More Unique Components for Vox Populi

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

This "tweaks mod" gets really big. Are those changes planned to be incorporated into VP some day?
Yeah it is getting pretty ambitious at this point. The hope is that I can workshop the changes in there with other people being able to playtest games with them, catch bugs, and offer suggestions.

Getting those changes into base VP would be my goal, yes.
I noticed you reverted all changes made to default VP units by MUCfVP and put them to the tweaks, right? I though we did this for balance issues afair.
I have kept a lot of the changes to vanilla components that directly tie into 4UC. Start biases, some changes to promotions, the changes to the Wat etc. are all still in 4UC, if they directly tie into making the extra components more cohesive.

I took out a few things where I was essentially using the 4UC mod to "tweak" base VP components. They weren't affecting the 4UCs, they were just petty annoyances which should have always been their own mod. The main one was giving all unique units something to carry forward (Impi spear throw promotion split, Naresuan's Elephant, Naga Malla)
Can you elaborate me the thing? Maybe I will put some bonuses to the MW wonders, now.
I don't really get it myself because I havent had a full playthrough with the new system, but essentially it uses the events system. You send a spy to a city, you are given a choice of what you want that spy to do to that city, and then the spy goes there and triggers that event in that city after a number of turns (it fills the espionage bar like stealing tech, then triggers when it's full).

Hypothetically, you can make all sorts of customizations to this new system. You can have certain wonders/techs/beliefs/policies be prerequisites that enable/disable new spy missions. You can use this to trigger all new effects that use lua hookups to do whatever you want in lua. You could also have a wonder/etc. augment an existing spy mission by having it disable a base spy mission and enable a unique spy mission that is identical to the other, but 2x the power, and give them identical text.

there should be lots of things you can do with the new system, but I haven't tried any of it out yet.
 

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v 69 (nice.) is here
After over 2 years of waiting, the Klephts finally have their own unit graphics
Huey Teocalli yields are updated for 05/24 compatibility also
 
I forgot to update the numbering is all.
Hah, so you informed us all of your really nice update, and then didn't even update the actual numbering? :deal:
:shake:

Blasphemous.
 
I will work on updating the OP at some later point, but v 70 is coming in
Code:
v70:
- Compatibility: 
    - Huey Teocalli now gives +1 Gold to Temples instead of Culture
    - Sachems Council now gives 1 faith per CS Ally
- tweaked/modified:
    - New unit model for Klepht
    - Indian Archer renamed to Danurdhara
    - Kampong can now be pillaged/repaired
    - Great Galleass now has 4 moves and Bombardment I
- Reworked
    - Tersane rework:
        Tersane is now a unique improvement
        Built by Expending Great Admirals adjacent to cities
        Functions as a naval citadel with extra infrastructure bonuses
    - France UB rework:
        Grande Ecole replaced with Salon, a unique Museum
        Gains additional %GP rate per chateau worked
        Higher yields and theming bonuses
- Bug Fixes:
    - Monolithic church yields for beliefs fixed; re-added stone as a valid tile prerequisite
 
Sweet update! Great to see Ethiopia functioning properly, hopefully. That's an awesome and unique design for the Ottomans, but a couple questions: can I build them adjacent to one another, or do they require space like a standard Citadel? Also, by expending, do you mean the insta-heal ability, or the "Voyage of Discovery", or either / neither? Do you still get the + supply or bonus luxury from expending the Admiral?

Finally, do you plan on tweaking the French UA in your other mod? I know it was a topic of discussion recently, but I was just curious if the community had come to any consensus.
 
Do you still get the + supply or bonus luxury from expending the Admiral?
Yes
Also, by expending, do you mean the insta-heal ability, or the "Voyage of Discovery", or either / neither?
You build it like a GGeneral builds a citadel. It's a separate, 3rd mission for GAdmiral, and GGeneral, they have the option of being expended for their original purpose as well.
can I build them adjacent to one another, or do they require space like a standard Citadel?
No two adjacent. I was trying to make it as hard as possible to have >1 per city, and the XP and production bonuses don't stack for having more than 1 anyways.

Edit: note that ottomans can build both citadels and tersane and they can be adjacent to each other. This has limited utility, but it’s yet another reason why I was scared to let tersane just free-float on any coast, letting you chain them with Citadels and gobble up someone’s coastline. ottomans can turtle their cities extremely well if they want to though.
Finally, do you plan on tweaking the French UA in your other mod?
It would require a DLL modder to help us, so I am powerless to go further on it without some help from outside.

In the meantime, at least France has a more unique building with special, unique mechanics that separates it more from Sweden and their public school replacement.
I'm a little worried its too dependent on you having lots of GWorks to use it, but it is really cheap and early compared to the Museum, a strong building in its own right, and the theming bonus abilities need to be strong to compensate for how hard they are to do.
 
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Spain.
Bullring stil give +2 :tourism: from forests and jungle. But in last version of VP this bonus was removed on Zoo.

Buildings
Removed +2 tourism for Zoo Jungle/Forest
 
I believe if you get in game, the bullring’s bonus is copied off whatever the zoo has, so it’s already correct. Regardless, the text still needs to be updated. Thanks for the reminder.
 
Hey,
I don't know if the problem comes from this mod or base VP, but Maya UU carry over their +50% versus wounded unit, which is a little op from my point of view. I thought it was nerfed at 33% ?
 
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