More Unique Components for Vox Populi

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

So if I read correctly Beer Hall is now a Windmill replacement, meaning no longer a NW, meaning every City can build it, right?

If that's the case, aren't those bonuses a bit...insane?!
I mean, on one hand I really like the great synergy with the UA and a strong Germany, but on the other hand this can scale in a terrifying way and it sounds kinda broken :lol:

Naturally, this is only from reading it, I shall judge after some games and how it really plays out, just raising some early concerns.

But as always, thank you for the continous improvements and updates! :)
 
Quick update coming:
Beer Hall renamed to Bräuhaus
Happiness per X policies increased from 1 per 10 to 1 per 9 (total of 18 required to found an ideology, so it is now pegged to that).
So if I read correctly Beer Hall is now a Windmill replacement, meaning no longer a NW, meaning every City can build it, right?

If that's the case, aren't those bonuses a bit...insane?!
I mean, on one hand I really like the great synergy with the UA and a strong Germany, but on the other hand this can scale in a terrifying way and it sounds kinda broken :lol:

Naturally, this is only from reading it, I shall judge after some games and how it really plays out, just raising some early concerns.

But as always, thank you for the continuous improvements and updates! :)
The Beer Hall/Brauhaus is late Renaissance. Other UBs that arrive at the same level are:
  • America's Independence Hall
  • Austria's Schutzenstand
  • Russia's Ostrog
  • French Salon
  • Japanese Kabuki
  • Swedish Skola
The UBs that are later are:
  • Denmark's Andelsbevægelse
  • England's Steam Mill
  • Canada's Railway Hotel
Unlike many of those late UBs, the Brauhaus doesn't come with an early unlock. It's wait and see for now, but those comparatively late components do need to be powerful in order to be felt. My gut feeling is that the Brauhaus is of similar strength to those other UBs
 
Last edited:
Without being harsh, from the screenshot you provided I can already see a few problems. On turn 189, your cities should already be connected with roads, and you should have many more tiles improved. Just one tip I would give you is to have more workers early, at least one worker per city would be a minimum. You should have settled the area west of Mecca a while ago, to benefit from those lakes tiles and secure more salt tiles. You should also be the one controlling the Fountain of Youth, not the Incas. You have accumulated 716 gold. Unless you have units to upgrade, you should just spend that gold to rush buildings or buy workers or good tiles. You can't go wrong if you buy a worker on a city you just founded, and then prioritize the luxuries and sell your extra copies to AIs.

I suggest you watch a youtuber to get a general idea of what to prioritize because simply looking at what they do would teach you a lot.

I did not say this was epic game speed, so you evaluation on the progress might be flawed. None of these tipps help against the overrun of the AI tbh.
 
I did not say this was epic game speed, so you evaluation on the progress might be flawed. None of these tipps help against the overrun of the AI tbh.
I stand corrected and as I said I didn't mean to be harsh. However even on epic game speed my tip of improving your land quickly still stands. You want to increase your yields as fast as possible and getting the salt monopoly sooner rather than later is just one example of the crucial process of snowballing in the early game to be able to catch up and stay relevant against the AI. Also to be fair fighting the Incan near mountains really sucks.
 
I'm getting a lua error with the klepht that seems to be causing me to crash a turn or two after it fires:
[92238.203] Runtime Error: C:\Users\skaz8\OneDrive\Documents\My Games\Sid Meier's Civilization 5\MODS\(over) More Unique Components for VP (v 80)\Greece/Klepth/Klepht.lua:16: attempt to index local 'pAttackingPlayer' (a nil value)
 
It's not causing your crash. I'm well aware of that lua function error. It's been there since the bginning, it's not hurting anyone, and I will silence it in the next release when I get around to it.

Please stop reporting this.
 
Yamato's "Taikan Kyohosyugi" isn't giving great admiral points when killing a land unit, only when killing a naval unit. The tooltip doesn't state that it has to be a naval unit, so I assume it wasn't intended to behave that way.

The UU also has the attack animation bug that has been reported for some years:

@pineappledan I recently updated to all the most recent patches, and I'm noticing I'm still having the same issue of a Yamato graphical/sound bug, where the animation stalls and stutters for a good while before finishing the combat. Ship positions itself, and the guns flicker in silence for a few seconds- it's glaringly slow. This happens if you play as Japan or vs the AI.

Any idea how I could resolve this? Is there a source for the files I could grab? Though I don't know how I would install them, if this game needs special modding tools. Next step might be reinstalling the game, but I doubt that would have anything to do with what's inside a mod. Thanks for any insight. I'd appreciate the help, as I've avoided including the Japanese in any of my games for a good long time now due to this bug.

EDIT: I think the model was taken from the JFD Tojo mod, so I traced a version somewhere else here. That model's animations and sound work fine. UC's doesn't for me. I'm not using any mods beyond the VP bundle and 3/4 UC.

Balance-wise, the admiral points on kill is very strong, and is what lets the UU be felt despite her very late unlock. The GAP on construction is questionable, on the other hand, since chances are that you are already in a golden age from spending a great artist, or about to use one from an admiral birth from using Yamato. I pretty much ignored that GAP and wished it were a tourism proc instead.
 
The GAP is there for flavor.
Why would I add tourism yields when you get an HE for all the GAdmirals you’re going to spawn.
I didn’t know that GA points and GG points were domain locked, but that was probably our done for Rome’s arena to make his building yields conditional. I’ll just update the text to say it only works on ships
 
Why would I add tourism yields when you get an HE for all the GAdmirals you’re going to spawn.
Because the GAP proc is currently a noob trap.

I found that the best approach to this UU is to amass a large cruiser fleet and gold stockpile beforehand, immediately upgrade those cruisers at Rocketry, and completely ignore the GAP proc on construction. This way, you get a powerful military timing at Rocketry AND overall more yields from proccing Taikan Kyohosyugi earlier.

What the GAP proc on construction incentivizes, especially for someone that doesn't know yet how powerful the Taikan Kyohosyugi is, is the opposite approach: favor a large Ironclad fleet instead and manually build the UU when it unlocks. Which takes valuable time at a stage where victory conditions are already close. Yamato being more expensive than the unit it replaces further exacerbates that. If the GAP proc is going to push you towards such approach, it should at least make up for how suboptimal this approach is. Honestly, though, I'd rather have the proc on construction removed altogether, the flavor part isn't worth it being a trap.

For flavor, I'd just have the GAP and culture on death be given to Japan, instead of the enemies. The sinking of Yamato and Musashi are generally portraited as acts of bravery in their homeland, even if irrelevant in the course of the war, since the Bushido code is said to prepare a warrior to accept death even against overwhelming odds. Yes, I know they were kept out of combat often, but they were being saved for a decisive battle; when that battle arrives, they would be expected to fight to the death, and is how they behaved in their last moments. The way the GAP/culture proc is, you're doing the opposite of that, always retreating if they are threatened.
 
I've got this graphics bug several times and finally found out it was linked to oppidums. Has anyone experienced this as well? Is there something specific to oppidum textures compared to other UIs?

Spoiler :
20220816120319_1.jpg

 
Back
Top Bottom