More Unique Components for Vox Populi

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

Thanks for reminding me; I did indeed forget about this.

Go into (over) More Unique Components for VP\Japan\Kabuki\Kabuki.lua
change line 149 to:
Code:
        local iMusicianBonus = math.floor(0.005 * pPlayer:GetTourism() * pPlayer:CountNumBuildings(eBuildingGagaku))
Turns out Tourism is a x100 yield, like city defense, where 1:tourism: that the user sees is actually 100:tourism: under the hood. Probably so that the computer has an easier time dealing with fractions of a yield

So in my original implementation, you would get 50x your :tourism: per turn as instant :c5faith:, or 150x with 3 Gagaku on Empire. So I can see how that might get a bit out of hand :p

This will be fixed in the next version.
 
Last edited:
How stable is current version of MUCfVP? I think of making compatibility update for PO-MUCfVP.
What do you think about making help text standarization inside this mod instead of in PO? In PO I would only recolour promotion names. I ask because any change in MUCfVP would have been reworked in PO by me, and if it was inside the MUCfVP folder, then you during your balance updates would do this by yourself once and for all.

And you probably didn't update modbuddy file, because when I downloaded all files from github I still have old folder and file tree (f.e. I don't have Kraal files). This was once before.
 
Last edited:
The promotions are pretty stable; I haven't changed a UU since the Mamluk and Djong changes, and I think the rest will remain as is. I have no plans right now to change any more UUs other than numbers tweaks

I am not really sure what you are asking me to do. You want me to reword every promotion to fit the format you use in PO, and then in PO you will just add the colours?
 
Nah, don't worry, I would do the whole rework by myself, but directly inside MUCfVP. This way MUCfVP would always have cleaned up help texts of promotions even if PO was not loaded by the user.
The only problem for me to do this is outdated ModBuddy file, so I would need to do this via Github, not ModBuddy on my computer.
 
ModBuddy makes compiling and testing easier for me.
 
Give me a bit of time; the github is 1 version behind right now. I need to upload the changes from last version and the few changes i have for the next version
 
I'm really enjoying this mod, thanks for all the hard work you put into it! As a quick question, though - why SPAD VII for France? Was it to offer some synchronization with Freedom's Air Bonus, to have a unique air unit, or to just have something WW1 for France? It seems a bit out of place, both for where French strengths lie and the emphasis on the era. IMO I think something like a Gribeauval Canon (the 12 pounder in particular) as a replacement for the Canon or a 75 mm as a replacement for the field gun would be more fitting, but if something from WWI needs to be in then I think the Renault FT ought to be a higher priority than the SPAD.
 
The renault FT is the default light tank unit model, and the 75mm is the default field gun unit model. Apparently some other people thought French armaments were very influential as well.

The SPAD is there partly for diversity, yes. There aren't many civs that could have unique WW1 air units, and we can't give WW2 ones because of the ideology unlocks. the SPAD also combines cleanly with France's UA. An air unit with 2 attacks can apply esprit stacks efficiently for a combined attack.
 
ModBuddy still does not recognize the folder tree correctly. Kraal is still invisible after downloading stuff from github. Any changes to folders and file deletion/additions must be filled in the proj file afair.

If you change stuff using MB, this is done automatically. If you change stuff using Github, then you must do it manually.

Same issue was with Mamluk change. You must verify if all file changes are mentioned in the project.
 
I know you're busy, but from the list of the most boring stuff, that should be done (for new players especially), are some outdated pictures in post #1 onward :/

How is going resolving things from post above?
 
Could I not simply send you the up to date, compiled .modinfo file? I don't use mod buddy at all, and maintaining a file for a program I don't use, nor have any intention of using, is a bit of a pain.

I still have some art files I intend to swap or spruce up, eventually, so I am holding off on updating the pictures again. I did a picture update just a few months back, for the mamluk and Djong update, so there are only a handful of out of date things.
 
I don't know what was changed in files. I would have to search whole project and compare with github.
 
Last edited:
I still have some art files I intend to swap or spruce up, eventually, so I am holding off on updating the pictures again. I did a picture update just a few months back, for the mamluk and Djong update, so there are only a handful of out of date things.
Probably yes. You did such an update once after Mamluk addition afair. I know about:
  • Kraal,
  • Tersane UI
  • Klepht unit model,
  • Salon
  • Landwehr model
  • Bimaristan
  • Seir Morb?
  • Bull Ring
  • Shared Assets
  • Hacienda
  • Horse Archer
  • Xiafan Guanjun
  • Djong
  • again Mamluk?
If I didn't miss anything these are all file changes I noticed. Uff, it's too much for me, and I don't want to destroy your work anyways. I must probably resign from downloading MUCfVP files via GithubDesktop. Any incomplete download may finish with broken build.

You will be (and have been for a long time) the only heir of the initial group for this mod :P
 
Last edited:
Hi!

There is something wrong with the iron chariot's 3d model. Whenever I move to land from the coast, the game crashes, and the units 3d model is occasionally invisible on land.

Is there any way to fix this?
 
Some thoughts on the latifundium, after playing a few Rome early games on deity:

The UI feels quite weak and several times I preferred to get a plantation instead. My main concern is the fixed latifundium yields are less desirable than some plantation yields (science, culture, production on stuff like tea or coffee), even considering the extra figs. Also, the latifundium does not benefit from goddess of springtime and has a longer build time than plantations. Placement is more restrictive than for most other UIs and it is not on the preferred tech path towards legions or colosseums.

Proposed solution: give the latifundium the same yields as a plantation, depending on resource, and give a minor, fixed extra yield. Keep the rest unchanged (figs, adjacency bonuses and claiming tiles). Also let latifundiums benefit from goddess of springtime.
 
Thanks for leaving a comment!

Re: the Latifundia being on Calendar, that is totally inflexible. It has to be unlocked at the same tech as the plantation or else the AI would have trouble using it.
give the latifundium the same yields as a plantation, depending on resource
The problem with giving different yields like plantations do is it will be less clear to players what the bonus of a latifundium is. Player's won't really understand what a Latifundium does if it's not consistent.

I get that it's frustrating that plantations get to be more flexible, but there's a give and take: comprehension vs rigidity.

I also understand that taken by itself, the latifundium is slightly weaker than a plantation. This is intended, because you are effectively getting 2 low-end plantations for the price of 1. It's more resources you get to work overall, but the yields aren't concentrated onto a single tile like other UIs, so you need more :c5citizen:citizens to work tiles overall. This is all by design, because if either the latifundium or the figs by themselves were on the level of a strong plantation, like tea, the two combined would be too powerful.

The Latifundium does scale earlier than plantations with tech unlocks though, if I recall, so they peak earlier, and the Latifundium gets a good steroid with the Grocer.
. Also let latifundiums benefit from goddess of springtime
No way. You would get the springtime bonus from both the latifundia and the figs plantation; that would nearly double the tile bonus from Springtime overall. Springtime is already a bit stronger with Rome because he can build latifundia on Wheat (plus maize, and rice with Even More Resources mod), meaning he can use a farm resource to spawn more plantations.
 
Last edited:
Thank you for the reply, and thank you for all the work you and the team put into these mods!

Yeah, I get the springtime bonus would be too much. My problem with latifundia is that many times building the plantation seemed the better choice. That is not a good place for a UI IMO.

If I want to found with springtime, the extra build time seems too much of a trade-off for the extra fig tile. Especially when forests or jungles have to be cut down. Getting latifundia also delays your monopoly yields compared to plantations. As it is now, I would probably get plantations first on luxuries and upgrade to latifundia later, after founding. The delay feels too much on deity.
Maybe reducing the build time to match the plantation and keep the rest unchanged is an option.

As for yield diversity, this is less of a power issue than about replayability. The early game can vary a lot depending on you luxury and the yields it gives. The different yields make the early game more interesting compared to a standard yield from all plantation resources.

Just my 2 cents. Would be interesting to read other players' experience about latifundia.
 
  • Like
Reactions: 4CV
Thank you for the reply, and thank you for all the work you and the team put into these mods!

Yeah, I get the springtime bonus would be too much. My problem with latifundia is that many times building the plantation seemed the better choice. That is not a good place for a UI IMO.

If I want to found with springtime, the extra build time seems too much of a trade-off for the extra fig tile. Especially when forests or jungles have to be cut down. Getting latifundia also delays your monopoly yields compared to plantations. As it is now, I would probably get plantations first on luxuries and upgrade to latifundia later, after founding. The delay feels too much on deity.
Maybe reducing the build time to match the plantation and keep the rest unchanged is an option.

As for yield diversity, this is less of a power issue than about replayability. The early game can vary a lot depending on you luxury and the yields it gives. The different yields make the early game more interesting compared to a standard yield from all plantation resources.

Just my 2 cents. Would be interesting to read other players' experience about latifundia.
My problem with the latifundium is that it takes way too long to build.
Last time I remember it took me 14 turns just to build one, and that's like a PoW worker building a plantation, needs to be shortened. Other than that, I don't care
 
Back
Top Bottom