More Unique Components for Vox Populi

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

It would be nice if puppets were unable to build Roman Fornices, as it seems the puppet AI values it highly and immideately starts building it in all puppets, and even if you manage to build it quicker in a non-puppet city, a couple of turns of production gets wasted (and later some puppets may finish it in 1 turn). And, obviously, Rome's playstyle leads to you having a lot of Puppets.

It would even be more appropriate thematically, as defeated nations probably wouldn't willingly build structures which symbolize and celebrate their own (or some other nation's) defeat, and Romans would probably need to exercise more direct power to order a construction of a Fornix, which in Civ5 is annexing a city.

Also, according to Wikipedia, "Republican fornices could be erected by a triumphator at his own discretion and expense, while Imperial triumphal arches were sponsored by decree of the senate, or sometimes by wealthy holders of high office, to honour and promote emperors, their office and the values of empire." So, makes sense to it being built directly by the player as an emperor. Maybe even require a small payment of 50-100 Gold (which you looted from the latest conquest) to construct one?

I've written a small function for myself, to disallow building Fornices in Puppets, seems to work correctly. Sharing it if anyone wants the functionality, or if the idea is sound enough to be added to the modmod (probably saves you 5 minutes of work, which took me a little bit longer😅).
Spoiler no fornix :
function NoFornixInPuppet(iPlayer, iCity, iBuilding)
local pPlayer = Players[iPlayer]
if not (pPlayer and pPlayer:GetCivilizationType() == eCivilizationRome) then return true end

if iBuilding == GameInfoTypes.BUILDING_ROME_FORNIX_2 then
local pCity = pPlayer:GetCityByID(iCity)
if pCity and pCity:IsPuppet() then return false end
end
return true
end

if Game.IsCivEverActive(eCivilizationRome) then
GameEvents.CityCanConstruct.Add(NoFornixInPuppet)
end
 
I think it's because 4UC didn't delete the now unused UNITCLASS_BYZANTINE_DROMON, UNITCLASS_VENETIAN_GALLEASS, UNITCLASS_SWEDISH_HAKKAPELIITTA, UNITCLASS_BALLISTA, UNITCLASS_KOREAN_TURTLE_SHIP, and UNITCLASS_LONGBOWMAN.

I guess I can add a cross-check in the DLL in the free unit code, but I can't guarantee the same problem won't happen elsewhere.
I was gifted Korean Turtle Ship and German Landsknecht by a CS with Indian Archer as unique gift unit.
 
It would be nice if puppets were unable to build Roman Fornices, as it seems the puppet AI values it highly and immideately starts building it in all puppets, and even if you manage to build it quicker in a non-puppet city, a couple of turns of production gets wasted (and later some puppets may finish it in 1 turn). And, obviously, Rome's playstyle leads to you having a lot of Puppets.

It would even be more appropriate thematically, as defeated nations probably wouldn't willingly build structures which symbolize and celebrate their own (or some other nation's) defeat, and Romans would probably need to exercise more direct power to order a construction of a Fornix, which in Civ5 is annexing a city.

Also, according to Wikipedia, "Republican fornices could be erected by a triumphator at his own discretion and expense, while Imperial triumphal arches were sponsored by decree of the senate, or sometimes by wealthy holders of high office, to honour and promote emperors, their office and the values of empire." So, makes sense to it being built directly by the player as an emperor. Maybe even require a small payment of 50-100 Gold (which you looted from the latest conquest) to construct one?

I've written a small function for myself, to disallow building Fornices in Puppets, seems to work correctly. Sharing it if anyone wants the functionality, or if the idea is sound enough to be added to the modmod (probably saves you 5 minutes of work, which took me a little bit longer😅).
Spoiler no fornix :
function NoFornixInPuppet(iPlayer, iCity, iBuilding)
local pPlayer = Players[iPlayer]
if not (pPlayer and pPlayer:GetCivilizationType() == eCivilizationRome) then return true end

if iBuilding == GameInfoTypes.BUILDING_ROME_FORNIX_2 then
local pCity = pPlayer:GetCityByID(iCity)
if pCity and pCity:IsPuppet() then return false end
end
return true
end

if Game.IsCivEverActive(eCivilizationRome) then
GameEvents.CityCanConstruct.Add(NoFornixInPuppet)
end

I am not too familiar with how script execution works for Civ 5 mods. Would this be added to an existing script (i.e. Fornix.lua), or could it be a separate file in the Lua directory to avoid getting overwritten?
 
I am not too familiar with how script execution works for Civ 5 mods. Would this be added to an existing script (i.e. Fornix.lua), or could it be a separate file in the Lua directory to avoid getting overwritten?
Just add it to Fornix.lua, I didn't send the full file as there were updates to the modmod and I still play on an older version. I think if it is a new file you would need to add it to .modinfo file of the whole mod (I am not sure how exactly). So unless it gets added to the modmod you would need to insert the code every time after an update.
 
Just add it to Fornix.lua, I didn't send the full file as there were updates to the modmod and I still play on an older version. I think if it is a new file you would need to add it to .modinfo file of the whole mod (I am not sure how exactly). So unless it gets added to the modmod you would need to insert the code every time after an update.
Thanks for the info and the function. Much appreciated.
 
Hi, there is small misinformation for the Shoshone UB. Game info says it improves (among others) horses with +1 food, bison with +1 food, +1 production and doesn't mention deer.
In fact it improves deer and bison with +1 food, and doesn't improve horses at all. Cattle and sheep are both fine :)
 
What is the plan for Parthenon after incorporation? Will it stay as a UNW? Were its abilities changed after moving to Greece?
 

The proposal as written is Parthenon wonder is replaced with Nalanda. Same bonuses except that the new wonder has a GWWriting theme instead of GWArt
 
I could not make a new roman fornix when I conquered a city state that was taken over by barbarians and immediately annexing it instead of liberating and then conquering it again or something. I am wondering if that is intended behavior?
 
As I understand Pineappledan implemented it, you must take the last city of a civ (including CS, might include barbarians). It doesn't work if you take a CS capital whilst it have another city for example, but it will work when you take that second city.
Likewise, you didn't take the last city of that CS since it wasn't alive at that time. I'd argue that it should be based on number of possessed capitals (including CS).
 
Found this as a result of your recent review thread, gotta say I love that this is getting merged into VP! Thank you very much for all the great and hard work, I especially love the amount of love and effort has gone into making features fit to both the theme and the history of the civs.

One question however: For Polynesia it lists both in the OP and in the review thread that the Vaka Nui replaces fishing boats, but in my game it replaces the trireme and does not have the ability to connect coastal resources. Did I maybe install something wrong?
 
Hi there! Nothing wrong, the review thread is just a bit dated. The vaka nui was switched to a trireme in a version after that review thread was made
 
I can only see 2 of the unique components instead of the 4 when in the setting up the game screen
is that just a UI bug or is the mod not working
 
If you are not using EUI the extra components will not be visible on the civ select screen
 
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