.
Timurids - :c5war::trade: - Kill everyone. Your capital gains permanent yields every time you raze a city. basically Arabia, but with more murder.
Inuit - :c5food::c5culture: - Tundra civ. All their bonuses require tundra and snow tiles. Cities grow very fast, but no clear victory focus.
 
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Timurids - :c5war::trade: - Kill everyone. Your capital gains permanent yields every time you raze a city. basically Arabia, but with more murder.
I'm flabbergasted by the fact Supreme Almighty Ruler hasn't managed to try this civ yet...:satan:
 
Israel - :c5culture::c5faith: - great person tiles focus. Guaranteed religion. Secondary expansionary focus, because his UA and extra UCs require tiles for placement.
Khmer - :c5food::c5faith::c5production: - tall tradition civ with a unique GEngineer. Strong religious game, augmented by high potential for wonder-hoarding
Sumer - :c5food::c5production: - Militarist/specialist hybrid civ. Designed to coast on a front loaded kit, and get specialists up quickly.
Tlingit - :trade: - internal TR civ. Rounded :c5food::c5culture::c5science::c5production: yields with maritime focus. High priority on access to fish and fresh water to grow thick empire.
Philippines - :trade: - peaceful wide trade civ. Focuses on open borders and good trade relations with other civs. Major bonuses to infrastructure and settling distant colonies.
Macedon - :c5culture::c5goldenage::c5war: - hard conquest civs. UA scales on each conquered city. Major military bonus is a single super-general.
Nubia - :c5production::c5war::c5faith: - focused on very early conquest. Straightforward bonuses, but reliant on UUs for military edge.
Phoenicia - :trade::c5influence: - single city civ. Settlers and conquests create permanently allied city-states instead of owned cities. Unique GDiplomat that extends this hard diplo focus.
Canada - :c5gold::c5culture::c5influence: - hybrid military/diplomacy civ. Turns forts into a UI, like how India transforms farms. UU is an explorer that can perform diplomatic actions.
Timurids - :c5war::trade: - Kill everyone. Your capital gains permanent yields every time you raze a city. basically Arabia, but with more murder.
Inuit - :c5food::c5culture: - Tundra civ. All their bonuses require tundra and snow tiles. Cities grow very fast, but no clear victory focus.
I've probably had the most fun with your phoenecian and inuit civs. With phoenecia you don't have to worry about city placement too much. Inuit has insane early culture, and can do anything really.
 
Too many to mention. How I don't crash more often i don't know. Over a couple of years I've tweaked and added modmods and got them all working nicely together.

I am however too terrified to add anymore to it or update them unless absolute necessary as just one little tweak or change tends to break everything else :lol:

It's why I lag behind everyone else in VP versions by 1+ years too.
 
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