3UC/4UC for VP: Project Coordination Thread

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@adan_eslavo, Penny for your thoughts re. the changes to holkan and k'atun ajaw promotion lines which hinin and I were discussing.

I have updated Venice and am currently fixing Carthage. Turns out there is an SQL for a unit converting into another unit in VP, so I’m implementing Hinin’s suggested fix of making a unique GA Shofet and a unique GG Shofet, then letting them convert between each other.
 
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Two observations:

1. India's Mughal Fort does not grant unit supply, unlike the Castle (though I see in the spreadsheet that it is supposed to give +10%, so perhaps it just hasn't been updated ingame yet);

2. the Celts' UA change to keep the faith on cities with only a pantheon doesn't work. My faith output dropped like usual when founding.

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two more:

3. France's Grande École has 4 gold maintenance instead of the increased 6 (stated on the spreadsheet)

4. Denmark's UB states that it grants +10% production, but it does not show on the EUI tooltip (these bonuses usually do). Are we sure it's working as intended?
 
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And to whomever this concerns, a list of ingame typos I stumbled across:

Spoiler :

ARABIA

Hashemite Raider: no promotions displayed; "replacement for the light tank" & "stronger than the cavalry it replaces"


AUSTRIA

Landwehr: description wrongly states "increased vision"


AZTECS

Eagle: could add "does not require iron" to description


CELTS

Scythed Chariot: description states 8 dmg on move instead of the newly updated 10 (that change is in the changelog but not the spreadsheet, btw)


DENMARK


Longship: description states 20 CS instead of 22 CS


ETHIOPIA


Monolithic Church: faith icon missing in description


GREEKS


Agora: how much gold is granted per city-state ally?


MONGOLIA


Black Tug: no penalty against cities remains in description


POLAND

Barbican: description should state 15 CS instead of 5 CS


POLYNESIA



Koa: "stronger than the pathfinder it replaces" instead of scout, "ancient era unit"


SHOSHONE

Pound Well: "a bison resource apprears", "additinonal food and production"


UB: description states 2 papers instead of 3, and 2 civil servant slots instead of 1
 
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Carthage and Venice complete. I think they might be ready to be rolled into someone else's mod

Carthage
Spoiler :

UGP: Shofet (Great General/Great Admiral)
Can embark/disembark to become a great admiral/general

When on land:
15% CS to all units within 2 tiles
Can be consumed to build Citadel and increase supply cap
Bonus dmg vs cities within 2 tiles of Shofet
units that start a turn stacked or within 1 tile of a Shofet ignore ZOC for that turn


When Embarked:
15% CS to all naval units within 2 tiles
Can be consumed to repair all ships within 1 tile
Can be consumed to give 2 copies of undiscovered luxury

UB: Tophet (shrine replacement)
available at agriculture
65 production
no maintenance
-1 food
+3 faith
(up from 2 faith)
+1 Culture
+2 Gold
+2 Gold for every 5 citizens in city



Venice
Spoiler :

UU1: Great Galleass (Galleass)
Unlocked at Guilds
175 production
3 movement
25 RCS (+3 than galleass)
1 Range
15 CS (+3 from galleass)
Can move after attacking
cannot end turn in deep ocean
cannot melee attack

UU2: Fusta (unique unit class)
Unlocked at Guilds
125 production
4 movement
19 RCS
(-3 vs galleass)
1 Range
9 CS (-3 vs galleass)
No unit maintenance
Chance to withdraw before melee attack

Can move after attacking
cannot end turn in deep ocean
cannot melee attack

Effectively splits a Galleass UU into 2 units: a heavy hitter and weaker/spammable option

UB: Laguna
Unlocked at Compass
350 production
100 city HP
10% unit supply camp from population
+3 Gold, +3 Food, +3 Culture (up from 1 Gold)
2 Maintenance
Increases range of sea trading routes by 75% (up from 50%)
+4 Gold for Trade Routes (up from +2)
International Trade route originating in this city create an instant boost of tourism with target civ based on city's culture output
+1 Food on ocean tiles
+1 production for sea resources
+2 Food and +2 Production for Atolls
+2 Food and +3 Gold for Rialto District for every Laguna on Empire
+2 Production and +2 Science for Arsenale de Venezia for every Laguna on Empire
+2 Culture and +2 Tourism for Murano Glassworks for every Laguna on Empire

 

Attachments

Portugal and Morocco have been added, and various fixes to other civs included.

Spoiler Morocco :

Corsair (Corvette)
38 :c5strength: CS (up from 35)
Slipstream promotion
Razzia (Gain :c5food: Food and :c5production: Production toward nearest coastal city when killing units (2x unit's CS), pillaging improvements (50 scaling with era), and plundering trade routes (100 scaling with era))
Barbary Pirate (Can enter rival territory without open borders. 50% chance of converting to a Barbarian if it starts its turn in rival territory without open borders)

Riad (Garden)
No maintenance
+30% :c5greatperson: Great Person rate in the city (from +25%)
+1 :c5culture: for each 5 citizens in the city
+3 :c5gold: Gold and +1 :c5food: Food from Oases
+2 :c5gold: Gold, :c5culture: Culture, and :c5greatperson: Great Merchant Points for each Trade Route originating in the city

Spoiler Portugal :

Cacadores (Gatling Gun)
Whenever this unit levels up, it gets a promotion from the Trailblazer or Survivalism lines in addition to its normal promotion

University of Coimbra (Oxford University)
Does not require University, and provides a free University when built
+5 :c5science: Science and :c5culture: Culture (up from +3)
+2 :c5gold: Gold from Universities
All naval units gain the Age of Discovery promotion (gain :c5science: from revealing tiles)
Whenever a Feitoria is built in city-state territory, gain +2 :c5gold: permanently


List of changes to existing civs:

Arabia:
Fixed Hashemite Raider (was not working correctly in previous version). Added icon and model, courtesy of pineappledan. (Flag and strategic view icon still needed.)

Assyria:
Lamassu Gate now has a Great Work of Writing slot.

Austria:
Corrected text on Landwehr (no longer states that it has improved vision)

Aztecs:
Reduced XP bonus on Huey Teocalli to 3 per golden age, and added cap of 30 to all the per golden age yields.

China:
Xiafan Guanjun now gets Broadside instead of Supply
Examination Hall now gives 15 Great Person Points per citizen born scaling with era (down from 30)
Corrected text on Examination Hall and added icon


I'll add Carthage and Venice to my mod. Expect them to be added in tomorrow.
 
I'll add Carthage and Venice to my mod. Expect them to be added in tomorrow.
I think I got the shophet working, but I tried playing an actual game with the carthaginians and the GG never spawned (i got 207 GG points out of 180 needed before I quit). Not sure what is stopping it from spawning

The bonus per feitoria looks anemic without the +1 prod, imo
 
  • I like katun ahaw modification. Maybe few more xp per promotion would be good. Its 80 turns of waiting.
  • Im not sure about spawning holkans. I would rather rise renewal cycle, add random science or faith on goody hut (if exist event to trigger that) and take barbarian penalty. Taking off speed would lessen the amount of goodie huts found so it is not good move. Adding more stuff like cp or other offensive ability would complicate unit too much. I like renewal cycle flavor. Taking it off in favor of other ability would make holkan loose its charm.
  • I decided on deleting problematic adjacency restriction from latifundium. Using current method of upgrading improvement to other after 10 turns made it not work properly. I will try to modify its design numbers a bit because it is too powerful for such an early improvement. 3 tech enhancing yields will be also enough.
  • I also plan to restrict spawning figs to only Romans. So if other country takes the city with latifundium and it has not spawned figs yet then it will not do that until rome take this city back.
  • Im on good way with this UI. There will be probably one unexploit: if you spawn figs and load game before spawning the table still will have values and block spawning it again. The only reset I plan to add is on game start and I hope it will work.
 
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Unless I am completely mistaken and it's some change in VP I forgot about, it seems every siege weapon has : "Siege Engine I: +100% Ranged Combat Strenght vs. Cities. Lost after unit upgrade." (And yes, it stays after upgrade...) Was this something intended for only for the Ottoman siege weapon and spilled a bit?

EDIT: also, not playing Ottomans atm.
 
I think this promotion is added on every new upgrade. In sql files it states that i is lost on upgrade so I did added such statement (Great City Assault, Siege Engine I and II and Siege Penalty). As I could see Siege Engine I is present almost on every Siege weapon.

@IcyAngel:
  • Mughal fort gives +10% City Supply. That is what I can see in sql tables loaded to the game. It maybe not written in upper part of the description so the only place where it is is the bottom part written by @pineppledan. (Castle has wrong tooltip description saying 5% bonus. All building has minimum 10% bonus now in VP so is Qila).
  • Grande Ecole has normal maintenance for a while. We decided to lower it because it was strange thing to rise it without a reason. I will update description.
  • Same as above. I will check that but sql tables has this value properly loaded. Tooltip is working well saying 10% bonus to buildings.
  • I did not change Celtic faith at all. Only description was updated. If you say it is dropped after founding relligion then I need to update it again. It is based on sqls from VP. But it serves its role and helps you to found pantheon.
 
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Unless I am completely mistaken and it's some change in VP I forgot about, it seems every siege weapon has : "Siege Engine I: +100% Ranged Combat Strenght vs. Cities. Lost after unit upgrade." (And yes, it stays after upgrade...) Was this something intended for only for the Ottoman siege weapon and spilled a bit?
I'm not sure I understand. I believe the ottoman bombard has a different buff, a 150% city dmg buff that is unique to it instead
  • Grande Ecole has normal maintenance for a while. We decided to lower it because it was strange thing to rise it without a reason. I will update description.
Oh I thought that made thematic sense. The students at a grande ecole are often paid a stipend and don't pay any tuition. I imagine that is a massive drain on an economy
 
  • I can rise the maintentenance again. It was said that build is too op so it would be balance somehow.
  • Bombard has few additional promotions:
    • Great City Assault (150%) (default promotion, but unused)
    • Siege Engine I (100%)
    • Siege Engine II (100%) (default promotion, but unused)
  • and this makes tatal 350% firepower lost on upgrade so next unit dont have Siege II and Great Assault, but only Siege I. I guess it is added by hand to every siege weapon.
  • Hahahaha! Check Mate guys! Permanent improvements cannot be pillaged so additional gold from pillage is worthless on that UI. That's why I cannot force AI to pillage that crappy tile.
 
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Okay, so it was my derp there. Carry on.

On another note, trying to play a game where Pracinha gets use, but have yet to play a Brazil game where I did not win culture victory before Atomic era, or get killed off by Medieval... will intermittently keep trying whenever I feel like it.
 
Okay, so it was my derp there. Carry on.

On another note, trying to play a game where Pracinha gets use, but have yet to play a Brazil game where I did not win culture victory before Atomic era, or get killed off by Medieval... will intermittently keep trying whenever I feel like it.
Maybe Atomic Era is too late for a UU. Considering moving Pracinha back to Modern, making it a Rifleman replacement. Less historically accurate, but could be better for gameplay.
 
@FoxOfWar No problem.
  • I think I will rise up the GE maintenance again. Wait for Latifundia test.
  • For now I have horror with this UI. I make it work step by step but testing each aspect of its gamplay...
  • I think I will d it not permament. The way I save data for fig spawn is tied to map coordinates not to improvement. So if someone would like to exploit it it will be in vain because in that coordinates value will be 1 so next fig spawn will be blocked.
Changes to Latifundia which I decided to add after some thoughts and programming issues:
  • delete permanent state - unnecessary for now, creates issue while pillaging
  • delete no two adjacent restriction - doesn't work with current code
  • add faith from farms instead of food - some luxuries give faith with improvement. Current version of latifundia has no faith.
  • add base culture instead of production - few luxuries have culture yields with plantation but only few (I found tea) has production
  • rised base food to 2 to compete with plantation. Workers still tried to build plantation on latifundia. I hope this will help.
  • modified yields from tech, reduced tech to 3 from 4
  • latifundia claim foreign (not only unclaimed) tile if figs spawn there
  • latifundia fig spawn is random. It counts possible places for figs and then makes random choice for one.
Spoiler Latifundia vIStoppedCounting :
UI - Latifundium:
  • available at Calendar
  • build time - 10 turns
  • must be built on any Luxury Resource, Bananas or Wheat
  • improves resource beneath
  • +2 :c5food: Food, +1 :c5culture: Culture and +2 :c5gold: Gold
  • +1 :c5production: Production at Civil Service, +1 :c5gold: at Economics, +1 :c5food: Food and +1 :c5production: Production at Fertilizer
  • +1 :c5culture: Culture to adjacent Plantation and +1 :c5faith: Faith to adjacent Farm
  • spawns Figs Resource with Plantation after 10 turns, scale with Game Speed (7/10/16/30)
  • if spawned figs are outside the Roman borders, Rome claims that tile
  • 25 :c5gold: Gold on Pillage


Do you think pantheon with plantations should also be modified?
 
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Can the faith to farms be production instead? Otherwise the UI has no base production and therefore doesn't synergize with the UA.

Rome has no other faith benefits, and while I'm not opposed to having faith on non-faith civs, it's a very early UI which makes them quite potent for establishing a religion and that just feels wrong for Rome. Rome's pantheon is borrowed whole-hog from the Greeks, and they later converted to Christianity. Stories of Roman Legions converting to Germanic paganism are also widespread. the Roman civ is simply not one of religious innovation; it feels weird to give them any benefits in that regard, especially to a UI which is in effect an industrial slave farm.

Is it not possible for the player to remove the plantations from the figs and replace them with latifundiums? I thought that was the original reason for the no-adjacency thing. I was worried people could simply daisy-chain their latifundiums off of spawned fig resources
 
  • They cannot be placed on figs because I restricted latifundium to luxury reources+wheat+bananas.
  • Ok, I can give production to farms instead of faith. It was my thought after looking at resource table on wiki where I saw few resources with faith on plantation.
EDIT: or maybe not restricted. Still can found on Figs. Jeez, this UI is creeping me out. :]
 
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only select UIs give faith because faith is a precious resource, especially early game. It's mostly meant to be accrued through buildings, so that civs are not as variable in their potential for accumulating it.

dont forget to add flax as an improvable resource, once we get the flax on Egypt working
 
  • I will do. I managed to resolve problem with latifundium on figs, but..., yeah there's always but. Workers keep building latifundium-plantation-latifundium-plantation and so on. I don't have any idea how stop them for now.
  • I added beliefs bonuses with text change for oral tradition, grocer bonus and coffee house.
 
Not sure I understand. Automated workers destroy the latifundium and then replace it with a plantation and then switch back again?
 
Yup. Crazy, don't you think?
102122-300-this-is-madness.gif

  • We probably will need an additional one 128 px icon for Figs with black frame around for Startegic View. I saw that rest of icons have such one.
  • I set them better yields, better priority and they keep freeking me out :p If only there was a way to disable plantation for Roman builders.
 
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