More Unique Components for Vox Populi

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

The Dutch Waag gives +2% GPP for every non-different luxury imported/exported, is this intended? I'm getting +106% GPP from Waags in Renaissance, granted I have very strong gold income, thus I'm able to buy lots of luxuries. To me it seems a tad too strong, and it also encourages tedious micromanagement (e.g., Alexander has 4 dyes, so I have to go through the deal making process four times to get the most out of Waags).
 
It should cap at 10 x value. I did small error in code and used == instead of >= so it only capped if lux number was 10. f it was 5, 9, 11 or 100 it worked still. That's why you had 106% (53 x value). I will post small update soon.
 
Finished(!) a game with Mongolia.

Black Tug - like all Knight replacements have a tendency to be - is ludicrously good. The promotions are pretty sweet, and when you get it, it positively mows down everything in its' way. Scary. My only (pretty minor) nitpick is that when it arrives, it overshadows the ranged mounted units of Genghis's UA. Creates a conflict of where do you use your horses, it does. But that can just be used as a motivation to acquire more horses, solving the problem...

Yassa Court has been under enough back-and-forth lately that I don't even know what it's currently supposed to be, or where it is headed. Didn't have much of an impact in my game anyway, as I went full on puppet-everything route to avoid micromanaging anything except my conquering army :P
 
I thought about Oppidum's 20 HP bonus:
  • it has known bug which cannot be resolved because of lua restrictions (see 1st page of the thread),
  • it is not compatible with Hex and Conquer mod
  • it has complicated code: on Improvement change, on City Founding, on City Capture - last 2 looks for every city of Player/Players and find closest one.
I decided to simplify it significantly:
  • now it gives only 10 HP (instead of 20), but once it is given it stays with the city to the end of the game (it is permanent):
    • only Celtic cities can get that bonus,
    • razing Celtic city will destroy the bonus,
    • settling new cities do not steal the bonus,
    • conquering the tile does not move the bonus
    • code is much, much simplier and without bugs,
    • with 5 Oppidums you can get 50 HP (difficult to do but rewarding),
    • if 2 cities are in the same range then first (older) on the list will be promoted (1st is Capital Edinburgh).
Opinions?
 
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Given how little actual gameplay difference it probably makes, sounds good to me. Think about it: how likely are your Oppidums going to be near fringe cities instead of already-improved-and-developed country of your earliest/best cities (and thus the cities already least likely to fall)? The HP bonus already falls into category of 'nice', but is hardly a consideration of where you're putting the improvement, given how big a role adjacencies play with it.
 
v37.3 out. Compatible with VP 9-15https://forums.civfanatics.com/resources/more-unique-components-for-vox-populi.26513/history
Spoiler Changelog :

  • fixed:
    • Iziko ==> added faith cost (update to 'Faith of the Masses' reformation belief),
    • (Burial tomb, Caravansary, Grocer, Coffee House) ==> added Flax or Figs to help texts.
    • Waag ==> VPEE patch error fixed; fixed trade limit error.
  • tweaked:
    • Hippodrome ==> removed Arena requirement; added free Arena in City,
    • Gumey ==> now +2p, removed +1p for every monopoly (now only +1c and +2g to TRs),
    • Flax ==> reworked yields:
      • base: 1g,
      • improvement: 1c, 1p,
      • with Caravansary: 1g, 1fa,
    • Oppidum ==> simplified HP bonus: now 10 permanent HP on Oppidum constuction to closest city; only celtic cities will gain bonus.
 
I just started game with Gandhi. I noticed that Dhanuraashi does not gain XP after killing garrisoned unit. Do you have the same? Can someone verify it? We did it via lua so it can be bugged...
 
I just started game with Gandhi. I noticed that Dhanuraashi does not gain XP after killing garrisoned unit. Do you have the same? Can someone verify it? We did it via lua so it can be bugged...
Nope it's fine for me, getting xp for killing/attacking all sorts of units at diff position (e.g. Fortify, barb at barb camp and Unit garrison at City)

But I did experience a bug for the French unique tripla e replacement SPAD S. VII which was solved in vp in the bug fix fog the beta where air units can't attack.
 
Huh, need to check it again. Thanks for reply.
 
Any ETA for the new patch? Gazebo released a hotfix just yesterday.
Gazebo's hotfix didn't change any components; the latest version is up to date.

So far, here's the changelog for the next version:
Code:
Monitor - Hardened promotion text fix
Agora - Proxenos promotion bug fix
Oppidum ==> Text update to match recent change and added +2food/tourism bonus from Murano Glassworks
Not enough yet to merit pushing a new version
 
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Im quite busy with side stuff, mostly ui mods (links in my signature). Yesterday I released 3 new versions. MUCfVP requires few days minimum to do lu revision for units. Itjust needs to wait.
 
On Ethiopia:
The implementation of the Monolithic Church is a bit dodgy:
1) It's all in LUA with loops over all cities when I think its all possible in DLL with tables like Policy_ImprovementYieldChanges
2) Because the yields are added post with LUA, the governor cannot valuate the yields of the improvement so a) new players don't know how much they're worth, b) the AI will not replace quarries and will even place villages on hills instead

Shall I go ahead and make the changes in sql and push to github?
 
On Ethiopia:
The implementation of the Monolithic Church is a bit dodgy:
1) It's all in LUA with loops over all cities when I think its all possible in DLL with tables like Policy_ImprovementYieldChanges
2) Because the yields are added post with LUA, the governor cannot valuate the yields of the improvement so a) new players don't know how much they're worth, b) the AI will not replace quarries and will even place villages on hills instead
The problem is that the EUI's snippet for the mono church becomes extremely bloated if you do that.
 
Ahh, right. That's why we abandoned the idea of doing that by sql. List was so long that the end was on my floor. @hokath If you know the way we could avoid that problem then there's no obstacle to do that via sql. We wanted it to be user-ui friendly.
 
Ahh, right. That's why we abandoned the idea of doing that by sql. List was so long that the end was on my floor. @hokath If you know the way we could avoid that problem then there's no obstacle to do that via sql. We wanted it to be user-ui friendly.
Ideally, there are belief and policy tables which can be used to do the entire UI in sql, but it would require adding yields to every belief and finisher policy individually. This eats your screen.

There are two ways I can think of doing that:
figuring out some way of silencing EUI for this 1 component (probably impossible)
figure out some way to put each of the beliefs into a "class", like how resources are divided into bonus/luxury/strategic classes. Then you can add all the yields as a lump class, instead of individually. (see the current implementation for the hacienda for what I am talking about)
The only lua that would be necessary, then, would be the one to check if the civ has an ideology.
 
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