More Unique Components for Vox Populi

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

Since you mentioned it, the Barbican sort of still is bad or at least underwhelming tbh. Pairdaeza pre-buff after the guild culture removal was better, and it got buffed since (deservedly I guess).
 
the number of non-unique promotions down to 3
Obvious

ROME / Siege Mobility (+1 Movement)
+1 move Icon exist since Vanilla

DENMARK / Free to Explore (Unit can cross Ocean Tiles)
The yellow shell Icon does it since early version of VPPI

ETHIOPIA / Maimed (-2 Movements)
The double red arrow Icon does it since (7a)

I always try to avoid many Icons for a same promotion effect
Readability is the priority
 
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K, taking a mulligan on that last update.
More unique promotions added
Pitz court, Kibitum and Dromon fix (lua bugs introduced when I renamed the promotions for unique promotion update)
Barbican optimization (no buffs; I think it's fine)
UI on marshes bugfix
Code:
v46:
- compatibility:
    - Spices ==> changed to Cinnamon
    - UnitCombat ==> removed UnitCombat info for civilian units. This info has been added to base VP
    - Unique Promotions ==> courtesy of Asterix Rage, all promotions have unique graphics
- tweaked/modified:
    - Licorne ==> Added combat bonus vs Gunpowder units.
    - Unique Japanese Guilds ==> Halved the instant yields from GWAM births.
    - Exam Hall ==> +2 Gold to Great Works in City. Increased GPPs on Citizen birth to 15.
                ==> removed +GPP rate (and GPP rate boost on WLTKD). Removed extra Civil Servant Slot.
    - Suffet ==> Added unique embarked unit model and icon
        ==> ZOC bonus now stays on embark, and also grants plague immunity for 1 turn
        ==> Whenever a GAdmiral is born, it appears as a Suffet GGeneral in your capital instead
    - Elephant Camp ==> Changed +1 Faith for Ivory to +1 Faith for Camps.
    - Various text and file name tweaks.
    - Pitz Court ==> Gives K'atun Ahaw promotion retroactively.
                ==> Units built in a city before the Pitz court is built do not gain levels of K'atun Ahaw retroactively, only the base promotion.
- fixed:
    - Monolithic Church, Oppidum, Latifundium, Hacienda ==> Now remove Marsh features
    - Pitz Court ==> Now adds K'atun Ahaw promotion retroactively via SQL
 

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Was the plague immunity dropped for the Suffet? I was looking forward to that change. Nonetheless, looking forward to the ZoC aura on the GAdmiral.
 
Gratz :)

I'm in the middle of a game, I'll likely try the new version tonight already. Thanks for the great work.
 
Playing with the new Suffet and loving the "Cannae and Drepana" effect, as well as the new admiral art. The plague immunity had good use against a roman fleet, how fitting. I'm also close to Ethiopia with Shotelai nearby, I may soon find out if the plague immunity works against that unit's Maim promotion.

I've just found that the Suffet's admiral version is not activating the city-state quest for generating a great admiral. I don't know if it will only proc if activated naturally, and it will take some time to find out.
 
You have to generate a GAdmiral via naval combat; you can’t just embark a suffet you generated via land combat. You didn’t think I would make it that easy, did you?
And yes, suffet will give immunity to maim
 
Took a spin with Venice, warmongering all the way. Otherwise the additions feel good, but... Fusta feels odd. A faster, cheaper, weaker boat with no maintenance has seemingly no use - because it still takes supply, and Venice is way more limited by supply than by gold that early on... or at most points in the game really. Made a few of them in my game and then just went 'okay so why exactly am I wasting supply on these?'. The chance to dodge melee attacks doesn't compare to the raw power of G. Galleass at the time you reach Guilds.

If Fusta unlocked a tech earlier, then it'd have a home(however small). A small window before Great Galleas could help establish the fleet before you get the big boats out.

Great Galleass is fun. Minor gripe that it has no promotions to carry over, but since it's nearly the CS/RCS of the ship it upgrades to, and you get the "Venetian Craftmanship" anyway from Arsenale... can't really complain.

Laguna is bordering on almost too good if you manage to make it any kind of wide (granted, not an easy task with Venice). Very snowball-y. I like.
 
Having just installed it, I've picked up an error reading "Mod is missing required dependencies." I can't really figure out what those required dependencies are supposed to be; I have every component of base Vox Populi turned on and I cleared my mod cache beforehand. Anyone willing to throw me a bone here?
 
Having just installed it, I've picked up an error reading "Mod is missing required dependencies." I can't really figure out what those required dependencies are supposed to be; I have every component of base Vox Populi turned on and I cleared my mod cache beforehand. Anyone willing to throw me a bone here?
Never mind, uninstalling and unsubscribing from my other mods and then redownloading VP seems to have done the trick.
 
I love this mod. However, I've had some issues with my game.

1. The UI on the leader selection screen doesn't show the fourth component, which is the case for the loading screen as well. i have to use the civilopedia to get the full information. Certain civilizations like Brazil are showing the four components but most do not. I would like to have seen all the features for the new components without having to leave the game and read up on it online. The Monolithic Church improvement has no information in the civilopedia on what gets boosted, as opposed to the unique improvements already existing in VP. When I hover over its description, I cannot even see what it does, as there is too much yield information.
2. I played as Hiawatha and built Sachem's Council. I then built Roman Forum and then the Aztec Floating Gardens appeared in my city twice over. As in, there were two copies masquerading as one in my city, which I assume is not intended in the slightest. This is a huge problem and it seems, after testing with InGame Editor, that anyone who builds Roman Forum gets Floating Gardens for free, and it cannot be sold. It is a game breaking bug that I hope is addressed, along with the UI issues.
 
That definitely sounds like a bug on your end; I have never had a similar problem with the Roman Forum, either as Hiawatha or otherwise. Same with the UI. It may be a mod conflict.

EDIT: aaaaaaaaand I was wrong. IGNORE ME!
 
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@Harold Smith : Thank you for pointing out that Sachem’s council bug. I’ve known for a while that there was a bug but you’ve narrowed it down for me. The floating garden is building index 0 in the building list. If you try to reference a building that does not exist, the code will default to a floating garden.
When Gazebo changed England, we had to delete the White Tower, but we did not catch that the Sachem’s council uses the same code.

This will be fixed in the next version.

As for your civs not having all their unique components, can you list all the components missing? If you tell me what’s missing I might be able to find a common thread.
 
@Harold Smith : Thank you for pointing out that Sachem’s council bug. I’ve known for a while that there was a bug but you’ve narrowed it down for me. The floating garden is building index 0 in the building list. If you try to reference a building that does not exist, the code will default to a floating garden.
When Gazebo changed England, we had to delete the White Tower, but we did not catch that the Sachem’s council uses the same code.

This will be fixed in the next version.

As for your civs not having all their unique components, can you list all the components missing? If you tell me what’s missing I might be able to find a common thread.

Hey thanks for responding! I actually did dig through the thread and read that deleting the ‘!Generic Bonus’ folder would help with bugs, and it worked in stopping the floating gardens from appearing when building Roman Forum as Rome. However, you have actually found a bug with Sachem’s Council, so it could actually just be building it before Roman Forum that causes the issue, or any Scrivener’s Office for that matter.

My main gripe now with the UI as it stands is that all of the new improvements added with this mod only had the historical info in the civilopedia without an explanation for what it does and the yields it gets over time. And it is especially hard to see the Monolithic Church Improvement with so many yield bonuses. The main civ selection screen right now, shows three of the four components, but all four do seem to appear in the game and civilopedia. It just doesn’t show, meaning it is strictly an interface issue. I also see certain descriptors show up twice, like promotions that units have, like ‘Naval Target Penalty.’

I’m just using the standard Vox Populi mod set with the promotion tree icons mod. When I get back in the game, I will report back on all the civs with interface issues, and also what I exactly have installed. I am not ruling out a mod conflict, it could be a simple mistake or something much more. Thanks for your attention. I have a friend group who really enjoys this mod and wants to see it improve and as bug free as possible.
 
The bug with sachem’s council will occur when you are at war/sign a defensive pact. You building Roman forum around that Time might have been a coincidence.

The 3 icons on the CiV select screen is for EVERY civ? In that case, you must not be using EUI when playing. Civ V can’t handle >3 icons on the CiV select screen, but EUI fixes this.
 
I am using EUI and it still has the UI problem. Currently, only Rome, Korea, Brazil, Denmark, Spain, Sweden, Venice, and England are showing all their components. Mongolia does not show the Black Tug, but instead shows a second Ger building. Korea shows a second Seowon building. I knew the floating garden bug is attributed to the Roman Forum because it appeared right after I added the Roman Forum building via Ingame Editor to other civilizations, as long as Sachem's Council was in a city.

All new unique improvements do not show what they do in the Civilopedia entries, just their historical info. I am also beginning to think Unit Maintenance costs are more expensive than before. Every one of my games had several AIs who were stuck at 4-6 technologies because their science was 0 due to their negative gold per turn from their big armies. I also noticed the unit maintenance cost was around 3 gold per turn in the classical/medieval era, which I know has never happened before. I don't think unit maintenance costs should ever be more expensive than building maintenance costs, but it seemed like it happens more often now.

The only troubleshooting I have done so far is to delete the "!Generic Bonus" folder. I am not sure what conflicts are happening. I have the latest Vox Populi version (june 12) and have these mods only:

(1) Community Patch (v 89)
(2) Community Balance Overhaul (v 13)
(3) City-State Diplomacy Mod for CBP (v 27)
(4) C4DF - CBP (v 11)
(5) More Luxuries - CBO Edition (5-14b) (v 155)
(6a) Community Balance Overhaul - Compatibility Files (EUI) (v 1)
(7a) Promotion Icons for VP (v 1)
(7b) UI - Promotion Tree for VP (v 22)
(over) More Unique Components for VP (v 46)
 
I've made Prussia receive Germany's TO with code, and I've noticed TO's Faith works, Morale works (kill + barracks), but +Def +HP don't. Is it a problem of Germany as a whole in the current version, or did I do something wrong?
 
@Enrico Swagolo The lua is locked to Germany. It’s quits if it doesn’t find Germany, so if Prussia is switched to the TO, I will have to add Prussia as an acceptable civ

@Harold Smith all the civs you listed that are working properly have just had an existing vanilla UU re-added by 4UC, rather than adding a new unit. You must be having an issue loading unit textures or something.
 
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