More Unique Components for Vox Populi

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

Fixed Pogost's 5% (up to 15% after architecture) will be a bit pathetic though. Assuming average 4-6 gold per city connection at this point, you're getting... bonus 0.6/0.9 Gold for a level 3 Pogost (excluding capital which gets 0)? Right now it'd be 0.6 per city, so at 10 it's 5.4 to 8.4 Gold per lvl3 Pogost because 10 cities is actually 9 because capital doesn't connect to itself, 20 cities = 11.4 gold up to 17.4, etc. Local version might as well not exist at this point in the game, no one will notice. At this rate it's better to just add a base 1 Gold to every mini-Pogost, 5% local is absolutely pointless.
you're right, the base caravansary used to be 25%, wasn't it? it's 5/5/5 right now, so maybe 10/10/5 would be enough?
 
you're right, the base caravansary used to be 25%, wasn't it? it's 5/5/5 right now, so maybe 10/10/5 would be enough?

That's still 1 Gold per city at level 3, growing to maybe 2 in industrial-modern-etc as your capital and Pogost city get bigger. This is mid-late renaissance we're talking about, numbers this low of a yield like this might as well not exist. No point having a feature to a building that does nothing noticeable and just takes text. I suggest boosting it to 15%/20%/15% or just giving Pogost +1 Gold per each and every type. The second option is likely stronger anyway.
 
I don't think your math is right. To my knowledge, the city connection gold formula is:

(city's population * 1.25) + 0.01

Macchu Picchu inscreases this by 15%, to :

(city's population * 1.40) + 0.01

My proposal would increase total gold from city connections by 25% in the city, which translates to 1:c5gold: per 4:c5citizen: in city., or:

(city's population * 1.50) + 0.01

Unless CBP has altered how city connections are calculated? You're suggesting we give russia a UB which, if built in every city, would be 3x as powerful as macchu picchu.
 
I think CBP halved the amount from city connections and the equation is completely different. I might of course not be correct, but I looked at most of my cities pre-Pogost in my Pogost game and they rarely had more than 4/4.5 Gold, even at 10 pop with a 17 pop capital. I think the equation takes the capital into account as well which is why I mention it's size.

And yes, Machu Picchu is not very good without mountains.
 
Addendum to my experience with Riad, and now things go real weird...

My capital seems to be at 485/450 for Great Merchant points. Also the turn counter for it is not showing an amount of turns left 'til GM - until I put on a specialist for it for one turn, then it popped. Oddly, the tracker shows Riad's bonus to Great Merchant generation, but only if I am getting points for it from elsewhere as well.

Riad's yields (+2gold/culture/GM points based on the amount of trade routes originating from the city)... seem more than a bit effed up.

In summary:
- if they are supposed to be instant yields, they are not showing in the instant yield gain info
- the origin city shows +2/+2/+100 for some reason, every turn
- if they are static yields, the building does not seem to reflect it (should probably create a new city with no gold/culture, make Riad in it and start a trade route, to confirm - my cities in my current game generate too much gold/culture to be certain if those G/C yields are working as intended)
- either way, the bonuses do not seem to scale, but stay at that +2 regardless of the number of trade routes started from the city
- and what I just realized, that unless you are getting GM points elsewhere, those yields alone don't trigger the birth of Great Merchant, even if you surpass the quota

Will continue testing to be sure.

Edit: created a new city, with just Riad on top of the Pioneer-given buildings, then made a trade route from there. Gold/culture don't add up to the city yields - should they, or are they meant to be global yields (harder to tell - by the time you can build Riad you tend to generate both gold and culture in the 100s)?

They probably should be city yields, for the sake of being able to use sending trade routes to combat unhappiness, and for the sake of clarity.

Either way, might want to have a clear idea how the yields should manifest, and then having a look-see how to make it happen correctly.

(I hope I'm not sounding dismissive, I love this mod to pieces - just noting oddities as usual.)
 
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The yields on Riad are global, which makes a bit of sense if you consider that the yields from the UA are applied to cities, so adding these yields to the city would double-stack.

@Blue Ghost, do you have an opinion on all this? Do you think it should be amended to have the Riad yields applied via dummy buildings, or stay as is?

Re: Pogost, Given how late the boosts can get, I'm increasing it to 10/10/10, so it's 2x as powerful as machu picchu at final stage
 
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The yields on Riad are global, which makes a bit of sense if you consider that the yields from the UA are applied to cities, so adding these yields to the city would double-stack.
Okay, that does make sense, though might want to clarify the description to reflect that, as currently it gives the impression that the yields are in the city itself. So the only 'problems' would be the if something can be done the rather odd way the GM points add, and the lack of scaling that should be there (based on amount of trade routes started from the city).
 
In order to fix that issue, you would have to run a separate check every turn on every city for when GM points > GM required, then spawn the GM. That’s pretty intense computation, and I don’t think we could get that GM to contribute to the increase in cost of the next one though. Even if you have a wonder which gives 1 GM per turn this would be resolved... maybe the easiest fix would be to nerf some other aspect of the road and just add 1 GPP point to the base building. It’s a pretty fringe error though
 
In order to fix that issue, you would have to run a separate check every turn on every city for when GM points > GM required, then spawn the GM. That’s pretty intense computation, and I don’t think we could get that GM to contribute to the increase in cost of the next one though. Even if you have a wonder which gives 1 GM per turn this would be resolved... maybe the easiest fix would be to nerf some other aspect of the road and just add 1 GPP point to the base building. It’s a pretty fringe error though
Yeah, that's fair.

My bigger concern is the lack of scaling that's supposed to be there, as that has pretty relevant gameplay meaning behind it - increasing the importance of trade routes for Morocco by a pretty hefty amount.

Edit: come to think of it, I'd probably just give the building +1 GM points, and make the scaler something else. +1 great person points on a non-wonder (without using specialists) is pretty powerful as is.
 
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It’s a constant global yield, so it shouldn’t scale. It scaled with more trade routes unlocked though.

The +1 GM is pretty irrelevant outside a core city. You aren’t likely to ever get a merchant off that unless you have lots of infrastructure in the city
 
The Stock Exchange boosts Towns by 2. The Chaebol does not, it also boosts Factories which is information that is seen at the bottom of the Pedia page.
 
The Stock Exchange boosts Towns by 2. The Chaebol does not, it also boosts Factories which is information that is seen at the bottom of the Pedia page.
Fixed. The +2 gold to Towns will be in the next version.

I've added the boost to factories in the help text. I do not understand what you mean by "information that is seen at the bottom of the pedia". Are you referring to the strategy section of the civilopedia in-game, which mentions the boost to factories?
 
Fixed. The +2 gold to Towns will be in the next version.

I've added the boost to factories in the help text. I do not understand what you mean by "information that is seen at the bottom of the pedia". Are you referring to the strategy section of the civilopedia in-game, which mentions the boost to factories?

he must be talking about extended information
 
I've played a few civs, here are my opinions of them. Some are slightly outdated, like India/Poland which got changes, but in the case of Poland I don't think that'll change much.

Netherlands
- Goedendag is pretty good. Obsoletes it's greatest opponents (Longsword/Landsknecht), but not by a huge amount and it has interesting uses. Gets stronger after turning into a Tercio because it gets the anti-mounted promotion back without losing the unique one it already has.
As a wide warmongerer Netherlands I got Waag maxed with ease, so it was okay. Nothing special, but it does what it should do.

Poland
- Pancerni are an okay UU, the UB is okay. Since it all benefits from Fealty (faith per kill, faith on ub, etc) and UB requiring not Barracks, but the same as another building that benefits from that tree greatly (Castle), it has some synergy. Poland quickly turns into a place that's hard to mess with, but as the yields aren't something special, there's probably going to be less reason to mess with Casimir. Neither unique is something really great, but they're not bad, just simply decent. It's just that both are worse than what most civs I played get.

Siam - Elephant Camp is not affected by strategic resource for CS ally policies which is disappointing but necessary (it'd be very OP) but it is okay even if RNG fails, I didn't use the UU because I ran away too hard after starting next to good CSs early game so I got bored and left

Portugal - very strong UB. Starting late medieval/early renaissance, you really ball. I balled so hard with my choices and Colossus + Petra, I decided to leave before I could use the ranged UU

Spain - Armada is good but it's full HP promotion seems like something you should abuse in a way AI won't be able to. I think this sort of promotion (2XP every turn in hostile territory) is bad for the AI and I'm not a fan of it as a result even if the unit itself does it's job. Still, it was fun and good in my hands.
Hacienda is very interesting and I like it. It comes late and shouldn't be placed everywhere as only some spots are truly worth it, but it's good. There's synergy with the base vanilla kit for both uniques, which is nice.

Austria - very good but also kind of late UB that I really liked having allied most of the CSs, the UU is only okay for how I typically play Austria, but for someone more calm it should be awesome.

India - two great uniques. I only played them before they got their yields fixed (too high because of bugs, nerf for Qila), but it's still probably going to be a Culture/Faith powerhouse. It definitely was overpowered before.

Aztecs - UU gives me free workers (even easier city conquest back in the day when it was bugged) and the UB gives more benefit from the UA. I like how it plays. UB really takes a lot of time before it starts shining, though. Notre Dame and Fealty Wonder helped.
 
The requirements for good balance are very stringent for VP; this community sets a high bar for quality. 4UC may never earn that seal, and that might be okay.

It's taken VP years to achieve its tight level of balance. With how complex the 4UC features are, and how many unique mechanics we added for the civs, we would be lucky to achieve good balance in half the time.
Do you keep track imbalances of the mod mod beside the forum thread? On the forum thread issues can be easily omitted, so I could create a sprite sheet that list all civs with their UCs with commentaries about imbalances.
 
We already made a google sheets for every UC, and the only person who made any comments was elliotS
 
Here it is.

This spreadsheet is open to the public. It can be changed and commented on freely. It's a bit out of date, but all the UCs are there, more or less how they exist now.
 
I seem to be getting a new tile notification for horses being claimed as part of my land in addition to the notification that I have had figs added to empire. It is not a one-off situation either, this is at least the second time it has happened this game. No other tile was added to my empire besides the fig one spawned from working the sugar with a Latifundium
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Strange thing with those horses. I checked the code and there's no thing which could cause that problem. When you hover the horse notification and click it, what tile is highlighted? Same as figs? Do you have some warnings in logs? Lua code should check if the neighbouring tile has some strategic resource on it so if there's undiscovered uranium, then it will look for other tile. There's no possibility to place new figs over horses then.
Code:
if pPlot:GetResourceType(-1) == (-1) and not pPlot:IsCity() and not pPlot:IsMountain() then
 
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