More Unique Components for Vox Populi

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

On the current version of VP (12-18) and the current version of unique components (v39) I am getting complete freezes of the game when I end the turn. It doesn't crash but the entire game locks up while the music keeps going. My PC is still responsive though and I can alt-tab out of the game and easily close it. I am getting the crash very consistently at abo turn 300 (I can reload but it will only go a few turns at most before crashing again) on a large continents map. Looking for any help on what the issue is or how I should go about trouble-shooting, all the search results I got were from the January issue with VP.

Edit: I have not played too long of a game with the current version of VP but I have not been having this issue with VP in the past by itself just now with the unique components.

Same issue here, the thing that helps is lowering graphic settings and turning off yields display from the map (where it shows food, production, etc. per tile).
 
too much memory, especially on a large map. This is why we are going through so many rounds of optimizations, etc. Strategic view solves most of your problems, but I know that's not ideal.

I'll keep the base 3:c5culture: then.
 
Yeah strategic view allows me to play safely, equally as much as yields not being displayed. When I use both (no yields unless I click civilian/city, strategic view), I don't get any crashes. So far I haven't, at least, but it's not ideal to play so I usually only turn on Sview after it's clear it's going to be crashing.
 
Thanks for the quick replies. I am getting the crashes a lot now so I will have to wait until an update but I was wanting to do a game with the yamato since I have found ranged ships to be very weak in VP right now. Is there way to just give Japan the yamato uu without installing the rest of the mod? I see the yamato folder under japan do I just need to put that by itself in mods or in the VP folder?
 
No. That won’t work because of a bunch of different reasons. One thing you can do to REALLY improve performance though is decide ahead of time what civs you want to play with in your game and then delete all the folders of civs that aren’t going to be in that game

You could also just rename all the folders for civs you don’t want if deleting if you don’t want to have to re-download the mod later.

Be sure to ONLY delete/rename the civ folders though; don’t delete the !settings, !dummies or !text folders!

Pro tip: don’t play with Huns; he slows games down a lot
 
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I also suspect the Huns to be a problem. Every time they're in the game, crashes seemingly happen earlier. They're a troublemaker. Maybe the HArcher should go back to just having Accuracy like it did, with last chance being gone? Their mounted UU could use different promotions too, perhaps.

By the way I almost forgot, HArcher doesn't get Accuracy anymore and it's a change not mentioned in the OP.
 
Possible minor bug: the units "Klepht" and "Cacador" both have the promotion "May Not Melee Attack" and "Naval Target Penalty" displayed twice in their civilopedia entry, which makes it a bit more confusing than it needs to be. The naval target malus does not seem to be applied twice, however, and in the unit info panel (when selecting the unit) it only shows up once, as well.
It is possible that other units have similar issues (I vaguely remember seeing this in other units but these two are the ones I was able to quickly find right now).
 
Possible minor bug: the units "Klepht" and "Cacador" both have the promotion "May Not Melee Attack" and "Naval Target Penalty" displayed twice in their civilopedia entry, which makes it a bit more confusing than it needs to be. The naval target malus does not seem to be applied twice, however, and in the unit info panel (when selecting the unit) it only shows up once, as well.
It is possible that other units have similar issues (I vaguely remember seeing this in other units but these two are the ones I was able to quickly find right now).
Both of those units are gatling gun replacements, and both their FreePromotion tables simply copy the base Gatling Guns, then add the 1-2 unique promotions. I'm guessing there might be an issue with the base Gatling gun getting assigned the same promotions twice?
 
Both of those units are gatling gun replacements, and both their FreePromotion tables simply copy the base Gatling Guns, then add the 1-2 unique promotions. I'm guessing there might be an issue with the base Gatling gun getting assigned the same promotions twice?
Well I'm playing my current game with EEVP as well, so they are Light Infantry replacements; but neither the regular Light Infantry nor the Gatling Gun (which Light Infantry and the special units upgrade to) have this issue.

I also just went through ALL unique units in the civilopedia and it is indeed only the Klepht and the Cacador who have this issue.
 
updated version tested and ready to go on github. We are now waiting for G to finalize the newest version of VP so I can also add the new ITR boost and revert certain start bias changes.
Code:
v40:
- disabled/removed:
- Horse Archer ==> Disabled new Horse Archer promotion due to performance issues
- Polder Movement Restriction ==> Deleted due to performance impact and poor reception
- tweaked/modified:
- Goedendag ==> Burgemeeste rework: now +50%CS if beginning turn in City
- Gumey rework
==> Removed bonus per monopoly on empire (moved to Waag)
==> Added +2 gold for trade routes to/from city
==> Added 2 Gold/Production/Culture if a Caravan moves through city (like village improvement)
- Waag rework
==> Removed bonus Defense and %GPP for every import/export luxury
==> Removed +3 gold to Market in City
==> Added +5 base city defense
==> Added +1 Culture/Production/Gold for every Monopoly on Empire (moved from Gumey)
- Riad rework
==> Removed bonus for TRs in city
==> Added +1 gold and +1 tourism per Era
==> Added 15% of gold converted to G Merchant Points in city
==> fixed minor text error
- Teutonic Order rework
==> Removed Chapter promotion
==> Added +2 production to Castles on Empire
==> Increased faith to +4
==> Moved forward to Iron Working
==> Added -5% population threshhold for Reformation
==> Added 25 Faith on Kill
- Homestead rework
==> removed 25% border Growth
==> Tile claim now claims resources owned by other civs
==> added +25% settler/worker production
==> Homestead unlocks Pioneer early
==> Added 15 production on citizen birth
- Persia rework
==> removed +50% GA length on UA (unstacked from Pairidaeza)
==> increased Gold to GAP to 15%, up from 10%
==> Moved Pairidaeza unlock to Currency, reduced cost to 200
==> Increased yield per population on Satraps Court to 1 per 4, up from 1 per 5
- E-temenanki ==> increased instant yield from purchase to 25% of food/science
==> increased base yields to 4 culture, 4 food, 2 faith
- University of Coimbra ==> increased bonus to Universities to 3 gold
- fixed:
- Shophet ==> fixed lua error
Many of these -- the Polder, Goedendag and Horse Archer changes in particular -- are significant performance improvements, so that should make @black213 happy.
 
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Re homestead. I don't think claiming tiles works as intedned. Here are two examples. In both cases puppeted city build homestead before I annexed it, but didn't claim neighbouring sheep from my enemy (maya) and vassal (assyria).

 
Intended. Ranch only claims unowned tiles. People freaked out when I proposed it should steal tiles. :confused:
 
updated version tested and ready to go on github. We are now waiting for G to finalize the newest version of VP so I can also add the new ITR boost and revert certain start bias changes.
Code:
v40:
- disabled/removed:
- Horse Archer ==> Disabled new Horse Archer promotion due to performance issues
- Polder Movement Restriction ==> Deleted due to performance impact and poor reception
- tweaked/modified:
- Goedendag ==> Burgemeeste rework: now +50%CS if beginning turn in City
- Gumey rework
==> Removed bonus per monopoly on empire (moved to Waag)
==> Added +2 gold for trade routes to/from city
==> Added 2 Gold/Production/Culture if a Caravan moves through city (like village improvement)
- Waag rework
==> Removed bonus Defense and %GPP for every import/export luxury
==> Removed +3 gold to Market in City
==> Added +5 base city defense
==> Added +1 Culture/Production/Gold for every Monopoly on Empire (moved from Gumey)
- Riad rework
==> Removed bonus for TRs in city
==> Added +1 gold and +1 tourism per Era
==> Added 15% of gold converted to G Merchant Points in city
==> fixed minor text error
- Teutonic Order rework
==> Removed Chapter promotion
==> Added +2 production to Castles on Empire
==> Increased faith to +4
==> Moved forward to Iron Working
==> Added -5% population threshhold for Reformation
==> Added 25 Faith on Kill
- Homestead rework
==> removed 25% border Growth
==> added +25% settler/worker production
==> Homestead unlocks Pioneer early
==> Added 15 production on citizen birth
- Persia rework
==> removed +50% GA length on UA (unstacked from Pairidaeza)
==> increased Gold to GAP to 15%, up from 10%
==> Moved Pairidaeza unlock to Currency, reduced cost to 200
==> Increased yield per population on Satraps Court to 1 per 4, up from 1 per 5
- E-temenanki ==> increased instant yield from purchase to 25% of food/science
==> increased base yields to 4 culture, 4 food, 2 faith
- University of Coimbra ==> increased bonus to Universities to 3 gold
- fixed:
- Shophet ==> fixed lua error
Many of these -- the Polder, Goedendag and Horse Archer changes in particular -- are significant performance improvements, so that should make @black213 happy.

Waag looks great, cannot wait to give old Willie another shot. You forgot to mention the bonus Merchant is gone too - he wasn't important, it's just he should probably be mentioned on the patch note. Persia and Morocco are looking pretty sweet, especially since the change of Morocco doesn't point to a particular medieval policy route and playstyle like it did previously. TO seemed fine when I played it. Overall I like what I'm seeing.
Does HArcher have it's old Accuracy and CS back now that the promotion's gone?
 
You forgot to mention the bonus Merchant is gone
The extra merchant slot has been re-added. I removed the bonus to markets, and I didn't think the monopoly bonus was enough on its own.
does HArcher have it's old Accuracy and CS back now that the promotion's gone?
All Horse Archer changes were reverted
 
The extra merchant slot has been re-added. I removed the bonus to markets, and I didn't think the monopoly bonus was enough on its own.
All Horse Archer changes were reverted

All's good, I greatly preferred the old HArcher anyway. It hit like a no-brakes truck for it's era and having it gifted from a CS in timely manner was a godsend for the unit was great while the new promotion was very situational, likely not worth the loss of CS alone, let alone Accuracy, CS and Civ5 performance.
 
Intended. Ranch only claims unowned tiles. People freaked out when I proposed it should steal tiles. :confused:
Ok, so it makes it even worse than I thought. There isn't really much incentive to build/prioritize this buidling. I don't know how much early pioneer will help, but 15:c5production: isn't that much, considering you'll have this building in 15+:c5citizen: cities. So, if we consider scaling, that's like 60-75:c5production: every 15-20 turns. By time you have average 150:c5production:/turn output. So 4-5:c5production:/turn that you can't really control that well. Not a fan.

Montiors on the other hand. Ok, in my game I am completely dominating everyone else and I unlocked monitors after landships, but still 2nd best navy unit of the world are corsairs. With Great Lighthouse, Imperialism and navigation perk, they have 8:c5moves:, which is 16 :c5moves: on coast. 16 on large map I am playing now are two turns between North and South Pole. That's nice and effective. I wonder if it stays upon upgrade. If it does, WOW. Ranch can be crap, monitors and minutemen are that good.
 
Hello, I had an issue with the Yassa Court. I do realise that it was fixed in the current iteration of 4UC (v39), but for some reason does not provide the yields on conquest. So I fiddled around with the code and got it to 'work', provided this was its intended function.

From:
Code:
local iEraModifier = math.max(pPlayer:GetCurrentEra(), 1)
    
    local iCulture = math.floor(5 * fGameSpeedModifier1 * iEraModifier)
    local iResearch = math.floor(5 * fGameSpeedModifier2 * iEraModifier)
    local iGold = math.floor(5 * fGameSpeedModifier3 * iEraModifier)

    pNewPlayer:ChangeJONSCulture(iCulture)
    pNewPlayer:ChangeOverflowResearch(iResearch)
    pNewPlayer:ChangeGold(iGold)

    if pNewPlayer:IsHuman() and pNewPlayer:IsTurnActive() then
        local vCityPosition = PositionCalculator(iResourceX, iResourceY)

        Events.AddPopupTextEvent(vCityPosition, "[COLOR_YIELD_GOLD]+"..iGold.."[ICON_GOLD][ENDCOLOR]", 1)
        Events.AddPopupTextEvent(vCityPosition, "[COLOR_BLUE]+"..iResearch.." [ICON_RESEARCH][ENDCOLOR]", 1.5)
        Events.AddPopupTextEvent(vCityPosition, "[COLOR_MAGENTA]+ "..iCulture.." [ICON_CULTURE][ENDCOLOR]", 2)   
    end
end

To:
*You could probably ignore the last bit where a popup shows up, I put it there for my convenience, though I do wish I knew how to consolidate them into one popup instead of having them appear individually for each city.*
Code:
local iEraModifier = math.max(pNewPlayer:GetCurrentEra(), 1)
    
    local iCulture = math.floor(10 * fGameSpeedModifier1 * iEraModifier)
    local iResearch = math.floor(10 * fGameSpeedModifier2 * iEraModifier)
    local iGold = math.floor(10 * fGameSpeedModifier3 * iEraModifier)

    for pCity in pNewPlayer:Cities() do
        if pCity:IsHasBuilding(eBuildingYassa) then
            pNewPlayer:ChangeJONSCulture(iCulture)
            pNewPlayer:ChangeOverflowResearch(iResearch)
            pNewPlayer:ChangeGold(iGold)

    if pNewPlayer:IsHuman() and pNewPlayer:IsTurnActive() then
        local vCityPosition = PositionCalculator(pCity:GetX(), pCity:GetY())

        Events.AddPopupTextEvent(vCityPosition, "[COLOR_YIELD_GOLD]+"..iGold.."[ICON_GOLD][ENDCOLOR]", 1)
        Events.AddPopupTextEvent(vCityPosition, "[COLOR_BLUE]+"..iResearch.." [ICON_RESEARCH][ENDCOLOR]", 1.5)
        Events.AddPopupTextEvent(vCityPosition, "[COLOR_MAGENTA]+ "..iCulture.." [ICON_CULTURE][ENDCOLOR]", 2)   
        
        local pCapital = pNewPlayer:GetCapitalCity()
        local iCapX, iCapY = pCapital:GetX(), pCapital:GetY()
        sName = pCity:GetName()

        pNewPlayer:AddNotification(0, 'The Yassa Court in '..sName..' provides: '..iCulture..'[ICON_CULTURE] Culture, '..iResearch..'[ICON_RESEARCH] Science and '..iGold..'[ICON_GOLD] Gold.',
        'Subjugation!',
        iCapX, iCapY)
            end
        end
    end
end

I will admit that this does make the code bulkier, which iirc you want to condense it? :undecide:

Anyway, thank you for taking the time to read this :goodjob:
 
Thank you @Nef; I will look through the code this evening. This Mongolia code has been a headache for the last 3 patches. I didn’t write the code, but now that I seriously look at it, I’m not sure why there are 3 different values calculated since they are all identical. We should be able to slim this down a tiny bit there.

The new patch is live, so I am going to be re-adding coastal bias to Indonesia, Byzantium and Korea (but not japan)

I need to add the ITROriginYields to Baan Chang, Andelvaegelse, and Kabuki.
 
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Thank you @Nef; I will look through the code this evening. This Mongolia code has been a headache for the last 3 patches. I didn’t write the code, but now that I seriously look at it, I’m not sure why there are 3 different values calculated since they are all identical. We should be able to slim this down a tiny bit there.

The new patch is live, so I am going to be re-adding coastal bias to Indonesia, Byzantium and Korea (but not japan)

I need to add the ITROriginYields to Baan Chang, Andelvaegelse, and Kabuki.

Why do you hate Chang so much you want him banned? Why is his banishment from this internet forum related to ITROriginYields?
Spoiler :
just kidding I figured out it's the siamese elephant workshop


ETA for a new 4UC release? I can use the files from the github, but one never knows if it'll be as safe as ones gotten the right way.
 
A couple hours? The code is finished, except I need to test the Mongol stuff.

What is left is adding the new text for the TR bonuses, and updating the OP

EDIT: All code is complete
EDIT EDIT: OP is updated with the changes
@Nef, the mongol code appears to work just fine without your fix. The yields are applied globally, and appear on the city that was captured, not on each of your owned cities. There is no notification on the sidebar, however, so I have added that as a QoL thing.

@adan_eslavo, a new version should be ready to push, pending your review
 
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