More Unique Components for Vox Populi

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

Barbican are considered castles, so they get the +100%. They also give an invisible armory dummy building, so they provide both of the bonus yields for that policy, though the armory bonus yields will be invisible in the city building list.

Heavy Skirmishers have 12:c5rangedstrength:RCS/17:c5strength:CS in my unit tweak modmod and Pancerny should have 13:c5rangedstrength:RCS/20:c5strength:CS. It's possible something has gone wrong with the mod load order?
 
Barbican are considered castles, so they get the +100%.
Yeah, but they double as an armory, which also receives it's own 100% build speed from Nobility. Because the Barbican uniquely stacks both buildings, technically you should get 200% production speed bonus towards building them if you've taken Nobility. I know it's a small technicality, but I thought it was potentially a cool added bonus for going Fealty, with some nicely timed synergy.

Heavy Skirmishers have 12:c5rangedstrength:RCS/17:c5strength:CS in my unit tweak modmod and Pancerny should have 13:c5rangedstrength:RCS/20:c5strength:CS. It's possible something has gone wrong with the mod load order?
I'm a goose and hadn't updated to version 2... All good now. :thumbsup:
 
Yeah, but they double as an armory, which also receives it's own 100% build speed from Nobility. Because the Barbican uniquely stacks both buildings, technically you should get 200% production speed bonus towards building them if you've taken Nobility. I know it's a small technicality, but I thought it was potentially a cool added bonus for going Fealty, with some nicely timed synergy.
Barbicans are castles as far as the computer is concerned. We cannot make 1 building be 2 building classes, so we stacked all the bonuses of both buildings onto 1 building and created a lua that plants an invisible armory building there just to collect the various armory bonuses from other buildings and policies (Arena, Nobility, etc.)
 
So the Induna stacks. Every Induna on a unit gives an extra round of XP; a Crossbow with Logistics and two Induna gets 6x XP.

Spoiler :
1eGCFhr.jpg


This seems slightly ridiculous.

Also, melee units aren't getting the bonus XP if they kill the unit and move off the Induna in the process.
 
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... Seems okay to me. You could have 2 units getting 4XP, but instead are getting 1 unit with 6 XP, and giving up better leadership coverage. It's a risky move, since the enemy needs to only kill 1 crossbow to get 2 of your generals.

As for the other one, sorry, @Blue Ghost wrote that lua and while I'm sure there is a way to do something similar with BattleJoined, I don't know how to do it myself.
 
For Russia, is there a reason why the Pogost doesn't have -1 :c5unhappy: Unhappiness from Poverty? In addition, is it intended for Artillery upgraded from Licorne to no longer have the ability to move after attacking? I can understand if they lose the ability to move faster in enemy territory.
 
Is it possible you are using an older version?

The current code has the unhappiness reduction:
Code:
------------------------------  
-- Building_UnhappinessNeedsFlatReduction
------------------------------
INSERT INTO Building_UnhappinessNeedsFlatReduction   
            (BuildingType,                    YieldType, Yield)
SELECT        'BUILDING_RUSSIA_POGOST_1',     YieldType, Yield
FROM Building_UnhappinessNeedsFlatReduction WHERE (BuildingType = 'BUILDING_MINT');
I believe with the removal of IMPROVEMENT_CUSTOMS_HOUSE_VENICE from VP, the pogost code stopped working once it finds that improvement doesn't exist.
 
I'm using the newest version but maybe my install went wonky somewhere. I'll check with the next version to see if it's resolved or not.
 
... Seems okay to me. You could have 2 units getting 4XP, but instead are getting 1 unit with 6 XP, and giving up better leadership coverage. It's a risky move, since the enemy needs to only kill 1 crossbow to get 2 of your generals.

I pushed it a bit to the limit in my current game, stacking several InDunas (7 now) under ranged units and moving them between shots so that 3-4 units contribute per turn. Late-industrial I have 2 max level field guns (lvl 15) and 3 lvl almost maxed muskets. Also some lvl 15 Impis improved to riflemen, meele units have more promotions to choose from though.
 
v54 incoming:
Code:
v54:
- Compatibility: 
    - mounted ranged units have movement and CS/RCS linked to the base units and will move accordingly
        - I have abandoned modifying these units here, as they are getting changed every patch now. Download PDan's unit tweaks for a more sane mounted archer experience
- tweaked/modified:
    - Teutonic Order Faith on kill reduced to 15
    - IsNearbyPromotion implemented
        Goedendag! now gives +10% CS aura to units in 1 tile via SQL
        Goedendag! no longer gives +25% vs mounted. Goedendag unit now has the normal +50% vs mounted promotion (unless using PDan's Unit Tweaks)
        Burgemeeste promotion now gives +33% CS if within 2 tiles of a friendly city
        InDuna's Ibutho now gives +50% XP to the unit stacked with it, rather than +2 only on attack.
 
... Seems okay to me. You could have 2 units getting 4XP, but instead are getting 1 unit with 6 XP, and giving up better leadership coverage. It's a risky move, since the enemy needs to only kill 1 crossbow to get 2 of your generals.

As for the other one, sorry, @Blue Ghost wrote that lua and while I'm sure there is a way to do something similar with BattleJoined, I don't know how to do it myself.

Not sure why I would leave them on the front line. There's no risk in it, especially with the Induna's extra movement. Move generals, attack, move, attack, retreat generals to ranged, attack, repeat ad nauseum.

I see they got a change in the newest version, so I'm not sure how much of all that still applies.
 
Oppidum doesn't benefit from roads/rail or trade route pass over, right? Do you think that would that make them too strong?

Also, just a little annoyance, but I was finishing off several barbs in CS territory with "Rend" and noticed it doesn't trigger the influence gain for killing during a barbarian horde (don't think you get the kill XP either). I'm not sure if the same applies for all secondary damage a la Splash and Overrun, but just thought I'd point it out.
 
Oppidum doesn't benefit from roads/rail or trade route pass over, right? Do you think that would that make them too strong?
Nope, that's why you can still build normal towns
Also, just a little annoyance, but I was finishing off several barbs in CS territory with "Rend" and noticed it doesn't trigger the influence gain for killing during a barbarian horde (don't think you get the kill XP either). I'm not sure if the same applies for all secondary damage a la Splash and Overrun, but just thought I'd point it out.
You should make a Github ticket about it on VP's page
 
current version compatible with VP 11-25 and later
Older versions available here

Hi guys!

Does this mean v.54 of this mod is also complatible with the latest Vox Populi Beta version 12-1-1? https://forums.civfanatics.com/thre...december-1st-12-1.652322/page-2#post-15608899

Also, sorry for silly question, but how do I install it? Just copy over the contents (in 1 folder) to this directory? C:\Users\*Username*\Documents\My Games\Sid Meier's Civilization 5\MODS

Thanks!
 
Yes. V54 is compatible.

Yes. download the folder into your \MODS folder, but you have to unzip it, or else civ V won’t read it
 
v54 is live. Just small tweaks
Code:
Landwehr - small code optimaization
Armada - Invincible should work as intended now. 3rd time's the charm.
Chasqui - no longer has Altitude Training Promotion. Added double move in mountains to Chasquiwasi
 
I'm wasn't using your Israel mod, but my last game using v54 had me seeing stuff like this.
Spoiler :
Screenshot (90).png
I read in the Israel thread about you incorporating aspects right into 3/4UC, so I assume this was a result of the implementation.
The following might not be related, but I was also getting this...
Spoiler :
Screenshot (75).png
Spoiler :
Screenshot (71).png


Just pointing it all out in case there is / was something amiss.
 
I honestly don’t know about the 2nd and 3rd ones. The first one is definitely an artifact of not having the Israel civ out integrated for VP. Stay tuned
 
Same as Kim Dong on 2nd and 3rd but only in pop up text. Many of those TXT_KEY errors are not displayed in Tech tree screen.
 
Since even Chariots no longer lose all of their movements to rough terrain, can we change the UU that still do? It seems weird if they are penalized this way.
 
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