More Unique Components for Vox Populi

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

My civ reworks and custom mods, actually. If you’ve got the time, I’d be interested in hearing more feedback on those
 
Nubia and Khmer have had the least amount of playtesting.

I'm also interested in how my adjustments to the Spanish UA in my civ rework plays
 
Hi Dan, do you know if there's any way to manually change pioneer unit costs in this mod? For whatever reason pioneers cost almost as much as if not more than wonders in my game as the USA, so I would like to reduce their cost manually if possible.

Edit: I posted about this in the main Community Patch thread if this cost issue is from there, since I'm not sure where this issue stems from.
 
Pioneer cost is a VP problem; we don't touch pioneers except in 1 case with the America civ. Easiest way I can think is to just lower the cost of pioneers in your local install
 
Do China's Xiafan Guanjun stack influence from the Kowtow promotion?
 
Does everything carry over from the new beta, or should I wait for things like building changes and mounted ranged CS boost to be updated? You've got me fixed, and I'm hesitant to delve into another without 4UC!
 
England doesn't have the +1 to all factories on its steam mill.

Add this as a new line anywhere in your local install and you are good to go:
Code:
--------------------------------
-- Building_BuildingClassYieldChanges
--------------------------------
INSERT INTO Building_BuildingClassYieldChanges
(BuildingType, Building_BuildingClassYieldChanges, YieldType, Yield)
SELECT 'BUILDING_STEAM_MILL', BuildingClassType, YieldType, Yield
FROM Building_BuildingClassYieldChanges WHERE BuildingType = 'BUILDING_FACTORY';
 
Hi, I've found a weird bug: in the leader choosing screen before starting a game, I can see the mod is on because the modifications of the abilities appear ( I get Monitor listed for Washington, for example). However I can't see the second line of icons showing the 3UC and 4UC like in the printscreen in the initial post. As a side effect, some of the long descriptions (such as Boudicca's) overfill their box and go over the next leader's box.

I've tried turning off all mods other than the VP core (43 civs non EUI VP version) but nothing. Also tried changing the monitor resolution to no avail. Any ideas?

Thanks in advance.
 
In order to have the leader screens work like in the OP, you need to use the version on VP with EUI. This mod doesn’t adjust any user interface options
 
I've recently started playing with 4UC and I have to say that I don't want to miss it in any of my future VP runs! At first I was concerned that the mod might cause more "out of control snowballing" for both the player and the AI but after several runs that doesn't seem to be the case. The civs I've tried so far were well balanced and the new unique components offer very interesting synergies to play around with.

I also have a question regarding the UI of the celts (Oppidum). What is the proper and most efficient way to use it? In its description it says "allows exploitation of any strategic resource on the tile", what makes it different to other GP improvements that also improve a strategic resource if placed ontop? Does the Oppidum get special bonuses additionally to its usual yields if placed on a strategic resource? I understand that it also boosts other improvements adjacent to it, but what's the synergy with placing it ontop of strategic resources?
 
"allows exploitation of any strategic resource on the tile"
Many imrovement do not give the strategic ressource. The Oppidum does
You are right 4UC is a very nice gift to VP

I'm playing a huge map with VPEE + 4UC. Every thing goes well

Mini bug report:
Denmark longboat should be upgradable to Carrak. Currently upgrade to Corvette
 
It gives you the strategic resource, the same as any GP tile. There is no unique interaction
 
Update incoming:
Code:
v52:
- compatibility:
    - Added/Removed/Adjusted ITR bonuses on Steam Mill, Andelsvaegelse, Baan Chang, Agora, and Homestead
    - Added +2 production per Steam Mill on Empire to Steam Mill
    - Adjusted bonuses to Pasture and Farm on Andelsvaegelse
- tweaked/modified:
    - Japanese unique guilds instant yield boosts on GP birth reduced to 3% from 5%
    - Improper CS calculation on Spanish Armada, should now work as intended
    - Ottoman Tersane now restricted to coastal cities
- Reworked:
    - Celtic Oppidum:
        buildable by GScientist, GMerchant, GEngineer, and GGeneral
        Cannot be built next to another Oppidum (same as Citadel)
        Base yields now +2 Food and +1 to all other yields
        Increased Tile defense bonus to +100% from +50%
        Tech yield changes reworked. Now gains +1 to 2 yields on 1 tech every era from Classical to Atomic (Food unaffected, but ends with +3 to all other yields)
        Scales bulbing of scientists/merchants/engineers by 5/5/10 (half power of academy/town/manufactory)
        Deactivated alterations to Celtic UA. Druidic Lore No longer gives any bonuses to GMerchant generation
Interested to hear people's thought on the Oppidum rework. It's a lot of raw yields, but very unfocused, so I thought that worked well for it. It also lets us revert the GMerchant focus, which was a necessary evil when the GPTile was locked to only 1 GP type.
 
Does the Oppidum keep the adjacency bonuses? If no, I think that'd a pretty sizeable nerf; if so, I think that's a nice change, unchaining it from Merchants, which always seemed an odd fit for the Celts. I'd have to play a game with them to get a real idea for how it feels, but just at first glance, I like it.
 
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