More Unique Components for Vox Populi

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

So why not use qulqa picture in tambo?
Because the Qullqa icon is a picture of a qullqa, and the Tambo icon is a picture of a Tambo.
The Tambo makes sense as a Caravansary replacement - Tambos are waystations and inns for government functionaries. Tambos also administered the Qullqa storage system.
Spoiler :
upload_2018-11-12_8-30-46-png.508513

UB - Tambo (replaces Caravansary):
available at Currency
200:c5production: production cost

+1 :c5gold:
+5:c5strength: City Strength

When a Land Trade Route originating here and targeting another Civ is completed, receive a Tourism boost with the Civ based on your recent Culture output.
Land Trade Routes gain +50% Range and +3 :c5gold: gold
+1 :c5gold: from Merchants.
+1 :c5food:/:c5gold: for every 3 desert or tundra tiles worked by city.
Truffles +2 :c5gold:
Cotton +1:c5production:/:c5culture:
Furs +1:c5gold:/:c5production:
+5 HP heal every turn for units stationed in this city, regardless of Action
A Coca resource appears beneath the City (2:c5food:2:c5production: on tile)


Qullqas make sense as a granary replacement - They are effectively a network of meticulously maintained warehouses.
Spoiler :
upload_2018-11-12_8-30-7-png.508512

UB - Qullqa (replaces Granary):
available at Currency
65:c5production: production cost
1:c5gold: maintenance

+1 :c5food:
15% of :c5food: is carried over after a new Citizen is born
+1:c5food: to nearby Wheat, Deer, Bananas and Bison
Allows :c5food: to be moved from this City along trade routes inside your civilization.
+5 HP heal every turn for units stationed in this city, regardless of Action
A Coca resource appears beneath the City
(2:c5production: on tile)

The two buildings are linked, and equally valid as unique buildings ideas. They can probably even have most of the same effects. It would just depend on how we wanted to distribute Inca's UCs.
- If we go with Tambo, then Inca has 1 ancient UC (Slinger), and 3 classical UCs (Terrace Farm, Chasqui, Tambo)
- If we go with Qullqa, then Inca has 2 ancient UCs (Singer, Qullqa), and 2 Classical UCs (Terrace Farm, Chasqui)

Advantages of Tambo:
- wider tech spread for Incan UCs (1st line ancient era to 2nd line classical era)
- pushes power curve a bit later, and coca resource doesn't come so early
- fewer art assets

Advantages of Qullqa:
- nicer icon
- UCs less stacked in classical era
- Fewer Caravansary replacements (Tambo is 3rd one, after burial tomb and Gumey; Only Mongolia has a Granary replacement)
 
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Because the Qullqa icon is a picture of a qullqa, and the Tambo icon is a picture of a Tambo.(...)
Oooh, we used sometimes pictures in multiple roles, so I thought we can do the same here. Moreover, current picture of Tambo is just walls than anything else. That's my opinion.

Im in favour of Qullqa. Better name. Better icon. First (?) granary replacement. Less crowdy classical era. More related to the Coca.
  • Remember you can move Qullqa to the other tech (Wheel (?)) to make some research line adjustements.
  • And if you are afraid of early Coca, then you can always make Qullqa a Granary replacement, and make Coca appear after constructing Caravansary or whatever else you want, with Qullqa as an additional requirement. It is programmed in lua, so code is flexible. It might seem to be complicated, but it comes natural: build Qullqa, build Caravansary (building I omit sometimes, here necessary), bamm: Coca on the map.
 
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Cool,

I have made the switch to Qullqa now. Tambo has been removed.

I tested and cleared all issues posted on Github. Everything has been fixed.

I have updated the OP.

We are now ready to push v38. I have attached a zip file with v38 enclosed:
 

Attachments

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The 4UC mod is quite a bit more intense, computationally, than the base VP. This is due to our reliance on lua. with how large and complex 4UC is, it's quite possible we have raised the minimum systems requirements...
Feel free to post logs
I'd like to bring this issue again; I wrote here in August about the mod causing my partner's PC to occasionally hang during AI processing, from Medieval-Renaissance and onwards. It seems to cause it to my own PC too, and I don't remember it having happened before on my rig. Which logs specifically should I attach here?
 
The newest version included a considerable amount of optimization. We are aware of the issues regarding resources required for this mod; I can assure you this is something we have been continuously working on:
Code:
   - all building/improvement lua: added filter on game start to shut down lua hooks for civs that are not in the game.
    - Monolithic Church ==> added bonus yields from policies/beliefs directly onto policies/beliefs, instead of using lua; yields from ideology still require lua,
    - Shotelai ==> used sql instead of lua,
    - Koa ==> used sql instead of lua; changed effect of debuff placer: "Reduces max HP by 20HP and healing by -10 for 2 turns",
 
@pineappledan What about Roman part?
@black213 I'm still thinking of unit luas revision, but other modmods successfully tak my time. Some day I will do that, I promise.

Long time since last update, huh?
 
@pineappledan What about Roman part
It is in the latifundia.lua, so we didn’t need 2 Rome CivIsAlive mod checks. I tested it and it works. It’s just a on cityconquest lua hook, it doesn’t use G’s new lua hook because I couldn’t get it to work
 
Ok, then tomorrow I will do last checks and release it.

So what we cut from roman part? Only national wonders?
 
Only national wonders. I added Rome compatibility to barbican, Yassa court, pitz court and qila

Lamassa and standschutzen are fully sql so they are good to go.

Barbican’s castle placeholder building is also captured, so no issue there
 
Finally v38 is ready to play. We redesigned Incas, made compaibility patch for latest Rome changes, did some further code adjustements and many small tweaks.
Code:
v38:
- reworked:
    - Inca:
        - deleted Intihuatana; changed to Qullqa (granary replacement),
        - UA ==> reverted to science/food, since it was changed to accomodate Intihuatana,
        - Chasqui ==> gold on exploration removed,
                  ==> Chasquiwasi ==> now +1 move in friendly lands and +10 HP on heal.
- tweaked:
    - Move Ater Attacking promotion ==> now lost on upgrade (affects Langskib),
    - Fale Tele ==> removed faith on building completion (too strong, Polynesia is early runaway),
    - Prau ==> removed Sentry promotion (too much synergy with new naval promotion line),
    - Langskib ==> increased build cost to 150 (very cheap, new naval promotions makes them even scarier),
    - Carolean ==> increased CS to 39 (up from 38),
    - Ballista ==> reduces CS/RCS to 7/13 (down from 8/14, Rome doesn't need any more help),
    - Hippodrome ==> +20% gold/culture in CITY on WLTKD changed to +15% Gold/Culture on EMPIRE on WLTKD.
- simplified:
    - (Maya, Poland, India, Mongolia) ==> added new Rome compatibility,
    - all building/improvement luas ==> added filter on game start to shut down lua hooks for civs that are not in the game,
    - Monolithic Church ==> added bonus yields from policies/beliefs directly onto policies/beliefs, instead of using lua; yields from ideology still require lua,
    - Shotelai ==> used sql instead of lua,
    - Koa ==> used sql instead of lua; changed effect of debuff placer: "Reduces max HP by 20HP and healing by -10 for 2 turns",
    - Pogost ==> stages 2 and 3 fully replace the previous stage now; all bonuses are cumulative on the buildings, and the old stage is removed; no balance changes.
- fixed:
    - Hippodrome, Etemeneanki ==> removed CapitalOnly; now Palace as a building requirement (CapitalOnly interacts with policies in a weird way),
    - all Dummies except Barbican ==> added IsDummy=true (needs to be recognized as a non-dummy building in case Rome captures it),
    - Suffet ==> embarking and disembarking removes all movement; (prevents bug with multi-tile canals),
    - Gumey ==> now correct calculation method for monopolies,
    - Rome ==> can no longer capture unique national wonders,
- deleted:
    - Tambo ==> art assets deleted; cleaned sql; deleted 32 and 80 px art.
 
Not sure if that's even possible, given the state of the 11/9 patch... Combat has been so thoroughly overhauled in the last 3 patches, I'm not sure how credible any balance assessment even is right now.
 
Not sure if that's even possible, given the state of the 11/9 patch... Combat has been so thoroughly overhauled in the last 3 patches, I'm not sure how credible any balance assessment even is right now.
Yeah, fair enough. I'm honestly more curious about slowly pinning down on where and why my games keep crashing, so all the simplifying & fixing you guys have done is a big help. Performance vs. balance, if you will.

(Quite probably also helps that I finally gave up on EE, given how even fixed here and there, it is more than a bit out of date now.)
 
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Time to give v38 a try! Thanks for all the work people involved in this project.
To all of us playing on 11-9, remember to alter a few files to fix some issues brought by the patch;
"UPDATE Defines SET Value = '50' WHERE Name = 'CITY_RANGED_ATTACK_STRENGTH_MULTIPLIER';" in CoreDefines.sql, change 50 to -50
Add "UPDATE Units SET IgnoreBuildingDefense = '0'" to the end of UnitCombat.sql
These tweaks won't cause issues with 34UC on 11-9, correct?
 
Just wanted to say, I quite liked the gold on explore from the Incan UU. This tension, where if you don't get a scout ruin (normal for me tbh?) you feel like you shouldn't explore so you can get the gold later, was identified. For me this choice was super interesting, purposefully playing with low map vision in the early game for that sweet dollar later on. Just my $0.02.
 
From what you said it was also exploitable by humans. Especially if AI is not so smart and it starts with 2 pathfinders. @hokath, sorry to say, but good we got rid of it.
 
Launching ahead in gold if you DO get the right ruin is the worse problem. It also is too similar to the university of coimbra’s bonus
 
I hate to be a party pooper but v38 still causes the game to occasionally hang during AI turns, for me at least. If there's anything you'd like from me to provide (logs or anything) please provide me the directions to the specific ones and I'll glady do that.
Using 11-9 VP and v38, only other mod in use is Really Advanced Setup.
 
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