More Unique Components for Vox Populi

3rd and 4th Unique Components for VP - Official thread 88.10

v64 comin' in. Requires Recursive's hotfix #3 or later
Code:
    - added improvement bonus information to civilopedia pages (Kampong, Monolithic Church, Latifundia)
    - IsNearbyPromotion re-enabled for Induna and Goedendag (it had been deactivated for performance reasons)
    - fixed University of Coimbra lua
    - Ranged attack no longer stays on upgrade for Impi
    - Iron Chariot bonus changed to defense per adjacent enemy unit
 
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Yes. I did it today with my Inca playthrough: all went smooth.

Anyway I made a backup of the old version before loading my save.

Just hijacking the same post: in your current playthrough with your custom map I think you should really tone down the resources/luxuries: i saw you got 8 Coppers in range of one of your city. This simplify a lot the empire management leaving the difficulty only on the military tactic that you already are a master of.
 
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I'm almost through a Babylon game and I think Etemenanki instant yields could use some love. Obviously you don't want the ability to grant too many yields in the early game, but I think a small buff to the feature would give it more satisfaction, considering it's the one aspect the user can actually activate/interact with. I know it's the most minor detail of the kit, but at that % the yields are inconsequential throughout the entire game. If I can play Babylon again in the future, I'll try this adjustment out myself and see if it makes a difference.

Edit* It's 25% in the OP, but 15% in-game. I guess maybe you already did nerf it down in the past. Don't mind my babbling...
 
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Otoman tersane adds +1 food and production per sea tile and +1gold per sea resource but text states:
+1Food per Sea tile and +2 Food, +1 production per Sea resources.
Text:
Code:
+1 [ICON_FOOD] Food from Coast and Ocean Tiles, +2 [ICON_FOOD] Food and +1 [ICON_PRODUCTION] Production from Sea Resources worked by this City.[NEWLINE][NEWLINE]City must be on the coast.

Actual code:
Code:
------------------------------   
-- Building_SeaResourceYieldChanges
------------------------------       
INSERT INTO Building_SeaResourceYieldChanges     
VALUES        ('BUILDING_OTTOMANS_TERSANE',    'YIELD_GOLD',    1);
------------------------------   
-- Building_SeaPlotYieldChanges
------------------------------       
INSERT INTO Building_SeaPlotYieldChanges     
VALUES        ('BUILDING_OTTOMANS_TERSANE',    'YIELD_PRODUCTION',    1),
              ('BUILDING_OTTOMANS_TERSANE',    'YIELD_FOOD',        1);

Please fix one or the other.
 
By the way @Milae, since you've now finished three games using 4UC (Netherlands, China and Celts), what is your opinion on the UCs you've seen ? Anything you've found too exploitable (I saw you keep the Scythed Chariot for quite a long time) or too weak ?

Also, good luck (to the AI) for your Egypt OCC playthrough ! :D
 
Playing with beta 1/9 version 4 and MUCfVP version 62 as Byzantium passing to Medieval I get very high religious unhappinessView attachment 581793

That is in all cities and doesn't go away with next turn

Playing with the v64 and the same is happening, the +100% needs aren't going away on the following turn.

I actually played through the entire Renaissance with that +100% needs. Now that I am in Industrial...

byz.png
 
By the way @Milae, since you've now finished three games using 4UC (Netherlands, China and Celts), what is your opinion on the UCs you've seen ? Anything you've found too exploitable (I saw you keep the Scythed Chariot for quite a long time) or too weak ?

Also, good luck (to the AI) for your Egypt OCC playthrough ! :D

Thanks I guess lol.

I would say it's all been good tbh. I guess the scythed chariots are sort of exploitable in that if you have 2 or more of them in your own land and some roads you can kill units of any tech by swapping them back and forth 5 times. Also I found a funny strat where you have them embarked and use them to kill boats lol. But they do have the downside that you lose the splash dmg if you upgrade them so I actually would have just not bothered with them if I could go back since they aren't very useful for offense once they are outdated imo.
I think Celts are already very powerful Authority Civ without UC but I'm a big fan of the Oppidums (especially the art!) and they make Tradition Science victory pretty good for Celts as well.

China was improved quite a lot by UC. Being able to get Logistics on ranged boats is a complete gamechanger (I sometimes just have full fleets of melee boats now for civs without unique boats) and it's also very nice to have an actual good use for food/pop in the examination halls so definitely allowed me to play differently which was fun. Imo China without UC is quite a boring and maybe underpowered Civ so big improvements there.
Just some things I found in my game is that the way examination halls work, with the fact that it's normal to work science specialists in many cities, means you can end up getting loads of cities attempting to make Great Scientists in late game so Science Tradition seems like best strategy. Also the influence from boats in cities was fairly useless tbh but like I said the boats were good anyways.

Netherlands I also think is already a pretty strong civ without UC. I also would already recommend playing Netherlands as Authority Civ in VP and UC just makes that even more the case. Probably the Goedendags were the most useful since it covers the one weakness Netherlands Authority has which is no Unique land unit. Waags are okay but once they become good it probably means you are already winning but it is fun to have more incentive to get all the monopolies.

So the Civs I played were probably closer together in terms of balance than they are without UC which is good. I did take a look through them all though and choose the ones I thought would be interesting but not too good. just from looking I think some of the military ones (zulus, aztecs, mongolia) might be a bit too good for humans since there are so many stacking bonuses to warring with them. For non war the Babylon building seems like it would be very good and India getting a UU early on also seems like it could make for a fast start as tradition which is always dangerous. Hard to say for sure without playing them though.

In general though, giving people more tools to use as their Civ definitely makes the game more fun but also is always gonna make it easier, so I'm looking forward to trying out the other Civs but I also wanna make the game harder than it is now so that you wish me luck in the future to go smash the AIs:badcomp:
 
I think adding more stuff is always going to benefit a good human, but I have been pleasantly surprised that nothing seems really over powered. More things in the main mod seems a bit too good in fact. But that said you can pretty much always find some weird thing to make the game harder and having more options make the game a lot more interesting.
 
I don't know if it's intended or not, but all incan cities become impossible to raze once they get their UB. removing the coca under their tile makes them razeable again.

I'm assuming it's a bug since it's not mentioned anywhere this behavior in the description of the building
 
In that regard it's not really a bug, however I'm not sure if the mod author intended all incan cities to become unrazeable with the new UB.
 
I noticed Siam's Wat desc. card said it reduces crimes instead of distress. Is this a case of desc. card not getting updated and code-wise, the building is reducing distress still?
 
V65 live
Code:
- Reworked:
    - Austrian Landwehr changed to Grenzer (fusilier)
        - lower base CS, increases CS for every vassal or Diplomatic Marriage on empire. CS is adjusted on promotion
        - No longer gains culture while garrisoned or on defensive tiles
- tweaked/modified:
    - fixed Hippodrome's unhappiness bomb not expiring
    - Renamed Shotelai to Chewa. Hooked Weapon promotion renamed to Shotelai.
    - increased GE and GM scaling on Oppidum (03/02 compatibility)
    - SPAD S.VII no longer requires oil again, RCS increased to 45 (same as base triplane)
    - Grande Ecole yields to engineer and scientist specialists reduced to 1 sci/prod
- Bug Fixes:
    - Text fixes on SPAD, Tersane, Wat
Known issues:
Grenzers do lot lose their promotion on upgrade like they are supposed to, but this does not affect gameplay.
Text for Chaebol still says 10%, rather than 20%. The Chaebol is giving the correct amount.
 
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Thank you so much for the time invested on this mod. I'm thinking about including it on my gameplay. Does it have a major yield inflation? My biggest worry with this mod is a potential yield inflation from on-kill extra yields like culture or science.
 
@Noob Fanboy There will be some yield inflation, yes. This is why I do not recommend combining this mod with other mods that add features like unique city-states or Event & Decisions, but others have said they don't have any problems combining this mod with 3+ other mods that add to overall yields. It's up to your discretion what you are comfortable with.
 
The Assyrian Iron Chariot does not seem to gain any CS from the "Hard and fast" promotion despite having more iron/horses than the total number units.
 
Always the bane of my existence, that unit, lol.

The lua broke after I tried to optimize it again. Testing it now.
 
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