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More Unique Components for Vox Populi

3rd and 4th Unique Components for VP - Official thread 88.4

Sorry your highness. It's evident you know better than the mod author itself. :bowdown:
 
It just works™.
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Sorry your highness. It's evident you know better than the mod author itself. :bowdown:
 
Just wanna specify that akchwally 🤓👆 it works because somehow in your mod order MUC loads after (2) Vox Populi so there's no issue in terms of database errors, but when it does not happen it creates problem like it happened to a guy in the discord and it was solved by adding (2) Vox Populi as dependency. :)
 
In the mean time see this post of the previous page
 
How about this for the Polynesian UU?

Vaka Nui - Fishing boat replacement
available at Fishing
No maintenance cost
2 base movement​
No vision penalty​
Navigator I (+1 vision and movement)​
Medic I​
+15%:c5strength: Combat Strength to units within 1 tile radius​
Is not expended when building Fishing Boats and Oil Wells​
Wayfinding UA change: remove melee boats can build fishing boats

Polynesia has its combat bonus near coast added back in a way that doesn't overlap with Shoshone, and can now use it for naval combat everywhere.
Adds the fishing boat ability onto a unit with fishing boat AI so the computer players can handle it (but still limited, because it won't use the UU aggressively)
Gives a utility support unit that can stack with GAdmiral aura bonus to naval units, and can support land units on coast. Also gives naval units access to medic, which they don't normally get.
 
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It's not possible to give it a Great Admiral AI with workboat AI secondary like how Legions etc. kinda have two AI?
Also the model, am I going to be bringing catamarans into the battle in the modern era or do they get an updated model (Assyrian siege tower woes)?
 
Wayfinding UA change: remove melee boats can build fishing boats
this piece is the only part i'm not sure about -- currently can send settler + melee garrison off to distant parts, no other units needed to handle all barbs and fishing boats. Can just ignore naval barbs for the most part since fishing boats can insta build for ~free. Will need an extra unit when setting up remote cities with this change. Might be alright though.
 
It's not possible to give it a Great Admiral AI with workboat AI secondary like how Legions etc. kinda have two AI?
Not possible. Also, the legion doesn’t currently work either.
Also the model, am I going to be bringing catamarans into the battle in the modern era or do they get an updated model (Assyrian siege tower woes)?
Yes, though there have been a lot of revivals of Polynesian boating, and catamarans are still widely used for in sport and pleasure craft, so it’s much less out of place than a siege tower.
this piece is the only part i'm not sure about -- currently can send settler + melee garrison off to distant parts, no other units needed to handle all barbs and fishing boats. Can just ignore naval barbs for the most part since fishing boats can insta build for ~free. Will need an extra unit when setting up remote cities with this change. Might be alright though.
Now you would buy/build 1 new vaka nui with a new city if you didn’t bring 1 with you. Then it builds all your fish, and when it’s no longer needed, it costs no maintenance and no military supply, so it can just hang out, or you can use it as a military support unit.
 
Playing Mongolia, I noticed some weird things with the Yassa Court :
  • When unlocking it, all puppets also get a copy (they are technically not "occupied", just puppet, so that might be normal)
  • Puppets never build Courthouses, but they do build Yassa Court.
  • Also, contrary to what is shown here, they have an upkeep of 3 gold, which I think is the upkeep of base Courthouses.
 
When unlocking it, all puppets also get a copy (they are technically not "occupied", just puppet, so that might be normal)
I will redefine as only cities originally settled by the Mongols.
Puppets never build Courthouses, but they do build Yassa Court
Cool.
Also, contrary to what is shown here, they have an upkeep of 3 gold, which I think is the upkeep of base Courthouses.
Intended. Persia's unique courthouse has no maintenance
 
Revisiting an old feedback, regarding Babylon's UNW in 34UC:
About the E-temenanki "yields on investment" proc. The issue is that the proc can be maximized by relocating citizens (notably specialists) and tiles shared with satellite cities just before investing to maximize how much food and science you get from the proc, then relocate all those citizens and tiles back to what they were, before you end the turn. Which is a chore to do, relocating dozens of specialists and tiles every time you want to invest anywhere in the empire. It is also something that the AI probably doesn't know how to do, making it an abusable feature for a human player.

I'd like the proc to rely on something else than the Capital's yields per turn, so that you don't have to do this citizen shuffling all the time for optimal use of the UB. For instance:

"Whenever you invest in a building on empire, gain 6 :c5science: Science and :c5food: Food in the :c5capital: Capital for every Great Scientist born/expended in the empire."
The specific effect isn't important; it could just be a global version of the Bank's building investment effect (e.g. X% of the cost converted into :c5science: Science and :c5food: Food).

The important is to remove the extra chore that comes from optimizing the current effect. People already complain about the late game being tedious with the management of many units and cities, and the E-temenanki adds another task to do: relocate citizens and tiles (with surrounding cities) in the Capital to maximize food and science before investing in the empire, then relocate those citizens and tiles back to where they were, on every turn.
 
Your suggested era scaling on a base 6 would scale very poorly into the late game. food and tech requirements would outpace the multiplicative effect of era scaling in no time at all.
The core aspect of the Etemenanki that I think needs to be preserved is that it remains relevant throughout the game, even growing in relevance as the game goes on. This is consistent with the rest of Babylon's kit.

The gold costs of things are not a static database value; they are subject to cost reductions, happiness, and era scaling multipliers that are not readily exposed to lua. What you are asking me to do by making it a global bank is outside of my ability. I would have to calculate the gold cost inside the lua for the ability every time it goes off, and I don't know the gold calculations well enough to do that. This is something that would require a DLL modder's know-how.

I could possibly implement the ability via dummy buildings that use the bank ability to give :c5food::c5science: in the city where the thing was purchased, but then the yields would be local instead of global. As a result it would be considerably weaker, because you can't concentrate the growth into your capital anymore.

Would it be worth doing that way? Maybe. The way it doesn't centralize the food onto the wonder is slightly less cool than what we have now.
Have you tried not worrying so much about maximizing this bonus though? That would also address your concern. I doubt all your effort re-assigning your city for purchases and then flipping back is actually resulting in a major benefit.
 
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It can make a huge difference. Here's an example from a 4.5.1 game, on the Spaceship launch turn:
Spoiler Food without reassignment :
babylon_not_op.png

Spoiler Food with reassignment :
babylon_food_op.png


It comes down to how many specialists you are working, especially if you went for Progress instead of Tradition. We get 4:c5food: 174:c5science: on the first image, and 86:c5food: 171:c5science: on the second.

The scaling is also not as you think. This game had 30 Great Scientists born: 21 from :c5greatperson: GPP, 1 from the UA, 3 from faith purchase, 4 from wonders (Oxford, Porcelain Tower, Empire State Building, Hubble) and 1 from Apollo project. That would give 180:c5food::c5science: per investment under the old suggestion.
 
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