More Unique Components for Vox Populi

3rd and 4th Unique Components for VP - Official thread 87

In what conditions did you use the SPADs ?
Only for attacking. I were killing units first and attaching cities second. After I attacked a city 20 times from one of my cities, siege units got 200% bonus to attack, which gives 3x more damage alone. In combination with +25% attack bonus from Autocracy and bonus from War Games resolution, every city went down in 1-2 turns.
Also, how did the Grande Ecole fared with the current "specialist meta" ? I also feared its concept was too powerful.
The specialist bonuses were ok, I have worked all scientist and some enginners. However other bonuses to science might be too much. In Medieval era Russia has 10 techs more than me, but I was able to get ahead of them, despite the fact that I went Imperialism/Autocracy and they went Rationalism/Order.
I wonder if we can keep the logistics if we give them back their strategic requirement and bring the build cost back up to normal?
It wouldn't change anything for me. I had plenty of oil thanks to Autocracy, CS alliances and my territory. Also late game I had permanent 40% bonus production from conquest and was almost always sitting at max supply cap. Also I had zealotry.
Why have you decided to give SPADs logistic in the first place? To have synergy with UA?
 
I need to check a bug reported on the proxenos promotion, otherwise we will have to talk to @adan_eslavo about pushing a new version after that
Why have you decided to give SPADs logistic in the first place? To have synergy with UA?
Precisely, the plane is designed to "knock" units and cities for the bonus from the UA.

The SPAD were quick, but relatively lightly armed for WWI planes. They were not really cheaper or more fuel efficient than their contemporaries, but were the fastest planes in the air.
I have done the following to the SPAD for the next update:
- increased build cost and strategic requirement to be the same as base triplane
- reduced ranged combat by 5 (45)
 
Paging @Infixo. there appears to be an issue with the proxenos promotion. I'm still in the process of figuring out what went wrong.
 
Hey guys, I am in the mood to try out your precious work, but which VP version is the modmod compatible with? In the download link it says 5-30, is it from last year?
 
Hey guys, I am in the mood to try out your precious work, but which VP version is the modmod compatible with? In the download link it says 5-30, is it from last year?

The current civfanatics version (32.2) isn't compatible with the current VP beta version (it is, however, with the previous VP version). However, the version you can download on github is compatible with the VP beta (you'll have to manually build the solution however ; tell us if you don't know how to do it).
 
The current civfanatics version (32.2) isn't compatible with the current VP beta version (it is, however, with the previous VP version). However, the version you can download on github is compatible with the VP beta (you'll have to manually build the solution however ; tell us if you don't know how to do it).

Can you put the mod folder in a zip and add it here? I did a solution once for one version but I already forgot all about how to do it.
EDIT - I checked and it wasn't a solution, I did something different altogether so I guess I never did it
 
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Where do I have to put the modmod data? If I just put it in the modfolder, I can make the check to activate it, but with the installed VP 5-30-3 (and EUI), there seems to be a mod conflict. If I miss an important step, maybe it would be good to post a short installation guide on the OP...


EDIT: Mea culpa, I found the mistake, I still had a MP modpack active, so probably the EUI folder screwed up, not it is working fine...
 
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To be frank, the only unique component that I'm not happy with is the ranch : the yield bonus is simply an alternative version of what the Ducal Stable offers, and the faster border growth is counter-intuitive with Washington's UA (not Theodore Roosevelt if he is coded one day, but that's of no importance)...

If I remember well, one idea was to make the UB auto-claim all Cattle/Sheep/Horse tiles within 2/3 tiles when built (but the idea was rejected, and there are indeed arguments against it). Have you been thinking again about this UB, @pineappledan, @adan_eslavo ?
 
Why not give America new one shopping mall... Unlocks late grants culture production and science based on gold output...

Or white house replacement printing press available later that allows early adoption of ideology...
 
The idea was to keep the 25% plot cost reduction, and instead of instant boosts on acquiring tiles, the city would instantly claim all unclaimed bison, sheep, horses and cattle within 3 tiles of the city, and give the 25:c5production: instant boost as if the tiles had been purchased.

I don't think the change was rejected, so much as it was a pain in the ass to code it without using a plot iterator. The only people who have the talent to do it haven't shown much interest in the change, so it all just sort of fizzled out.
 
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Is it normal that under the tech "guilds" i see two versions of the Polder improvement?
 
Is it normal that under the tech "guilds" i see two versions of the Polder improvement?

I've not seen such a thing in my games. What mods are you using ? Could you give a savefile ?
 
It is normal, yes.

There is one polder, which is the normal polder, and another which is the one that you can build on marshes.

There is no way to create an OR requirement for tile prerequisites, only AND, so you need two copies of the same UI so it can be built on freshwater OR marshes
 
It is normal, yes.

There is one polder, which is the normal polder, and another which is the one that you can build on marshes.

There is no way to create an OR requirement for tile prerequisites, only AND, so you need two copies of the same UI so it can be built on freshwater OR marshes

Ok. I didn't have the memory of seeing two times the UI, but you're the boss, boss. :D
 
Hi, this mod(mod) looks really cool and I've been trying to get it to work with the june (6-14) beta, but when I downloaded the github files and built the solution in ModBuddy I got an error message about a missing lua file for the Khopesh unit. Is there a missing file on the github download or have I just messed up the building the solution part?
 
Old builds had a lua for the Khopesh which we deleted in newer versions, but kept in the solution in case we re-add it. You can just ignore the error for now.
 
In my experience, you still have a .civ5mod from building the solution, even with the error, correct? It should work just fine if you ignore the error.

I am removing khopesh.lua from the solution for next time. I don't want this question again :lol:
 
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