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Enlightenment Era for Vox Populi 1.2

Version 1.2
- Changed: Defensive buildings parameters (Bastion, Arsenal/Ostrog, Military Base) [I concur with @FoxOfWar 's proposition, so Bastion gets +1 range and healing and Arsenal indirect fire and theft block].
- Changed: Adventurer gets "Brute Force" instead of "Barbarian Penalty".
- Changed: Updated buildings for policies Colonialism and Mercantilism.
- Changed: FieldGun : 20/35 (was 17/35), Light Infantry : 24/38 (was 21/35)
- Fixed: Conquistador cost not changed [it is the same unit as in VP, as @HungryForFood noticed].
- Fixed: Obsolete techs and Goody Hut upgrades for several units [courtesy of @adan_eslavo].
- Fixed: Textes for Division of Labor and Distress (Crime previously).
Version 1.1
- Fixed: Sea Beggar properly replaces Carrack.
- Fixed: Purchase cooldown for a Two-Handed Swordsman.
- Fixed: Musketeer tooltip (upgrades to Fusilier).
- Fixed: Removed WC reference from Sovereignty tech.
Version 1.0.1
- Changed: Aligned tech costs with VP 3-11.
- Changed: Japan's UA applied to Bastion and Gunsmith.
- Fixed: Fasil Ghebbi texture error.
- Fixed: Longswordsman strength no longer changed by EE.
- Fixed: Adventurer uses the right 3D model.
Version 1.0
- Single mod - reworked version of EE/RER/VP-EE
Version 5.2
- Updated for VP 1-21
- Specialists' yields from techs updated, so they receive yileds only of their particular type, plus tech placement adjusted accordingly.
- Wat Phra Kaew: +1/+2 Science from Shrnes/Temples (was +2/+3).
- Topkapi: removed +3 Happiness and +1 GPP.
- Fasil Ghebbi: removed +1 Culture.
- Gunsmith: +2 supply (was +1), +25% production bonus (was +20%).
- Fixed: Bastion, Arsenal, Military Base supply value in descriptions.
Version 5.1
- Compatibility with VP 1-3.
- Drydock required to purchase with gold all naval units from Industrial onwards.
- Fixed: Humanism and description for Creative Expression.
- Fixed: Missing descriptions for some building classess.
Version 5.0
  • Gripsholm Castle is removed... temporarily. It will be back in a new mod with more World Wonders!
  • Tavern: removed +1 Science to Market and Harbor, gives +1 Food to Wine and Fish.
  • Fixed: can faith-buy EE units with Zealotry.
  • Fixed: Turns Between Sessions for World Congress - Industrial 15 (was 10) and Modern 10 (was 20). Also 3 Delegates for Modern (was 4). New values are VP original.
  • Fixed: Smithsonian missing Theming bonus (gets +3 Science and +3 Gold).
  • Fixed: description for Howitzer.
  • Tested: Isabella can faith-buy naval units.
Version 4.5 technical glitch fix
Version 4.5
  • Tech Tree costs are more aligned to latest VP costs (i.e. increased)
  • Smithsonian Institute: gives free Museum (was Academy) and All Museums and Galleries gain +1 Culture; also +5 Science (was +2 Sci&Cul) and decreases Illiteracy slightly in All cities
  • Academy: reduces Illiteracy, +15% Great Scientists
  • Salon: reduces Boredom, +15% Great Artists, Musicians and Writers
  • Manor: reduces Crime
  • Gunsmith: +20% prod and +15 xp also for Armor and Siege units, but requires 1 Iron to build
  • Tavern: increases Crime
  • Gallery and Museum increased GPP generation: Gallery +15% (was +10%) and Museum +25% (was +20%)
  • Cloth Mill: +1 Prod per 4 Pop (was per 6), increases slightly Poverty
  • You can buy EE Sea Units with Faith (REN units for 450, ENL units for 550)
  • Added ExtraCityHitPoints to Drydock (100), aligned VP values (Seaport=200, Minefield=250), so the total is not changed.
  • Updated Cloth Mill and Weigh House to work correctly with Division of Labor and Mercantilism, respectively.
  • Updated Gunsmith for Regimental System yield new values.
  • Changed mod name into VP-EE
Version 4.3 - updated for VP 9/7
  • Units updated to reflect changes in VP (courtesy of @Asterix Rage)
    • Generally naval units have little more strength
    • Adventurer updated - BaseSightRange=3 and Barbarian Penalty added
    • Galleon as Naval ranged set to 1
    • Removed Iron requirement for naval units before Industrial Era
  • Policies updated to reflect changes in VP (courtesy of @Aldebaran1997)
    • Regimental System, Mercantlism, Creative Expression and Humanism updated for EE buildings
    • Weigh House and Cloth Mill - added BuildingClassYieldModifiers for Policies (same as other gold-related buildings in VP)
  • Uhlan has new VP parameter BaseLandAirDefense=2
  • Field Gun gets indirect fire and naval misfire promotions
  • Bastion and Drydock - CitySupplyModifier increased to 10 (in line with VP for other military buildings)
  • Wonders - decreased by 2 number of policies needed to build (in line with VP updates)
Version 4.2, minor tweaks and fixes:
  • Fixed: Polynesian UA includes Carrack and Ship of the Line
  • Fixed: Defender of the Faith belief includes Bastion.
  • Fixed: Ostrog doesn't need Castle to be built (back to original VP spec)
  • Changed: Tavern nerfed, gives science only to Harbor and Market
  • Changed: Wat Phra Kaew nerfed, gives science only to Shrines (+2) and Temples (+3)
  • Changed: Zoo and Menagerie rebalanced
    • Jungle/Forest +1 Tourism moved to Menagerie
    • Scientist Specialist moved to Zoo
    • Zoo's one time bonus is 100 Tourism (was 200)
  • Changed: Topkapi Palace boosted, gets +3 Gold & +2 Tourism with Flight.
  • Changed: Tower of Buddhist Incense requires a Garden to be built.
  • Changed: Versailles nerfed, doesn't start Golden Age any more.
  • Changed: Torre del Oro boosted, gives free Drydock (was Harbor)
Version 4.1 - minor fixes
- Fixed: CTD in Industrial Era due to AI tech trading
- Fixed: Kronborg and Torre del Oro can be built only on the coast
- Fixed: WLTKD counter for Versailles going down by 2
- Fixed: Added Flavors for EE Technologies
- Fixed: Imbalanced tech routes for outer techs
- Fixed: Description for Red Fort
Version 4.0 - compatible with VP 2/27
  • VP 2/27 compatibility:
    • Gunsmith +1 supply cap.
    • Bastion, Drydock +5% supply cap.
    • Fasil Ghebbi +5 supply cap.
    • Kronborg +1 supply cap in every coastal city.
    • Units' and buildings' costs are slightly increased to be aligned with new Industrial Era costs.
  • Menagerie gives Gold: +2 flat and +1 per 8 pop.
  • Red Fort gives Bastion instead of Arsenal.
  • Ostrog (Russian UB) replaces Bastion and is available at Flintlock. It upgrades to Arsenal and requires Castle in the city.
  • Fixed: descriptions for Arsenal, Military Base and Ostrog
  • Tuning some building flavors, so EE buildings will be used properly by AI.
  • Tuning tech cost so Enlightenment Era comes to play in proper dates.
Version 3
- Cloth Mill: requires River, changed into flat&pop model (+3 production, +1 production per 6 citizens)
- Tavern: grants +1 food also to Deer and Bison
- Gunsmith replaces Drydock in Regimental System
- Fixed: Gallery no longer in People's Army
- Fixed: few wrong policy descriptions
Fixed missing "Optimize" and "Swap & Optimize" buttons in Culture Overview pop-up.
Several small fixes and changes for better compatibility and balance. See details in the main thread.
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