More Unique Components for Vox Populi

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

Amount of code we have for each component i not as big as in vp so it was easier for us to maintain. We have subfolders for each civ and there are subfolders for each component we added or changed. We do not consider rewriting all stuff. Too much work.
 
Spoiler Long post for EE compatibility :

here are the unique replacements which need to be made, and a list of probable modifications to be made to the units and buildings. This would likely be easiest if done as a separate 4uc-EE compatibility mod, instead of fiddling with load orders and conditional changes:

Units:
China (Xiafan Guanjun, (Frigate))
Spoiler :
Unlock at Navigation

Morocco (Corsair -> Ship of the Line)
Spoiler :
set unitcombat to 35 (same as base SotL)
Unlocks at Navigation
400 production
flagship promotion

Spain (Armada (Corvette))
Spoiler :
Unlocks at Exploration
350 production

Greek (Klepht -> light infantry) --currently gatling gun
Spoiler :
Replace light infantry
Unlocks at Fortification
35RCS
19 CS
Light Skirmish promotion
325 production

Portugal (Cacadores -> light infantry) --currently gatling gun
Spoiler :
replaces light infantry
unlocks at fortification
Light Skirmish promotion
375 production
35 RCS
21 CS

Korea (Kobukseon >Carrack) -- currently caravel
Spoiler :
Replaces Carrack
Unlocked at exploration
3 movement (still has double move in coast)
250 production
38 CS

Russia (Licorne > Field Gun)
Spoiler :
Field Gun replacement
unlocked at Flintlock
375 production
35RCS
18CS

Siam (Seir Morb > Field Gun)
Spoiler :
Stays as VP field gun replacement (renamed Howitzer)
3 Range

Unit Tech Changes:
Spoiler :
Upgrades to changes:
Qizilbash: Uhlan
Hakkapeliitta: Uhlan
Great Bombard: Field Gun
Prowler: Light Infantry
Langskib: Carrack
Shotelai: Two-Handed Swordsman
Licorne: Howitzer
Cacadores: Gatling Gun
Klepht: Gatling Gun
Armada: Ship of the Line
Fusta: Galleon
Sofa: Light Infantry

Obsolete Tech changes:
Black Tug Warrior: Rifling
Mandekalu Cavalry: Rifling
Dromon: Warships
Prau: Exploration
Langskib: Navigation
Shotelai: Flintlock
Licorne: Ballistics
Kobukseon: Warships
Cacadores: Ballistics
Klepht: Ballistics
Prowler: Dynamite
Armada: Industrialization
Great Bombard: Rifling
Qizilbash: Combustion
Hakkapeliitta: Combustion
Fusta: Warships
Sofa: Dynamite


Buildings:
England (White Tower -> Tower of Buddhist Incense) -- currently hermitage
Spoiler :

UW: White Tower - Tower of Buddhist Incense Replacement
Available at Sovereignty
Requires Castle in City (instead of Manor and Garden)
+5:c5strength: City Defense
+3:c5culture: culture
(up from +2)
+2:c5culture: culture to Castles on Empire
+3:c5gold: Gold to Constabulary in City
+3:c5food: Food to Arsenal in City

1 Free Great Person of your choice
-10% :c5unhappy:Religious needs modifier
-25% spy stealing rate on empire
+1 :c5happy:Happiness for every enemy spy killed
(permanent)
2 :greatwork:Great works of Art slot, +3 :c5gold:Gold and +3 :c5culture:Culture if themed
Comes with 1 free art: The Crown Jewels

Dutch (Waag -> weigh house) -- currently bank
Spoiler :

UB: Waag - Weigh House
Unlocked at Economics (1 tech earlier)
Requires Market (instead of Bank)
750:c5production: (down from 900)
5 :c5gold:Gold (up from 3:c5gold:)
+3:c5gold: to Market in city
1:c5citizen: Merchant Specialists Slot
+2% :c5greatperson: GPP and 2 :c5strength: CP in the city for every imported/exported luxury resource from other empires
1:c5gold: Gold for every 2:c5citizen:pop
(up from 1 for 4 pop)
-10%:c5unhappy: poverty in city

Austrian (Schutzenstand -> gunsmith) -- currently arsenal
Spoiler :
UB - Schutzenstand - Gunsmith
Unlocks at Flintlock
750:c5production:
3:c5gold: maintenance
+3 :c5culture: Culture, +3 :c5production: Production
+30% :c5production: production to Gunpowder units and an additional 25XP for Gunpowder units
+15% :c5production:production to land military units
+2 :c5war:Supply cap
+1:c5production: Production and +1:c5culture: Culture for each allied CS


French (Grande ecole -> academy) -- currently public school
Spoiler :
UB - Grande École (Public School) Available at Humanism
Can be built in city with a salon (not mutually exclusive building)
750:c5production: Prod
5:c5gold: Maintenance (up from 3)
+3 :c5science: Science, +1 :c5culture: Culture, +2 :c5production: Production (up from 2 science)
1 Scientist Specialist
+2 :c5science: Science & +1 :c5production: Production for every 5 :c5citizen: Citizens in the City
(up from 1 science for every 5 citizens)
+2:c5production: Production for Scientist Specialist & +2 :c5science:Science for Engineers in city
-20% :c5unhappy: Illiteracy in city
+2 :c5production:Production and +2 :c5science:Science at Computers.

Brazil (Sambadrome -> Salon) --currently opera house
Spoiler :

UB: Samba School (Opera House)
Available at Humanism
Can be built in city with an academy (not mutually exclusive building)
750:c5production: Prod
3:c5gold: maintenance
+4:c5culture: Culture, +4:c5goldenage:GAP (up from +2:c5culture: only)
1:c5culture: for every 6:c5citizen: population in city
1 Musician specialist slot
Musicians in city produce +1 :c5gold:gold and +2 :c5goldenage:GAP
+25% :c5goldenage:GAP during golden age
+2:tourism: Tourism at Radio

And then a ton of text changes obviously.
 
I suggest the Waag to stay as and where it is ( replaces Bank at Civil Service )
Technicaly the Waag is from the 15th Century. (long before the Enlightment Era) but... Waag means Weigh House !
Actually, the Waag is everything but a bank (with or without EE-VP) First It was a City gate, and then a guildhall, and then a museum, and then a fire station, and then a fencing hall, many other things even a punishment house with a guillotine !
Now, Civ is a game and the Waag (as a bank) will be not the only historical stupidity. First the gameplay and then a storyline that vaguely refert to History.

Same for the french Grande école. No need to make a so big change ( replaces Public School at Scientific Theory )
There is no link with the salon. You're making a confusion with the Gallery I think.

Same for the Sambadrome (replaces Opera House at Acoustics)
No link with Academy. No change needed.

Academy and Salon are the only two buildings we can not build together in EE-VP. (Wich is an interesting concept by the way. Culture or Science?...)
Both are exclusive to EE and shouldnt interact with 4th UC4VP. IMO

I'm surprise you already know what to do with EE-VP.
You should take your time
You should play EE-VP
And you must love EE-VP
before...

But anyway, big congrat for the massive work you are doing with 4th UC4VP :clap:
 
@Deadstarre Are you referring to .civ5mod? If so, then this a default format for a mod distribution, actually. The game will unpack it and you will have 1200 files or so in the mods folder eventually.
 
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A waag is just the Dutch word for weigh house. This would be like asking to make the walls of babylon a library replacement instead. I’m aware of the various additional roles that the Amsterdam Waag adopted, but that can’t be generalized to all Dutch waags. Keeping the building as a bank replacement when there is an actual weigh house building would be just too weird

Grande Ecole --> academy, Sambadome --> salon. You got them reversed. I know they are mutually exclusive, which is why the unique replacements should be "relieved" of that limitation

Sambadrome ideally would come industrial, but there's only 1 cultural building in the industrial and it's GWArt-focused. replacing salon puts it closer to its real historical context

Same with Grande Ecole, that institution predates Napolean's French Republic, which I consider a useful cutoff for the line between enlightenment and industrial. One thing I had considered, however, is just stacking all the bonuses from both academy and salon onto Grande Ecole and keeping the exclusivity. It would look too much like skola then though

In both cases it also unstacks a building which already has another unique replacement, which isn’t all that important, but it’s nice

If there are valid historical or balance reasons to keep them where they are then they will stay. I’m already going to have to change 2 dozen units while I’m at it, a few buildings won’t be too much trouble.

I’m in no rush to do this compatibility fix though. It comes when it comes, or it comes when someone else does it
 
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@Deadstarre Are yuo referring to .civ5mod? If so, then this a default format for a mod distribution, actually. The game will unpack it and you will have 1200 files or so in the mods folder eventually.

You are correct! Today I learned. Thank you again and apologies on my confusion there.
 
units will obsolete and upgrade into the wrong stuff. that's the major problem

Any civ with a new unique unit before medieval or after enlightenment is totally fine. Any unique unit in medieval will just obsolete super late, so the gameplay impact is minimal. Rennaissance era unique units are effed
 
Since its in a ready state now, are you planning to put this on Steam? I've noticed that mods get much more exposure there, then if hidden in CFC.
 
I have a question
What is the best way to tell if 3 and 4 UC is active. Is it better I create a separate compatibility mod or put compatibility in the custom civ and check the database if the mod is active. The problem with the former it requires dependencies and a separate mod, the latter requires the mods be loaded in a specific order to work (I believe mod dependencies is only a single pass check).
 
You will need to do it in SQL. Example code from my Prussia compatibility:

Code:
--==========================================================================================================================
-- MORE UNIQUE COMPONENTS FOR VP (NEW)
--==========================================================================================================================
-- Units
------------------------------
UPDATE Units SET MinorCivGift = 0, Class = 'UNITCLASS_CUIRASSIER' WHERE Type = 'UNIT_JFD_DEATHS_HEAD' AND EXISTS (SELECT * FROM Buildings WHERE Type ='BUILDING_GERMANY_TEUTONIC_ORDER');
--------------------------------  
-- Civilization_UnitClassOverrides
--------------------------------
INSERT INTO Civilization_UnitClassOverrides
        (CivilizationType, UnitClassType, UnitType)
SELECT    'CIVILIZATION_JFD_PRUSSIA', 'UNITCLASS_CUIRASSIER', 'UNIT_JFD_DEATHS_HEAD'
WHERE EXISTS (SELECT * FROM Buildings WHERE Type = 'BUILDING_GERMANY_TEUTONIC_ORDER');
--------------------------------  
-- Civilization_BuildingClassOverrides
--------------------------------  
INSERT INTO Civilization_BuildingClassOverrides
        (CivilizationType, BuildingClassType, BuildingType)
SELECT    'CIVILIZATION_JFD_PRUSSIA', 'BUILDINGCLASS_MINT', 'BUILDING_HANSE'
WHERE EXISTS (SELECT * FROM Buildings WHERE Type = 'BUILDING_GERMANY_TEUTONIC_ORDER');
--------------------------------  
-- Trigger for the above three (mysterious load order issues)
--------------------------------  
CREATE TRIGGER JFDPrussiaForVP_4UC
AFTER INSERT ON Buildings
WHEN NEW.Type = 'BUILDING_GERMANY_TEUTONIC_ORDER'
BEGIN
    UPDATE Units SET MinorCivGift = 0, Class = 'UNITCLASS_CUIRASSIER' WHERE Type = 'UNIT_JFD_DEATHS_HEAD';
   
    INSERT INTO Civilization_UnitClassOverrides
            (CivilizationType, UnitClassType, UnitType)
    VALUES    ('CIVILIZATION_JFD_PRUSSIA', 'UNITCLASS_CUIRASSIER', 'UNIT_JFD_DEATHS_HEAD');
   
    INSERT INTO Civilization_BuildingClassOverrides
            (CivilizationType, BuildingClassType, BuildingType)
    VALUES    ('CIVILIZATION_JFD_PRUSSIA', 'BUILDINGCLASS_MINT', 'BUILDING_HANSE');
END;

I set the mod to reference 3/4UC, and the code detects if the Teutonic Order national wonder exists (any building or unit would work). The trigger is there because there's some weird load order issue.
 
You will need to do it in SQL. Example code from my Prussia compatibility:
I set the mod to reference 3/4UC, and the code detects if the Teutonic Order national wonder exists (any building or unit would work). The trigger is there because there's some weird load order issue.

I understand what's going on here thanks before I pull my hair out over this.
 
Are there any known compatibility issues with other VP mods? The (9) Wonders Expanded (v2) mod and the Tectonic Map Script (v4) no longer activate after I installed this More Unique Components for VP (v30) mod.

Are there any easy fixes to make them compatible, or is it something that's difficult to do?

EDIT: It works fine. I cleared my cache and re-installed all of my mods and now everything works. Great job everyone, this is a lot of fun!!
 
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@grmagne ne I play with wonder expanded and did not saw any issues. Should be compatible without a problem. We do not change world wonders in our MUCfVP mod so play safe. W.R.T. map scripts there shouldn't also be any problems. New resources we added spawn during the game so after map script is used. Starting bias are VP ones even if we changed some, we did that not by adding new ones, but by moving from one to another cathegory. Go ahead. Don't forget to tell us if you encounter something odd.
 
v31 (Ethiopia Patch) offcialy released!

Not so much features, but some very importan changes:
Spoiler Changelog :

  • brand new Monolithic Church mechanics: now it contains very low base yields which increase if Ethiopia finishes policy branches, adopts Pantheon and further develop its religion or adopt ideology. If any county conquest city with Monolithic Church those yields will be still the same, which means that if you kill Ethiopia too early, its Monolithic Churches will be useless. Think twice before killing them!
  • "Shotel Swordsman" is now again named "Shotelai". Easy and simple.
  • many fixes.


Side note: If you are skilled artist and have some free time you can join and help us in modifying some models, flags, pictures or promotion icons. What we have is good enough to play but always could be better!
 
I just posted a text update on github. It fixes a text error in the oppidum and lists all the potential yields from the monolithic church and how to get them (so the help text box says +1 x for Y policy, etc.) Please release a

v31.1 with this new info :D

I'll update the OP
I have updated the OP
 
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