More Unique Components for Vox Populi

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

Been trying to get this mod to work in a modpack with vp to no success. Does anybody have a modpack of those 2 that works or knows how to make one work? I've made modpacks before so it's not the making of the modpack that isn't working, and tried making this modpack multiple times. All the pictures work, the yields from unique buildings work, the only thing that hasn't been is anything that is triggered by the new lua files. The buffalo pound for shoshone doesn't spawn bison, carthage doesn't get culture from buying troops after building tophet, etc. Anybody know how to help?

Edit: i believe a workaround that would fix it is cutting and pasting all the lua files code into one of the vp lua files, no idea which one. Any suggestions?
 
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I've been playing this for a couple days now and didn't even notice lol. Nightmare Dusk is right though, same thing is happening to me. So playing multiplayer with this mod right now is impossible
 
I've been playing this for a couple days now and didn't even notice lol. Nightmare Dusk is right though, same thing is happening to me. So playing multiplayer with this mod right now is impossible

Not impossible, just limited/unbalanced. The other parts of the mod still work, and some civs like idonesia, who don't have any new lua code, work perfectly fine. But yeah definitely want to fix this, especially since carthage is one of my favorite civs
 
For new version 12-1 I am having compatibility issues. All the unique components seem to be missing their descriptions and other strings. All info in the menus civilopdedia etc just lists "TXT_KEY_UNIT...." instead of the correct names. Want to confirm if this is expected and will be fixed in the upcoming v61?
 
For new version 12-1 I am having compatibility issues. All the unique components seem to be missing their descriptions and other strings. All info in the menus civilopdedia etc just lists "TXT_KEY_UNIT...." instead of the correct names. Want to confirm if this is expected and will be fixed in the upcoming v61?
I'm partly surprised civ didn't explode when you tried playing. Spain no longer has a mission and instead has the hacienda
, so there's multiple files referring to the same thing
 
I will have the new version posted tonight, but I haven’t been able to test and verify compatibility with the new Spain/DLL. Christmas season is a busy time for me (i work in small consumer goods wholesale)
 
new version posted

Looksd like im gonna have to overhaul the OPs. Way too much documentation has changed :(
 
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The TEXT changes\fixes are looking good for me, even in a saved game. Thanks for the quick turnaround!
 
new version posted

Looksd like im gonna have to overhaul the OPs. Way too much documentation has changed :(

I can give you the screenshots for each civ this week-end if that removes a bit of work for you.
 
I took a first pass at the OP today, I would appreciate some more eyeballs for discrepancies between the OP and what the UCs actually do now.

Side note: I can tell no one plays Venice... at all. The fusta lost its withdraw on defend and gained no supply almost a year ago, but no one commented that was not in the changelogs/OP.

the pictures are something I can do efficiently myself, but a list of pictures I need to replace would be appreciated. Ie. I only need to replace pics of civs who have had their
  • UA text changed (Byzantium, Spain)
  • their UCs changed (Indonesia, Egypt)
  • The icon for a component changed (China, Portugal)
 
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I took a first pass at the OP today, I would appreciate some more eyeballs for discrepancies between the OP and what the UCs actually do now.

Side note: I can tell no one plays Venice... at all. The fusta lost its withdraw on defend and gained no supply almost a year ago, but no one commented that was not in the changelogs/OP.

the pictures are something I can do efficiently myself, but a list of pictures I need to replace would be appreciated. Ie. I only need to replace pics of civs who have had their
  • UA text changed (Byzantium, Spain)
  • their UCs changed (Indonesia, Egypt)
  • The icon for a component changed (China, Portugal)

The biggest problem in my book with venice is you have to rely on your puppets to be decent, and i don't trust the mayor ai enough to let him control so much of your game. not only does he seem to love growth for the sole purpose of more growth, watching him start building something like musicians guild for 40 turns, rather then building that forge and getting that production moving. Especially if it's right after capture, since you can't spend money to punt it. Nothing agaisnt your mod, just a problem in base vp
 
List of civs who need pic changed: sorted by in game name order (hopefully makes it easier to screen cap)

Greece - Alexander (text)
Huns - Attilla (text)
Germany - Bismark (text)
Celts - Boudicca (text)
Poland - Casmir (text)
Carthage - Dido (text)
Venice - Enrico (text)
Indonesia - Gaj Mada (Djong icon)
Mongolia - Genghis (text)
Arabia - Harun (text)
Spain - Isabella (text + icon)
Portugal - Maria (text)
Austria - Maria Theresa (text)
Aztecs - Montezuma (text)
France - Napoleon (text)
Inca - Pachacuti (text)
Brazil - Pedro (text changes)
Egypt - Ramesses (Mamluk icon)
Siam - Ramkh... (text)
Zulu - Shaka (text)
Ottomans - Suleiman (text)
Byzantium - Theodora (text)
England - Elizabeth (text)
America -Washington (Smithsonian new icon)
China - Wu Zetian (text)

I could also tackle the first set of proofreading America - Celts if you like. Would it be best to just copy your descriptions, edit any changes, then post in thread or send you a PM?

Edit: Here is the code for the changes to the first post.(America-Celts) Only civs with changes are listed.

Code:
[SPOILER="America"][B]UM - Monitor [/B](replaces Ironclad):
[INDENT][I]Unlocked at Industrialization
900 :c5production: Production cost[/I]
[U]66 :c5strength: CS[/U]
5:c5moves:Moves
"[U]Hardened[/U]" (Damage received is reduced by 3)
[I]"[/I][U]Harbor Defense[/U][I]" [/I](+5% :c5strength: City Defense to adjacent Cities)
Requires Coal[/INDENT]

[B]UB - Homestead[/B] (replaces Stable):
[INDENT][I]Unlocked at Chivalry
300 :c5production: Production cost[/I]
+3 :c5production: Production
[U]+2 :c5food: Food, +2 :c5production: Production and +2 :c5gold: Gold to Horse, Cattle, Sheep and Bison Resource[/U]
+33% :c5production: Production toward Mounted Units
[U]+25% :c5production: Production toward Workers and Settler Units
Pioneers can be trained in this city[/U]
+10% :c5war: Military Supply Cap
[U]Claims all Horse, Sheep, Cattle and Bison Resources within 3 tiles of the City. Immediately gives 20:c5production: production, scaling with era, for each tile claimed in this way[/U]
+2 :c5production: to :c5production: Production Internal :trade:trade routes from this city [/INDENT][/SPOILER]

[SPOILER="Arabia"]
[B]UM -  Hashemite Raider [/B](replaces Light Tank):
[INDENT][I]    [U]Unlocked at Combustion[/U]
    1200 :c5production: Production cost[/I]
[U]    Does not require Aluminum[/U]
    52 :c5strength: CS, 52 :c5rangedstrength: RCS
    4 :c5moves: Movement
    "[U]Garland Mine"[/U] (No :c5moves: Movement Points used on Pillage. 10 Damage to adjacent Enemy Units on Pillage)
   [U]"Desert Raider"[/U] (Double :c5moves: Movement and +25% :c5strength: CS on Desert)
    "Rough Terrain Penalty"
[U]    is a Mounted Unit instead of Mechanized[/U][/INDENT]

[B]UB - Madrasah[/B] (replaces University):
[INDENT][I]    Unlocked at Education
    300 :c5production: Production cost[/I]
   [U]+2 :c5faith:Faith, 2:c5culture: Culture, [/U]and +3 :c5science: Science
    +1 :c5science: Science to Jungle
    1 :c5science: Scientist Specialist Slot
    -1 :c5unhappy: Unhappiness from Illiteracy
    [U]15% of :c5faith: Faith Purchases in city converted to :c5science: Science
    5 :c5culture: Culture and :c5faith: Faith as an instant boost when a :c5greatperson: Great Person is Expended, scaling with Era[/U]
    25% of the :c5science: Science Output of the City as an instant boost to your current Research on :c5citizen: Citizen Birth[/INDENT]
[/SPOILER]

[SPOILER="Assyria"]
[B]UM -  Iron Chariot [/B](replaces Horseman):
[INDENT][I]    Unlocked at Bronze Working
    90 :c5production: Production cost[/I]
[U]    Does not require Horses[/U]
   [U]12 :c5strength: CS[/U]
    4 :c5moves: Movement
   [U]"Hard and Fast" [/U](+2 :c5strength: Combat Power if Player has more Horses or Iron than Iron Chariot Units. Bonuses can stack)
   [U]"Fury of Nergal"[/U] (+10% :c5strength: CS for each adjacent Enemy Military Unit)
[/INDENT]
[B]UB - Lamassu Gate[/B] (replaces Walls):
[INDENT][I]    Unlocked at Construction
    110 :c5production: Production cost[/I]
   [U]+1 :c5culture: Culture and +1:c5faith: Faith[/U]
[I]    +5 :c5strength: City Defense[/I]
    +125 City HP
   +1 :c5rangedstrength: City Attack Range
   -5%:c5unhappy: empire needs modifier
[U]   +10% :c5rangedstrength: City Strike Damage[/U]
   [U]+20% :c5war: Military Supply Cap from :c5citizen: Population
    1 :c5culture: Writer Specialist Slot
    1 :greatwork: Great Work of Writing Slot[/U][/INDENT]
[/SPOILER]

[SPOILER="Austria"]
[B]UM - Landwehr[/B] (replaces Fusilier):
[INDENT]  [I]  Unlocked at Rifling
    625 :c5production: Production cost[/I]
[U]    41 :c5strength: CS[/U]
    2 :c5moves: Movement
"Field Works"
   [U] "Homeland Guardian" [/U](+25% :c5strength: CS in Friendly Territory)
  [U]  "Regimentsmarsche" [/U](+2 :c5culture: Culture per turn on Garrison or if unit is standing in Fort or Citadel)[/INDENT]

[B]UB - Schützens[B]tand[/B] [/B](replaces Arsenal - Gunsmith in EE):
[INDENT][I]    Unlocked at Rifling
    8[U]50 :c5production: Production Cost[/U]
    Does not require a Castle[/I]
    +1 City Attack Range & Indirect Fire
    Blocks Spies from Stealing :c5science: Science
    Heals Garrisons by 10 HP, regardless of action
[U]    +3 :c5production: Production and +3 :c5culture: Culture
    +1 :c5production: Production and +1 :c5culture: Culture for each allied CS
    +15% :c5production: Production towards Land Military Units and +30%:c5production: to Gunpowder Units
    +15 XP to Gunpowder Units on Training
    +22 :c5strength: City Defense[/U]
    +175 City HP
[U]    +25% :c5war: Military Supply Cap from :c5citizen: Population[/U]
    -5% empire needs modifier[/INDENT]
[/SPOILER]

[SPOILER="Aztecs"]
[B]UM - Eagle [/B](replaces Swordsman):
[INDENT]    Unlocked at Iron Working
    100 :c5production: Production cost
[U]    Does not require Iron[/U]
    [U]18 :c5strength: CS[/U]
    2 :c5moves: Movement
[U]   "25 HP heal on Kill"[/U]
   [U] "Sentry"
    "Captives of War"[/U] (25% chance of spawning a Worker on Kill (without debuff)[/INDENT]

[B]UW - Huey Teocalli[/B] (replaces Grand Temple)
[INDENT][I]   Unlocked at Theology[/I]
[U]    Does not require Temple
    Starts a :c5goldenage: Golden Age on completion[/U]
    [U]+3 :c5faith: Faith and +3[U]:c5food: Food[/U] ([/U]down from +6 [U]:c5faith:[/U] Faith[U])[/U]
    +2 :c5faith: Faith and +2 :c5culture: Culture to all Temples, [U]+2 :c5food: Food to all Barracks[/U]
    1 :greatwork: Great Work of Music Slot
    -1:c5unhappy: unhappiness from Religious Unrest
    [U]Receive permanent +3 :c5faith: Faith and +3 :c5food: Food, and +3 XP to units trained in the City (stacks 10 times) Whenever a :c5goldenage: Golden Age Start[/U]
    :c5production: Production cost scales with number of Cities[/INDENT]

[B]UA change:[/B]
[INDENT]    Added dummy promotion to all Aztec units: "Human Sacrifice" ( :c5gold: Gold and :c5faith: Faith gain on Kill)[/INDENT]
[B]UU change:[/B]
[INDENT]Jaguars automatically upgrade into Eagles after killing 10 units and/or cities[/INDENT]
[/SPOILER]

[SPOILER="Babylon"]
[B]UM - Sabum Kibitum[/B] (replaces Spearman):
[INDENT][I]    Unlocked at Bronze Working
    70 :c5production: Production Cost[/I]
    [U]13 :c5strength: CS[/U]
    2 :c5moves: Movement
   [U] "Legacy" [/U](+10% :c5strength: Defense Bonus vs Range Attacks. +8% :c5strength: CS for every 2 levels gained until level 10, then additional +10% :c5strength: CS on level 12 and 25% :c5strength: CS on level 15)
   [U] "Quick Study"[/U]
    "Formation I"[/INDENT]

[B]UW - E-temenanki[/B] (replaces National Monument):
[INDENT][U]    Unlocked at Mathematics
    Can only be built in the :c5capital: Capital[/U]
 [U]   +4 :c5culture: Culture, +4 :c5food: Food, +2 :c5faith: Faith
    +2 :c5food: Food to all Shrines and +1 :c5science: Science to all Monuments[/U]
    +25% :c5greatperson: Great Person Points
    1 :greatwork: Great Work of Writing Slots
    [U]15% of the :c5capital: Capital's :c5science: Science and :c5food: Food output as an instant boost in the Capital whenever you :c5gold: invest in a building on empire
    25 :c5culture: Culture on :c5citizen: Citizen Birth, scaling with era.[/U]
    50 :c5goldenage: Golden Age Points on :c5culture: Policy Unlock
    :c5production: Production cost scales with number of Cities[/INDENT]
[/SPOILER]

[SPOILER="Brazil"]
[B]UM - Pracinha[/B] (replaces Infantry)
[INDENT][U][I]   Unlocked at Radio[/I][/U]
[I]    1300 :c5production: Production Cost[/I]
    [U]64 :c5strength: CS
    3 :c5moves: Movement Points[/U]
"DFPs"
[U]    "Amphibious"
    "Expeditionary Force"[/U] (+1% :c5strength: Combat Strength for every tile between unit and :c5capital: Capital)
    [U]"Glorious Banner"[/U] (200 :tourism: Tourism toward all Civilizations on Kill)[/INDENT]

[B]UB - Sambadrome [/B](replaces Opera House - Salon in EE)
[INDENT]    Unlocked at Acoustics
    600 :c5production: Production Cost
   [U] +4 :c5culture: Culture
    +10% :c5culture: Culture
10% of :c5culture:Culture in City is converted to :c5goldenage: Golden Age Points[/U]
    +33% :c5greatperson: Great Musician Rate
[U]   Begins 10 turns of "Carnival" on completion[/U]
    1 :greatwork: Great Work of Music Slot[/INDENT]
[/SPOILER]

[SPOILER="Byzantium"]
[B]UM - Penteconter:[/B]
[INDENT]    Penteconter is now first Base Naval Range Unit instead of Dromon[/INDENT]

[B]UM - Dromon [/B](replaces Penteconter):
[INDENT][I]    Unlocked at Sailing
    [U]100 :c5production: Production Cost[/U][/I]
    [U]9 :c5strength: CS, 18 :c5rangedstrength: RCS[/U]
    3 :c5moves:Movement
    [U]"Greek Fire"[/U] (After attack, enemy gets additional fire damage at the beginning of its turn. Can Stack 3 times from 3 different units. Lost after unit upgrade)
   [U] "Splash Damage I"[/U][/INDENT]

[B]UW - Hippodrome [/B](replaces Circus Maximus):
[INDENT]    Unlocked at Metal Casting
   [U] Can only be built in the :c5capital: Capital
   Does not require Arena
   Free Arena in City
    20 turns of :c5happy: WLTKD in Empire on :c5production: Construction
    +3 :c5gold: Gold and +4 :c5culture: Culture
    +3 :c5gold: Gold to all Arenas and + 3 :c5culture: Culture to all Circuses
    +1 :c5gold: Gold and +1 :c5culture: Culture to all Horses on Empire
    +15% :c5gold: Gold and :c5culture: Culture on Empire during :c5happy: WLTKD
    +2 :c5happy: Happiness[/U]
    -1 :c5unhappy: unhappiness from Boredom
    [U]1 turn of +100% to all :c5angry: Needs on Empire and then 10 turns of :c5happy: WLTKD in the Empire on New Era if Player is not in Anarchy State.[/U]
    :c5production: Production cost scales with number of Cities[/INDENT]

[B]UA change:[/B]
[INDENT]    Changed "Leader_Flavor" value for "Naval" to 6
    Added Coastal Start Bias[/INDENT]
[/SPOILER]


[SPOILER="Celts"]
[B]UM - Scythed Chariot[/B] (replaces Skirmisher):
[INDENT][I]   Unlocked at Mathematics
    100 :c5production: Production cost[/I]
   [U]11 :c5strength: CS, 11 :c5rangedstrength: RCS
    "Rend"[/U] (Inflicts 10 Damage to all adjacent enemy units on Move. Lost after unit upgrade)
[U]    "Carnyx"[/U] (+10% :c5rangedstrength: RCS vs Archer and Melee Units)
    "Rough Terrain Penalty"
    Requires Horses[/INDENT]

[B]UM - Pictish Warrior change:[/B]
[INDENT]    Added dummy promotion: "Druidism" (Unit gains :c5faith: Faith on Kill)[/INDENT]

[B]UI - Oppidum[/B] (Great Person Improvement):
[INDENT]Can be built by Great Merchant, Great Engineer, Great Scientist, and Great General. Does NOT replace other GPTIs
Cannot be build next to another Oppidum
    +2 :c5food: Food, +1 :c5faith::c5culture::c5gold::c5science::c5production::c5goldenage: all other yields
    +100% :c5strength: Defense Bonus for units on tile
    allows exploitation of any strategic resource on the tile
    +10 HP to nearest workable City on construction
[INDENT]    adjacency bonuses:
        +1 :c5food:/:c5production: to Farms
        +1 :c5food:/:c5faith: to Camps
        +1 :c5production:/:c5faith: to Pastures
        +1 :c5production:/:c5gold: to Mines
        +1 :c5production:/:c5science: to Quarries
        +1 :c5gold:/:c5culture: to Plantations
        +1 :c5food:/:c5science: to Lumber Mills
        +1 :c5food:/:c5culture: to Logging Camps
        +1 :c5gold:/:c5faith: to Fishing Boats[/INDENT]
    Tech Boosts:
[INDENT]+1:c5production:, +1:c5culture: at Iron Working
+1:c5faith:, +1:c5science: at Theology
+1:c5gold:, +1:c5goldenage: at Economics
+1:c5production:, +1:c5science: at Industrialization
+1:c5culture:, +1:c5gold: at Flight
+1:c5faith:, +1:c5goldenage: at Computers[/INDENT]
    Increases effect/duration of WLTKD from Great Merchants, Hurry Production of Great Engineers, and Discover Technology of Great Scientists[/INDENT]
[B]UA change:[/B]
[INDENT]    Changed "Leader_Flavor" value for "Great People" to 8[/INDENT]
[/SPOILER]
 
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The biggest problem in my book with venice is you have to rely on your puppets to be decent, and i don't trust the mayor ai enough to let him control so much of your game. not only does he seem to love growth for the sole purpose of more growth, watching him start building something like musicians guild for 40 turns, rather then building that forge and getting that production moving. Especially if it's right after capture, since you can't spend money to punt it. Nothing agaisnt your mod, just a problem in base vp

This is it. I asked even to put those Venice wonders (Ponte di Rialto, Arsenale di Venezia and Piazza San Marco) into More Wonders mod from Adan_eslavo just not to lose all that pictures and programming.
 
is v61 the new version
not sure how to update this, i supposed just drag all of the files into the folder

Extract the folder from the compressed folder and place that in MODS. If you drag out the files you will have a mess in your MODS folder. If you just download the compressed zip file and move it into MODS, it won't be recognized either.
 
If you already have an older version, you will have to delete that or move it somewhere else. You can’t have two versions of the same mod in the MODS folder
 
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