More Unique Components for Vox Populi

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

Um, looks like Nalanda makes the city model disappear. Its just a flat tile, everything else is there, banner, etc, only the actual "city" model disappears. I've tested with IGE and removing Nalanda from the city and then reloading the game fixes the issue. Not sure if its a bug or some incompatibility with other mods, but my modlist is rather small
Can confirm. Same happened to my capital after building.
 
What purpose is there to make the nilometer consume the floating gardens? I have only played vox populi a year after I stopped playing No Quitters because it added extra civs and I've always been against that, so I still have a general recollection of what base game Brave New World civs look like, and bonuses to lakes was what the floating gardens was. The food focus of Aztecs always felt natural to me given the valley of Mexico was the main place on the North American continent with the level of population density equivalent to Eurasia prior to settlement. Also, of course you will get overlap between civs, you doubled the unique buildings of each civ, and Civ as a game doesn't have enough mechanics to realistically change how something works that much. The game literally reduces everything ever made creatively to the nebulous thing of culture. As an aside, it feels odd to complain about the early game wonders being so greek focused. It was a literal DLC focused on the seven wonders of the ancient world, of course it will heavily focus hellenic monuments. Your replacement is also something from ~800 years later.
 
What purpose is there to make the nilometer consume the floating gardens? I have only played vox populi a year after I stopped playing No Quitters because it added extra civs and I've always been against that, so I still have a general recollection of what base game Brave New World civs look like, and bonuses to lakes was what the floating gardens was. The food focus of Aztecs always felt natural to me given the valley of Mexico was the main place on the North American continent with the level of population density equivalent to Eurasia prior to settlement. Also, of course you will get overlap between civs, you doubled the unique buildings of each civ, and Civ as a game doesn't have enough mechanics to realistically change how something works that much. The game literally reduces everything ever made creatively to the nebulous thing of culture. As an aside, it feels odd to complain about the early game wonders being so greek focused. It was a literal DLC focused on the seven wonders of the ancient world, of course it will heavily focus hellenic monuments. Your replacement is also something from ~800 years later.
I like this change. I always found extra food as little useful for a warmonger like Aztecs. Tradition Egypt has much better use for it.
 
The food on a warmonger is what makes it unique.
 
After the 88.4 update, when playing as Rome, you can build a Fornix in all cities once you have Conquer a city-states or another civilization.
Rome has become too powerful as you can build a Fornix in all cities even by conquering just one nearby city-state. Was this intentional with the update?"
 
so looks like a bug - I am able to build more Fornixes than conquered CS

limit goes up also for cities conqured from other main civs?
 
Limit goes up for each civilization you eliminate. that includes both CS and major civs but is obviously much easier to do for 1 than the other
 
Um, looks like Nalanda makes the city model disappear. Its just a flat tile, everything else is there, banner, etc, only the actual "city" model disappears. I've tested with IGE and removing Nalanda from the city and then reloading the game fixes the issue. Not sure if its a bug or some incompatibility with other mods, but my modlist is rather small

Can confirm as well, that Nalanda makes city disappear; + doesn't have info on how to get Theming bonus
 

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Does it count you taking their last city, or you controlling their capital whilst they are dead ?
Also can you "farm" it by having them brought back to life and taking them in quick succession ? (needs luck but just to know)
 
There is no check (right now) if you eliminate the same player multiple times.

Eliminating a player is defined as taking their last city for the purposes of this right now. There is no lua code for eliminations, so it doesn’t work work different if you have complete kills mode selected.
 
The column for security per population was renamed on the new version and it broke the building.

"SpySecurityModifierPerPop" has to be changed to "SpySecurityModifierPerXPop". I am on holidays and cannot upload a fixed version until after the 19th.

Just want to make a note that these are precisely the kind of compatibility flubs which integration would prevent.
 
Known bugs people have reported:
Nalanda help text and theme info missing
Nalanda makes cities disappear (problem with art)
doelen broke because of SpySecurityModifierPerXPop
Villa text error, says it boosts plantations twice
Fornix extra build prerequisite is allowing them to be buildable in all cities instead of in 1.
Vaka nui gives 30% combat bonus to adjacent land units instead of 15% to land and 15% to sea
Ballista only gets movement the turn after it has started next to a GGeneral
Persia’s charbagh is not boosted by the relevant ideology tenets

Please let me know/remind me of any other problems as they arise.
 
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