More Unique Components for Vox Populi

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

Serind92 sugested on github, and I remember that someone else did it here too, that Homestead should also claim tiles in owned cities if tey are in range. This would require balancing its yields probably
When this came up last time, FoxofWar pointed out that an American player will always want a ranch in their cities, but may not always to steal land from a neighbor or CS like that. If they really want it, stealing land is something something that the US could simply do later. I also agree, it could potentially result in a game where you might be able to steal resources which are unconnected to your territory, or deprive another civ of their horses that should normally be much harder to do.
I will repeat myself: is there or isn't any glitch with Yamato model? This issue was quickly forgotten and it was mentioned during v37 works.
Sounds very minor. is it ignorable?
 
You must ask people who play without wuick turns enabled. I have weak comp so this is one of the ways to lessen computing time.


I will be probably without computer to the end of the week, so I will not be able to make any changes to the mod. I will be looking at forum via phone. Cya.
 
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Well, I tried a fresh install of:
  • Civ
  • VP [w/ EUI] 9-6-2
  • MUC4VP v37.2
And for reasons unknown I cannot get the Proxenos promotion to proc the +2 gpt in Capital, nor can I get the notification to popup for such to popup.
Perhaps Alexander is exacting revenge for the times I annihilated him and denied him victory at congress.
 
I’ll try this locally with my own install... we’ve got conflicting report now on whether this thing works or not.

I’m at the point of throwing in the towel WRT this proxenos bonus, if it doesn’t work this time
 
Yeah, I was thinking the same, but I have no suggestions that could replace that ability if at all.

This is the only ability I know of that adds yields to city on expending a unit. Great people expenditure tend to add their yields on empire, though I don't recall whether musicians add their happiness to capitol or to empire. I know not if this observation changes anything.
 
Even just dropping the +2g on expend. I think the +5 influence would be fine on its own.

The original idea for the promotion came from my own misunderstanding of how the base gold for diplo units was calculated, and it just stuck in my mind as a fun snowballing mechanic.
 
The Acropolis does already provide the culture on kills so its not too significant a loss I guess, though I did want to see how snowbally the +2gpt would get. Oh well, it was an interesting idea.
 
But how about flat instant gold for diplomatic missions, does code already support that, wouldn't that be simpler?
 
No, it wouldn't be any easier. The problem is the triggers involved, not the end effect. The code uses a weird network of triggers and if-then statements to create a custom lua hook for expending a regular unit, because only GP expends have an actual lua hook.
 
No, it wouldn't be any easier. The problem is the triggers involved, not the end effect. The code uses a weird network of triggers and if-then statements to create a custom lua hook for expending a regular unit, because only GP expends have an actual lua hook.
Understood. What about that static 1 instant gold currently in place for every diplomatic mission, is that modifiable in any way?
 
Sorry if this has been discussed before, but I want to raise the issue of two separate polders. Has making marshes provide fresh water been considered? Do you think that them providing fresh water in 1 tile radius would throw balance off too much?
 
Understood. What about that static 1 instant gold currently in place for every diplomatic mission, is that modifiable in any way?
Not without creating a unique diplo unit, no. That BaseGold value is tied to the unit, and can't be modified by promotions.

The upcoming Canada for VP port is going to have a unique diplo/recon hybrid unit which modifies that base gold value. Stay tuned
Sorry if this has been discussed before, but I want to raise the issue of two separate polders. Has making marshes provide fresh water been considered? Do you think that them providing fresh water in 1 tile radius would throw balance off too much?
If that is possible, such a change would require a settings change in the DLL to allow marsh to do that, and this mod doesn't deal much with DLL changes. That would be a feature request for Infixo, HungryforFood or Gazebo to administer.

That change would also reverberate through other systems. water mills and baths would be buildable in cities adjacent to marshes then. You could clear the marsh later and have a city with a bath, but no fresh water source nearby. The current system of having 2 separate polders in the UI is rather painless I think, and messing with the attributes of marshes sounds like a pandora's box.
 
Not without creating a unique diplo unit, no. That BaseGold value is tied to the unit, and can't be modified by promotions.

The upcoming Canada for VP port is going to have a unique diplo/recon hybrid unit which modifies that base gold value. Stay tuned

If that is possible, such a change would require a settings change in the DLL to allow marsh to do that, and this mod doesn't deal much with DLL changes. That would be a feature request for Infixo, HungryforFood or Gazebo to administer.

That change would also reverberate through other systems. water mills and baths would be buildable in cities adjacent to marshes then. You could clear the marsh later and have a city with a bath, but no fresh water source nearby. The current system of having 2 separate polders in the UI is rather painless I think, and messing with the attributes of marshes sounds like a pandora's box.
Yeah, I agree on marshes, although it seems easily done in sql:
Code:
UPDATE Features
SET AddsFreshWater = 1
WHERE Type = 'FEATURE_MARSH';
In fact, that seems to be exactly how certain natural wonders provide fresh water, like Victoria, since they are considered terrain features. But yeah, that could bear pretty heavy consequences on gameplay. Guess I'll have to live with the tech tree clutter.

Re: diplomatic mission gold, I think this could work, no?
Code:
UPDATE UnitPromotions
SET TradeMissionGoldModifier = 49
WHERE Type = 'PROMOTION_UNIT_GREECE_PROXENOS';
If it works like I think it does, that would make diplo missions give 1+49=50 gold. I gotta check that right now.
 
Update: that TradeMissionGoldModifier is indeed a percentual multiplier, so when I set it like this:
Code:
UPDATE UnitPromotions
SET TradeMissionGoldModifier = 5000
WHERE Type = 'PROMOTION_UNIT_GREECE_PROXENOS';
it made trade missions yield 51 gold. Don't know where that 1 comes from, as I thought it'd be 1*50=50. Anyway, it seems to work.
 
Maybe instead of changing it totally someone else can check if it works. I got it work, hinin too. It was spelling error when previous issue came up and I fixed it. Use vp 9-6-x for latest mucfvp. It is not compatible with any other version. I cannot do that by myself unfortunately.
 
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Maybe instead of changing it totally someone else can check if it works. I got it work, hinin too. It was spelling error when previous issue came up and I fixed it. Use vp 9-6 for latest mucfvp. It is not compatible with any other version. I cannot do that by myself unfortunately.
Yeah, you're right, sorry. I got carried away a little. Will check, but probably won't be able to today.
 
I'm liking the unannounced buff to the Waag by the way. It might be strong, but there's far stronger stuff anyway and it's no longer a mostly yieldless machine as it was before which made it a bit of a disappointment to build because yields are what matters in the end. Even if it did get the JoJ done it was still not fun. I suggest removing the base (Bank) Gold from it though, the civ has Gold everywhere and that's too much in conjunction with the buff
 
Was there a recent buff to waag, or are you referring to the lower build cost?
 
Yup, now it gives 1 Gold every 2 pop. Very strong UB now. I'd prefer something more unique but weaker, like +2 Gold to each worked Luxury resource (nobody has that), but it's fine. The UB is a real priority to build now.
 
Oh... sounds like an issue with the merge with EE.

That's a trait for the Weigh House in EE, which the Waag replaces instead of Bank.
 
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