More Unique Components for Vox Populi

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

I have updated the OP and the github with the new changes for the defensive buildings. @Blue Ghost, I can corroborate @Giza's bug. Something is going on with the generic bonus. While testing my Timurids port, I got a free floating garden in every city, and the Examination Hall bonus (+GPP points on citizen birth) triggered on every city. I think we should disable the generic bonus until we can get it working, free of bugs.

@adan_eslavo I believe we might be ready for a v35, just with the changes to accomodate the new VP update
 
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Hey sorry for the silly question, but I'm just now trying this mod for the first time.

Do the promotions on the Indian Archer stay on upgrade, and if so, do they scale with Era?
 
Hey sorry for the silly question, but I'm just now trying this mod for the first time.

Do the promotions on the Indian Archer stay on upgrade, and if so, do they scale with Era?
Welcome! yes, the Indian Archer promotions both stay on upgrade. No, the promotions do not scale with era. One gives culture which scales with the CS of the killed unit, the other scales with the level of the archer (5 * previous level).
 
Welcome! yes, the Indian Archer promotions both stay on upgrade. No, the promotions do not scale with era. One gives culture which scales with the CS of the killed unit, the other scales with the level of the archer (5 * previous level).

Thanks. It didn't seem like it was scaled by unit, but that's cause I missed the bit where its more on barbs. I thought it was more random, like a pillage. Next time, I'll try...actually reading. It plus the new Naga Mallas means I can finally go all out on Authority India. :):):)
 
Furthered on my Rome game, and Latifundia is just about where it needs to be. One of those UI's that don't look much on paper, but it's still guaranteed two decent-yield tiles for a city every time you do get to build one. Think of this way: it's only 'good' if you have a decent start for terrain, but it's amazing if you have a rough start with plantation resources(say, Earth map and you're in Africa)...

Drop the farm bonus and probably just add +1 food to some appropriate medieval/ren tech to it.

Rome is already incredibly powerful if you get your early game rolled right. Latifundia I think was originally thought as a "if you build something that works, Latifundia is the legacy you'll get" UI - nothing too amazing early, takes a long while to build, but grows great. I would rather it gathered most of its' yields over time and just left that +1food/+culture(and as pointed out, whatever it improves) at the base to reflect that.

As far as food vs. production goes... well, not everything needs to work directly with the UA. Rome already has potential for crazy good production by late classical, thanks to having one more early building with production on it, and Legions that can save time from your workers.
 
Got a really bad start for Authority and conquering and should have just played safe, but it doesn't matter I had so much fun killing everything I could manage to find with the Dhanurgraha. Delightful. Might quit before I get to the Qila as the only neighbor I have to conquer is a very hilly Shoshone. If that fails, its prob an L. When I saw you posted in the Timurids area, I got excited that maybe my next choice would be easy. I'll have to search this mod for an awesome horsie unique until I can paint the map red with the Tumen. Or maybe a ranged ship unique if there are any. Off to explore!

Btw, now that regular Naga Mallas are finally good, not sure they need the extra Accuracy I buff.
 
I'm glad you're liking it. Shoshone can be a tough nut to crack, because they get all their unique infrastructure bonuses very early. They have a lot of snowball potential, and their unique units come late (renaissance, industrial), so they can capitalize off a strong snowball easily.
I'll have to search this mod for an awesome horsie unique until I can paint the map red with the Tumen.
New Chariot Archer replacement: Sumer
New Horsemen replacements: Assyria, Huns
New Skirmisher replacement: Celts
New Knight replacements: Mongolia, and Songhai (UU synergizes strongly with Mandekalu, which was moved to knight)
New Heavy Skirmisher replacement: Poland
New Lancer replacement: Sweden, Persia, Prussia
New Light Tank replacement: Arabia
Or maybe a ranged ship unique if there are any. Off to explore!
New Dromon replacement: Byzantium
New Galleass replacement: Venice
New Frigate replacement: China
New Battleship replacement: Japan
Btw, now that regular Naga Mallas are finally good, not sure they need the extra Accuracy I buff.
That bonus was given less for balance and more so that Naga malla could have something which carries forward. All unique units in 4UC get at least 1 promotions which stays on upgrade. I would sooner lower the NM's base RCS.
 
I'm glad you're liking it. Shoshone can be a tough nut to crack, because they get all their unique infrastructure bonuses very early. They have a lot of snowball potential, and their unique units come late (renaissance, industrial), so they can capitalize off a strong snowball easily.

Yup. Unless you get them very early, Shoshone are one of the five hardest conquests in the game for sure. The main downside of playing India is you're guaranteed to not get them as a neighbor lol.

New Chariot Archer replacement: Sumer
New Horsemen replacements: Assyria, Huns
New Skirmisher replacement: Celts
New Knight replacements: Mongolia, and Songhai (UU synergizes strongly with Mandekalu, which was moved to knight)
New Heavy Skirmisher replacement: Poland
New Lancer replacement: Sweden, Persia, Prussia
New Light Tank replacement: Arabia

New Dromon replacement: Byzantium
New Galleass replacement: Venice
New Frigate replacement: China
New Battleship replacement: Japan

Thanks for making out a list for me! Would maybe go China and the Frigate, except...I didn't realize there was a Frederick the Great mod for VP now! My hero. Now someone just needs to make a mod for his awful and vile and repugnant and homophobic father so that I can have REVENGE!

That bonus was given less for balance and more so that Naga malla could have something which carries forward. All unique units in 4UC get at least 1 promotions which stays on upgrade. I would sooner lower the NM's base RCS.

Oh, I didn't realize that was a balance choice for 4UC. Ok, fair enough. I used to have a list somewhere of all the UUs that didn't, but I imagine by now, you've done the research yourself, and there'd be no point in digging it up?
 
I've been over at my partner's family and the PC here is a bit weaker than mine. Playing with the 4UC mod seems to hang the game occasionally, from Medieval and onwards, during AI processing. Should I paste any of the logs for you to investigate?
 
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
 
Yeah, in my experience it certainly has done so. I have a relatively recent (two years old) gaming pc and it still manages the occasional game freeze upon hitting post-Renaissance if the map is big enough and full of cities.

*shrugs*

Means I can't do 50-city super-wides on huge maps. I can probably live without, even though I love managing huge empires. Sides, every time I have tried to go for 50-cities + Chaebol (with Korea), I've gotten trounced before getting there. The AI these days really gets stuffy fast if you expand a lot.
 
Haven't checked in with this mod as life got in the way, but I'm glad to see that everything turned out well. Is there a modpack for multiplayer that includes this mod?

edit: also, what is the deal with Byzantium getting a turn of anarchy every era?
 
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@Wasteland_Wanderer made one for the July 15 patch. The newest patch doesn't have an update yet. It's ready for whenever AE pushes an update

Byzantium gets a global WLTKD trigger after the anarchy though, so that's nice
 
v35 out then. Small update to match the changes from VP version 8-6.
 
Russia's Pogost is mistaken as to what it does. It doesn't increase City Connection of THE city that has it by 5%, but all city connections by 5%.
 
Morocco's Riad has a bit of an oddness to it.
The instant yields show +2/+2/+100 (gold/culture/GMerchant Points).
However, the GM points add only +2 at a time... regardless of how many trade routes I have going from that city.
 
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changelog is inside the download. Here's it is as well:
Code:
v35:
- changes:
- defensive building updates (VP version 8-6):
- Standschutzen ==> added default bonuses from Arsenal,
- Qila ==> added default bonus from Castle,
- Lamassu Gate ==> added deafult bonus from Walls; additional +25% city strike,
- Barbican ==> added +33% city strike and reduced distress reduction.
- Latifundium ==> removed +1 prod to adjacent farms. Added +1 food at Civil Service.
- fixes:
- minor fix for Exam Hall lua.[CODE]
Coming soon: fix for the Pogost (it's using the global version of a table rather than the local one. )
 
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.
 
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