More Unique Components for Vox Populi

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

I think the UB actually got nerfed since it doesn't seem to give Gold to Custom House/Caravansary (only Market) or Science per spent gold. The bug-buff which I expected to be a bug (all changes are usually in the changelog or at the beginning post) was only pretending to be a buff. I'll check in a few hours to see if my memory is right and the features don't work
 
Merge should work. Does it trigger without EE?
 
Nah I rechecked it, it works as it should (has Bank +Science from spending Gold) but also has a new 1 gold for 2 pop.

I suggest replacing that with 2 Gold for each worked luxury to add more uniqueness.
 
I wouldn't mind taking off the flat gold and replacing it with a 1:c5gold:/2:c5citizen: scaler, since it would play into Netherland's Tall focus. Ultimately I would prefer to take the scaler off though, because that bonus is already on the Stock exchange.

I fixed the problem. There was no 'AND EXISTS' check on the VPEE compatibility for the Waag's population scaler. I didn't see any other errors in the compatibility, so Enrico's got a sharp eye.
 
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Currently playing a game as Mongolia; I'm going to be in basically-infinite WTLKD in all my cities pretty soon from repeatedly trading one of the AI's crappy 5 CS cities that my Tugs can one-shot; should it be triggering on literally every capture, or only the first time you capture a specific city?
 
Am I the only one to think that askia's gumey is overpower AF. I mean I played two games with Songhai, I rolled over them both. The snowball is insane. It's clearly a win more building. I can get t3 tenet when entering modern era ...
Either you (or the AI ) are able to conquer and you will have an easy time to finish the game or you are not able to get more than 1 or 2 monopolies and it's not great.
But if you are rolling over your neighbours + pick statecraft + the ice on the cake, pick third alternative and you get a medieval building which grants you more culture than museum + opera house.
The production is good but not as broken as the amount of culture that you get from the building.

Moreover god helps the others if there are Brazil or Indonesia in the game.
 
I haven't tried playing a game with Songhai yet, and I have found them rather easy to knock out early in my previous games. +1:c5culture:/:c5production: and a bonus on TRs is fairly tame on paper. It is a win-more mechanic, yes, but that makes containment a top priority

Some balance concern I do have is Flax:
- Egypt's Flax just gives too many yields. Culture is the worst offender. I'm going to knock a base yield off, (1:c5gold: base), move culture to be on improvement (1:c5culture:,1:c5production:), and swap culture for faith on the burial tomb's boost to the resource (1:c5gold:1:c5faith:). That's 1:c5gold:2:c5production:1:c5culture:1:c5faith: total, with Herbalist. Egypt's pumping out wayyy too much culture, since the nilometer provides 5:c5culture:. combined with the burial tomb, that's 13:c5culture: from 2 buildings by mid-classical

Re: Indonesia. Rome's at least as bad :P Latifundia everywhere.
 
I agree about gumey, but I disagree regarding Production not being a big problem. The types of yields of the building provides are a bad idea as well. One shouldn't let a civ that can get tons of Production from it's ancient era UB (on top of other bonuses) get so much more of that yield. It's a clear snowball thing - many monopolies always means you've snowballed, conquered, whatever, and this is the civ that benefits from that a lot to begin with. I think it should only be getting a single Golden Age point and the already existing bonus trade route gold for monopoly.

I wouldn't mind taking off the flat gold and replacing it with a 1:c5gold:/2:c5citizen: scaler, since it would play into Netherland's Tall focus. Ultimately I would prefer to take the scaler off though, because that bonus is already on the Stock exchange.

I fixed the problem. There was no 'AND EXISTS' check on the VPEE compatibility for the Waag's population scaler. I didn't see any other errors in the compatibility, so Enrico's got a sharp eye.

I like the scaler being kept, but does Netherlands really have a tall focus? It's pretty flexible I'd say. Warmongering works better than tall I think because each luxury can provide you with a bonus twice, once for selling, another time for buying it. A tall guy has what with his 4 cities, 2-3 resources? Maybe 4 with good luck. A warmongerer can puppet cities to get a resource they have and trade it or even gift it, proccing the UA. It having two good UUs helps. You get many more luxuries to sell, and there's still probably as many ones to buy or ally city states for. Tall Netherlands usually has a problem of everyone DoWing you the moment they feel you're a good target, and the UA/UI means you're going to become just that. Less cities might mean it's all worth more, but you're way more vulnerable when the UA stops working, and for periods of time it will. Then they also hate you and want probably as much Gold for a luxury as the Gold/Culture proc from your UA is worth. If you declare the war yourself, you can take enough luxuries to have their monopoly and leave them just enough land with resources so they can trade with you as your vassals. Everyone hates you even more, but they might also fear you and start giving you decent deals. They can agree to a demand if you have a stronger army, which is a free UA proc.
I'd say Netherlands should be a warmongering menace to the world, especially considering how good the UUs are for supporting such an endeavour. UI/UA also point you there, in a way.

Anyway I think 1g/2p scaler seems like it'd be fine without the flat 2 gold. Or something else, like making the bonus Merchant it has worth working outside of the capital if you can grow it so much it just works it without problems over obvious targets like Polders/GPTIs/potential pantheon supported tiles), which is not always doable without right religious choices or wonders. It sucks it gets a bonus Merchant when Polder provides much the same yields as one, but better, adds food and there's more of them on average, and the city governor loves working the merchant over a polder in regular cities for some weird reason which actually means Waag requires more management so it isn't a yield net loss.
 
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Completely compatible, yes. No changes altered any base buildings or promotions
 
Songhai thing - puppets can (and do) build Qadi Courts. Is this intended?

First, as you surely know, the Qadi has been replaced by the Gumey (a Caravansary replacement) in the lattest version.
Second, Courthouse replacements with the "can be built in non-occupied cities" bonus can always be built in puppet cities (hence, it is also possible for the Satrap's Court to be built by puppet cities).
 
Versions change so fast I didn't know I wasn't using the last one. Downloaded it like a week ago :) If it is/was intended then it's ok :)
 
Balance changes for next version:
Code:
    - Hippodrome: removed Arena requirement. Added free Arena in City
    - Gumey: Increased base production to +2, removed +1 production for every monopoly (now only +1c and +2 to TRs)
    - Flax: reworked yields:
        base: 1g
        improvement: 1c, 1p
        Caravansary: 1g, 1fa
Changes are minor, and the big push coming up is to lua optimization. No rush.
 
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