Due to Gazebo's absence, I've decided to create a new patch. Not a lot of changes in this one, mostly bugfixes and some new modder tools.
EDIT: The Freedom rework changes are all included in this patch. The changelog below has been updated to reflect this.
EDIT 2: The changes from Hotfixes 1 - 5 have been added to the changelog.
Installation Instructions:
1. Install the 7-1-3 Version of VP using the autoinstaller from here.
2. Download the patch version of your choice from this post (attached ZIP files are at the end of this post).
3. Extract the folders from the .zip folder.
4. Copy and paste the extracted folders directly into your MODS folder (My Games\Sid Meier's Civilization 5\MODS)
5. At the prompt, select "Replace the files in the destination" as shown here:
6. Delete your cache folder, if it exists (My Games\Sid Meier's Civilization 5\cache).
7. Enjoy the new beta version of VP
Changelog
Online as of 2:10 PM CT. Not savegame compatible.
EDIT: The Freedom rework changes are all included in this patch. The changelog below has been updated to reflect this.
EDIT 2: The changes from Hotfixes 1 - 5 have been added to the changelog.
Installation Instructions:
1. Install the 7-1-3 Version of VP using the autoinstaller from here.
2. Download the patch version of your choice from this post (attached ZIP files are at the end of this post).
3. Extract the folders from the .zip folder.
4. Copy and paste the extracted folders directly into your MODS folder (My Games\Sid Meier's Civilization 5\MODS)
5. At the prompt, select "Replace the files in the destination" as shown here:
Spoiler :
6. Delete your cache folder, if it exists (My Games\Sid Meier's Civilization 5\cache).
7. Enjoy the new beta version of VP

Changelog
Code:
Balance
City-States
Now use AIHumanStrengthMod and military skill rating when calculating military strength *for PTPs only* (should be fairer to humans)
Difficulty
+1 starting CS military unit on King and Immortal
Freedom Rework by InkAxis
Civil Society: Removed
Urbanization: Specialists require 2 less Food (minimum 1)
Universal Suffrage: Moved to Tier 1
New Deal: Landmarks and GPTIs gain +2 Tourism
Their Finest Hour: +1 air unit cap in all cities
Transnationalism: Every owned Town counts as a franchise
Self-Determination (new T2 tenet): Liberating a city for the first time gives 15 XP to all units, 50 Influence with all City-States, and 40 Science, scaling by era and city population.
The liberated city gains an Arsenal, 6 military units, and is healed to full.
Additions
New modder functions from InkAxis
- Improvement to LUA EnhancePantheon
- Added InstantReligiousPressure column to buildings
- Added PurchaseCooldownReduction and PurchaseCooldownReductionCivilian column to buildings
- Added Building_YieldFromYieldPercentGlobal table (enables "% of yield to other yield" conversion in all cities)
- Modified Building_YieldFromYield table (identical bonuses now stack)
- Added DLL support for new ideologies
- Ideologies can set what fonticon they want to use
New modder functions from HungryForFood
- Added UA support for revealing a resource at a different tech than normal
- Added UA support for adding specific GPP from killing units (in the capital)
- Added UA support for adding random GPP from killing units (in the capital)
- Buildings will not be shown in the Civilopedia UI, and some tooltips, if ShowInPedia is set to 0.
Bugfixes
- Fixed Spain culture bombs not granting yields when stealing territory (pineappledan)
- Fixed City-State quests not ending properly when the CS is killed (Milae)
- Fixed "recently adopted ideology" pressure not applying properly after switching ideologies (InkAxis)
- Fixed civilian purchase cooldown affecting general unit purchase cooldown (InkAxis)
- Fixed city governor creating excessive laborers (ilteroi)
- Fixed automated workers creating unnecessary roads (ilteroi)
- Cleaned up buggy "reveal resource" goody hut code
- Fixed a few malfunctioning diplo flavors
- Vassal protection/failed protection opinion bonus now applies twice, as shown in the UI
- Fixed AI attempting to bully City-States they are at war with (or planning war with)
- Fixed issue with voluntary vassalage (+20% opinion penalties for mistreatment should work as intended)
- Fixed locked war turns resetting for entire team if one player on the team was killed
- Fixed some UI display issues for opinion modifiers
- Fixed AI Great Prophets ignoring promises not to convert
- Fixed AI not reevaluating diplomacy properly after making peace or being resurrected
- Fixed Huns burning every city down (Community Patch only)
- "Scientist" and "Cultural" diplo personalities can no longer be selected if Techs/Policies are disabled
- Fixed liberating a vassal not giving any diplomacy bonuses, and changed minimum turns before liberation to equal minimum turns before voluntary vassals can leave (Hotfix #4)
- Fixed a bug that was making the AI's victory dispute penalty stack up to -1,275 (!!!) (Hotfix #5)
- Fixed an exploit allowing voluntary vassals to clear all backstabbing penalties (Hotfix #5)
- Fixed certain political modifiers (denounced our friend, etc.) counting players with 0 cities (Hotfix #5)
- Fixed some typos, including Sejong's war declaration text (Hotfix #5)
- Hopefully fixed the bug with the AI making DPs above the limit (Hotfix #6)
- Fixed AIs sometimes double-counting the same DP in the limit (Hotfix #6)
- Fix message priority for backstabbing penalties (Hotfix #6)
- Fixed corner case bug where City-States affected major civ diplo checks (Hotfix #6)
General
- Performance improvements
- Code cleanup
- DifficultyMod.xml now has a separate section for AI Behavior modifiers (as opposed to general bonuses)
- Disable Trade Offers (DiploAIOptions.sql) now has an option to allow offers to renew an existing trade deal
- Moved DiploApproachWeights.sql/DiploOpinionWeights.sql to Core Values folder
- Moved C4DF approach weights to DiploApproachWeights.sql
- Moved C4DF opinion weights to DiploOpinionWeights.sql
AI
- Improved missionary targeting logic (ilteroi)
- Diplo AI now factors in AI's allies in a war when calculating war state/danger
- Better consideration of city danger in Diplo AI
- AI now distinguishes between "shouldn't start a war" and "in terrible shape for war"; uses this for better strength perception of other players
- Adjusted several opinion modifiers (Hotfix #5):
- Penalty for breaking/ignoring promises has been increased significantly
- Increased bonus/penalty for the AI liking/disliking a player's World Congress resolution
- Nerfed wonder spammer penalty, but allowed it to apply farther once AI can cross the ocean
- Nerfed penalties for religious conversion
- Nerfed duration of breaking/ignoring digging promise modifiers
- Tweaked penalty for stealing territory: still doesn't apply for wartime thefts, but the AI will remember peacetime thefts until a Peace Treaty is signed with them
- Adjusted value of backstabbing penalties
- Nerfed "resurrector attacked us" penalty: now a regular backstabbing penalty, not an additional one (but still permanent)
- Buffed penalty for aggressive military deployment + now customizable
- Added global penalties for declaring war on your own vassal, declaring war on a civ you resurrected (Hotfix #6)
- Resurrected AIs no longer make Defensive Pacts with / voluntarily capitulate to teams other than their liberator (and must agree to a DP with their liberator) (Hotfix #6)
- Trade Route RecentTradeValue uses base XML flavors, not the broken grand strategy flavors (Hotfix #6)
UI
- The starting ideological pressure and the pressure for a low number of followers has been made clearer in the UI (and the UI text changed for this)
- Expansion promise text changed to make it more clear that conquering counts too
- EUI version of city tooltip no longer shows religions with no pressure or followers
Online as of 2:10 PM CT. Not savegame compatible.
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