More Unique Components for Vox Populi

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

update coming.
Has the Chaebol and Grenzer text fixes too

edit: posted
 
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Code:
-- adds XP to stacked unit and deals damage to adjacent enemy units
function OnExpendingGrantXPAndDealDmg(iPlayer, iUnit, iUnitType, iX, iY)
    local pPlayer = Players[iPlayer]

    if not (pPlayer and pPlayer:GetCivilizationType() == eCivilizationZulu) then return end
    local pUnit = pPlayer:GetUnitByID(iUnit)

    if not pUnit:IsHasPromotion(ePromotionIqawe) then return end

    local pPlot = Map.GetPlot(iX, iY)
   
    -- grants XP to adjacent units
    for k = 0, pPlot:GetNumUnits() - 1, 1 do
        local pStackedUnit = pPlot:GetUnit(k)
        local eOwner = pStackedUnit:GetOwner()
       
        if eOwner == iPlayer and pStackedUnit:IsCombatUnit() then
            pStackedUnit:ChangeExperience(30)
        end
    end
end
That makes less than zero sense. There are separate checks for both the zulu civ being active and for the InDuna's unique promotion.
are adjacent enemy units also being damaged?
 
Not much to comment on. It’s the same problem as Indonesia, but it’s preferable to any alternative.
  • If coca wasn’t somewhere on the map, it couldn’t have a monopoly.
  • If there was only 1 coca in the capital, then the capital would HAVE to replace anything it was settled on top of, and you would have different handling of how coca operates depending on what city has it.
 
Isn't it possible to make it spawn like the flax building for egypt? so not on top of the capital but somewhere nearby
 
Isn't it possible to make it spawn like the flax building for egypt? so not on top of the capital but somewhere nearby
it’s possible to do that, but I didn’t want to just copy Indonesia.
 
it’s possible to do that, but I didn’t want to just copy Indonesia.
I played a game a while back where I conquered my Incan neighbor while using Indonesia; let's just say, I saw some interesting things happen when capturing some of his cities... It's all good though, it is what it is.
 
Will the updated version 65 save game compatible? Because I have currently a Assyria run, but im already past the Iron chariots time to shine, sadly ...
 
Huh. From what I can read code, that indeed makes no sense. But I did have an extremely experienced Pikeman in my capital(that had never seen combat) later in the game... from what I recall, other Great People had gotten the promotion as well.

(I mean, this is definitely not a huge concern, more of an amusing side effect.)

edit: think I realize where it comes from. I use the minimod, Unique Unit Lines, that lets any unique abilities of UU's span the whole unit line. Are Great People similar in code?
 
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I played a game a while back where I conquered my Incan neighbor while using Indonesia; let's just say, I saw some interesting things happen when capturing some of his cities... It's all good though, it is what it is.
Sometimes city states will reward you experience points for capturing specific civ cities. This XP will apply to every single land unit you currently own. I think this could have been what happened.
 
Sometimes city states will reward you experience points for capturing specific civ cities. This XP will apply to every single land unit you currently own. I think this could have been what happened.

Not only land units, if I remember correctly, every units. So you can spend some time if you fulfill a quest in later eras and have to promote several dozen units at once ...
 
Sometimes city states will reward you experience points for capturing specific civ cities. This XP will apply to every single land unit you currently own. I think this could have been what happened.
I was referring to the fact that Indonesia spawns a resource when gaining a city, combined with the fact that Incan cities can't be razed and have a unique lux under them. I had nutmeg spawning on top of mountains and other funny occurrences, but that was quite some time ago so I can't recall all the weird things happening.
 
Are you married with this coca implementation making all incan cities not razeable? The coca monopoly ability could even be merged with the UA itself (coming up with granaries that you're rushing anyway that's early enough that in practice it doesn't matter), sure conquering civs would lose the opportunity of aquiring the resource but imo that's preferable to the current invulnerability shield of incan cities. Copying Indonesia (and Egypt, and Rome, and Shoshone, and to some extent Brazil...) resource spawning doesn't look that bad of an alternative either.

Tbh I don't like 'ghost' resources at all, while some minor terraforming is quite fun: about this may I ask your opinion (and feasibility) of making polish stable actually spawn 'real' horse resources nearby the city, much like shoshone spawn bisons?
 
As far I understand it, it even overwrites any potential ressource which might be on the tile you settle. So you could end up with losing important strategic ressources which I am not a fan of. Tbh, the coca ressource itself isn't that impressive, just make it a general plantation ressource, which might get buffs from all those plantation improving social policies.

Just nitpicking, if you play OCC, it is possible to remove cities on special ressources like mercantile city states and so Incan cities, but I doubt that will happen regularly.
 
I am married to the idea of not having the coca on the map, so to speak. In addition to the aforementioned 5 other civs that put resources on the map, I don't have any unique tile graphics, and a qullqa was a place to store coca, so it is more coherent with the building if the resource is inside the city. Regardless I don't have any interest in just making the Qullqa a crappier version of the Indonesian Candi.

I can place 1 resource under the capital, so coca is at least on the map, and then give subsequent Coca through a 100% capturable dummy building. You can't raze capitals anyways. You will have to avoid settling your capital over other resources again, because the coca will overwrite that 1 tile, but the old complaint is now limited to 1 city.
 
What about not having a coca resource at all then? :) I mean in practice is an extention of the UA, with the exception it can be aquired by conquerors. To mimic the latter you might have qullca award the city conquerors with some yield boost, much similar to vanilla burial tombs. Just spitballing here.
 
The monopoly gives improvement speed to the Inca.
The qullqa is already the third pass on an Incan UB; I am well beyond caring if a few people are unhappy with it. I have tried to be responsive on criticism on this single component for years, to no avail.
 
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I'm joining the bandwagon late but if this UB has been unsatisfying for multiple mod users for years and, in its latest implementation, broken, then being beyond caring about it is a laughable reaction. I'm pointing out that the qullqa, being a granary with bonus production, comes pretty early in an incan build order, the monopoly is gained so quick that it might as well be part of the UA. The fact you have a resource you don't need to improve nor care about it being pillaged doesn't add any depth to the civ itself.

Anyway, just so you know I can be easily dismissed, I'm skimming over your mod docs before playing with it and offering some detailed feedback. I was hoping to play it without editing anything in order for my experience to be relatable with others;
34UC Incas are "interesting" to spawn next to and try to get a hold on their monopoly but the perspective of playing against a civ whose cities you can't raze (if no OCC, duh) is plain unfun.
 
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