More Unique Components for Vox Populi

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

pineappledan, I found something strange with the Iron Chariot (Assyria).

When it's created, it has 13 CS as stated in the tool tip.

However, when you get more than enough of either Iron or Horses, or both, CS just increase to 14, respectively 16, not 15 and 17, as it should.

When you then have more Iron Chariots than both Horses and Iron, CS drops down to 12.
 
12/14/16 is the intended power scale. the unit's base CS should be 12. I will amend next version.
 
according to the people who are good at computer on discord, it's 25% chance, so it is correct and working as intended.
 
Random functions are easy to figure out: if the parameter is X, there are always X uniformly probable outcomes.
 
Just tried Germany and the Bräuhaus yields on gifting units feel extremely strong. You can gift units using the city state menu and don't have to move them physically to the CS territory. They will arrive 3 turns later and cash in the yields. After the unit arrived, another unit can be gifted to the same CS using this mechanic.
So you buy 5 Landsknechts and gift them to city states number 1 to 5. Next turn, you repeat this process for city states 6 to 10, the turn after for 11 to 16. The turn after this one, the first 5 units arrive, and then you have a continuous loop. If you have the money for it. You will get 10 culture per city per unit, scaling with era. So with 10 cities in industrial, you will get 2000 culture per turn or 200 per city. Which other UB has this kind of output (except for extreme cases of Babylon 1 million science bulbs)?

And if you go autocracy, you will get equal yields of gold, easily paying for those units. Plus bonus science from banks. Play on a huge map with 24 city states and 20 cities of your own and the yields grow out of this planet.

I suggest doubling the yields for gifting units, or even tripling them. And limiting them to the first unit gifted every turn. This would keep a unique mechanic while limiting the yields to a healthy amount and reducing a lot of repetitive micro.
 
Also on the subject of the Bräuhaus, it does not appear to give the +2 gold/prod bonus to lake tiles, though it is giving the +1 food/culture to wheat/maize/rice farms.
 
I'm playing as Rome and building Latifundium does not generate fig resources. I'm using the latest version of VP and this mod, and no other mods. Is this a bug or am I missing something? My workers are automated if that makes a difference.
 
I'm playing as Rome and building Latifundium does not generate fig resources. I'm using the latest version of VP and this mod, and no other mods. Is this a bug or am I missing something? My workers are automated if that makes a difference.
Might it be that all surrounding land tiles contain a city, mountain, or another resource (even if it's not revealed yet, like uranium)? You could check that with IGE.
 
Qullqa's don't seem to be implemented properly - cities still stagnate and starve with them in. I noticed the tooltip was bugged too, saying ".....excess food in this city can never drop below." rather than
".....excess food in this city can never drop below zero.".

Playing on v3.7.12.


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Check if next turn your total stored food has actually gone down or if it has gone up by 1. Ie check what that 11.32/X has changed to next turn

I don’t do UI work, the city will still act as though it is starving, but will never actually lose food because the qullqa adds food after the turn end.

This ability is tested and I confirmed it is working on my end. If it is not working for you then it is an install or setting issue on your side, or it is working too subtly for you to detect
 
a little compatibility update for 3.8:
Code:
faith costs updates
Byzantine Dromon is now a Galleass replacement
French Salon no longer gives 33% GArtist rate and +1 gold to artist guilds
Hippodrome gives +2 horse resources
Brute Force removed from Babylonian Sabum Kibitum
Hashemite Raider now deals 15 damage to adjacent units on pillage

changes are untested, but I didn't see fit to delay a release until then. If there is an issue, please let me know
 
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