CAYM
Chieftain
- Joined
- Jul 25, 2023
- Messages
- 72
Hello!
Over time, by fixing one bug and correcting one mistake after another in the mod, I ended up creating my own mod.
As I worked on it, I felt the urge to share it with all of you and introduce it here.
In some places, my modifications overlap with the original creator's work. I've obtained permission from the original creator where I could, but there might be instances where I couldn't. I've acknowledged the original creator in the mod, but if there are any omissions, I apologize in advance.
The parts I modified are popularly used in VP, such as:
Brief Descriptions of Each Mod:
Thank you for considering my mod. I hope you enjoy it!
1. Enlightenment Era (Click)
2. Future Age (Click)
I made a new improvement by referring to "future worlds" used in existing vanilla and "future age" posted in this community.
I enjoyed future worlds in vanilla, but bugs and some disappointing parts were corrected.
What I am currently thinking about in the future mode is whether or not to make it possible to select 3 policies and organize only 3 dedicated units and buildings (example T-34).
We haven't restricted it yet to give it a degree of freedom.
To briefly introduce,
It is categorized into three major themes. 1) Machine humanity 2) Biotechnology humanity 3) Space expert humanity strives for each victory.
1) Mechanical mankind
It is a system for rapid building construction and unit production with high productivity and efficiency. The victory you seek is a diplomatic victory, and depending on the situation, you can also aim for other victories.
2) Bio engineering humanity
This is the type that aims for cultural victory by managing a large empire using rapid scientific development and military supply limits with high cultural power and a large population.
3) Space Engineering Humanity
With high scientific power, you can wage a military war aimed at occupation using aircraft, or with high scientific power, you can aim for scientific victory.
Units appropriate for each specialization are set accordingly, and constructing that building restricts the construction of other buildings.
3. Naval Units Mode (Click) : Naval mode has been integrated in vp 4.0. Do not download anything higher than 4.0
Faith values were changed in VP 3.9.
Also, when running in future mode, there was a problem with the location of the technology, so the location was adjusted. It was necessary to distinguish between modes that run future mode and those that do not.
There was a problem with the strategy view in the existing mode, so it was adjusted.
The unit image had a somewhat strange texture, so we improved it, and the unit portrait image was improved.
4. Air Units mode (Click)
Faith values were changed in VP 3.9.
Also, when running in future mode, there was a problem with the location of the technology, so the location was adjusted. It was necessary to distinguish between modes that run future mode and those that do not.
The unit image had a somewhat strange texture, so we improved it, and the unit portrait image was improved.
In the case of ADV jet, the f-117, which was developed after stealth, was given to improve the image similar to JET.
5. CAYM'S Tweaks (Click)
1) CAYM Unit change
- Changed Skirmisher-line. (Melee combat power has been lowered, and long-distance combat power has been lowered to about 80-90% of that of archers. They make a melee attack in the first turn and retreat once. They have strengths in flank attacks.)
= Arabian Camelarcher: Moves faster and is stronger in Desert. and splash damage
= shoshone Komachi changed: Flank attack promotion
= Armed car unit design and Resource changed (Aluminium->Coal: this period, Aluminium is very very expensive)
- Changed Recon-line. (In the case of special forces, they consume strategic resources and become engineers who help conquer the city.)
= Airship unit line (Historically, after the advent of airships, scouts disappeared. The existing scout units mentioned above became Sapper, and the role of scouts was replaced by airships.)
- A new unit was created.
= PMC (This is an upgraded version of the existing mercenary. Now it is upgraded to PMC instead of mechanized infantry upgrade.)
= Anti-tankmissile (bazooka-Javelin: The existing tank had a poor value compared to its production capacity. Anti-tank section promotions were reduced, replaced with missiles, and related units carried bombs.)
- Improved images.
= Roman legionaries, Spanish Armada, Dutch sea begars, Indonesian Djong, Horse Archer, Assyria Iron-chariot, Corvette, Polish Pancerny, Paratrooper, Greek Spartans, Tadodoho
2) CAYM Balance Change
- Civilization change (referred to Pineappledan's)
= Mongoila attack 2 times => Rough terrain movement penalty removed, ranged combat power adjusted to 33%, attack 1 time
= Korean Hwach'a => Replace "Cannon", and deleted Logistics, and get Repeater
= Korean Turtle ship => get Plating Promotion
= Chinease Chu KO-NU => delete Repeater and get Logistics
-Terrain change
= I enjoy playing TSL. But growing bananas on the European "MARSH" set really drove my brain crazy. So I deleted that content.
- Policy change (traditional policy change)
=Existing opener: Food 2, Population 2, Happiness 2 => Deleted, Culture 1 for every 2 capital population => Converted to Culture 1, Gold 1, Science 1 for every 2 capital population.
= When selecting policy: Capital Science 1 -> Capital Population 1, Urbanization Unhappiness - 1
=Policy individual change
Last row left (Splendor): When using a great person, culture 50 (correction by era) -> When using a great person, culture 50, gold 50 (correction by era), free construction of cultural buildings in the first 4 cities (including the capital) [[Existing vanilla function ]]
Last row right (Majesty): Free construction of food buildings in the first 4 cities (including the capital) [[Existing vanilla function]]
- New Buildings
= Breeding Center, Casino, Cemetery, Clocktower, Fire station, GMO Lab, Supermarket, Polar station, Recruitment Office, Ski resort-Marina-Urban Center-Safari Park, Shopping Mall
3) CAYM Improvement Change (New improvement)
4) CAYM IConstruction changes (30% Faster)
Over time, by fixing one bug and correcting one mistake after another in the mod, I ended up creating my own mod.
As I worked on it, I felt the urge to share it with all of you and introduce it here.
In some places, my modifications overlap with the original creator's work. I've obtained permission from the original creator where I could, but there might be instances where I couldn't. I've acknowledged the original creator in the mod, but if there are any omissions, I apologize in advance.
The parts I modified are popularly used in VP, such as:
- Enlightenment Era
- Future Era
- Navy Expansion Mod
- Air Force Expansion Mod
Brief Descriptions of Each Mod:
- Enlightenment Era:
- The Gallery was integrated into VP 3.9, making some code deletions necessary.
- Faith points required to purchase units have been modified.
- Some bugs were fixed, and lacking wonders and imbalances in the tech tree have been addressed.
- Added new wonders like "Belém Tower," "Lowell Mill," and "Kaiserich"
- Adjusted Galleon and Corvette images for historical accuracy.
- Future Era:
- A revamp of vanilla's "Future Worlds" and community's "Future Age."
- Three main themes: 1) Mech-Humans, 2) Bio-engineered Humans, 3) Space Experts. Each has unique units and buildings and aims for specific victory conditions.
- Navy Expansion Mod:
- Adjusted for faith changes in VP 3.9.
- Fixed tech position conflicts and differentiated between future mods and non-future mods.
- Improved unit images and portraits.
- Air Force Expansion Mod:
- Similar adjustments as the Navy Expansion Mod. ADV jet got an image based on the F-117.
- CAYM'S Tweaks:
- Includes unit changes, such as modifications to the Skirmisher line, Recon line, and the introduction of new units.
- Several image improvements.
- Balance changes, such as civilization adjustments, terrain edits, and policy changes.
- Added several new buildings.
- Improvement changes like new trenches, pontoon bridges, and the ability for Great Engineers to access resources.
Thank you for considering my mod. I hope you enjoy it!
1. Enlightenment Era (Click)
- In VP 3.9, the gallery was absorbed into the existing VP, so related code needed to be deleted.
- Additionally, the faith points required to purchase units were different, so the code had to be modified.
- Bugs occurred in some parts, so those parts were replaced.
- The Age of Enlightenment had some weak wonders and some rough patches in the technical layout, so we made necessary modifications.
- Additionally, by making “Belem Tower,” “Lowell Mill,” and “Kaiserich” into wonders, other parts were added to the military-leaning Enlightenment era.(Literally... it was the "Enlightenment" era, but there were too few related buildings.)
- Also, the image of the galleon is that of the Spanish Armada, and the original design of VP's corvette was Carrack, so it was modified accordingly.(Galleon differentiated itself by applying different textures to the Portuguese NAU image.)
-- Armada
UPDATE Unit_ClassUpgrades SET UnitClassType = 'UNITCLASS_IRONCLAD' WHERE UnitType = 'UNIT_SPAIN_ARMADA' AND EXISTS (SELECT * FROM COMMUNITY WHERE Type='MUCfVP-EE' AND Value= 1);
UPDATE Units SET Cost = '425', FaithCost = 350 WHERE Type = 'UNIT_SPAIN_ARMADA' AND EXISTS (SELECT * FROM COMMUNITY WHERE Type='MUCfVP-EE' AND Value= 1);
-- Cacadores
UPDATE Units SET Cost = '475', FaithCost = 500 WHERE Type = 'UNIT_PORTUGUESE_CACADORES' AND EXISTS (SELECT * FROM COMMUNITY WHERE Type='MUCfVP-EE' AND Value= 1);
-- Corsair
UPDATE Civilization_UnitClassOverrides SET UnitClassType = 'UNITCLASS_PRIVATEER' WHERE UnitType = 'UNIT_MOROCCO_CORSAIR' AND EXISTS (SELECT * FROM COMMUNITY WHERE Type='MUCfVP-EE' AND Value= 1);
UPDATE Units SET Class = 'UNITCLASS_PRIVATEER' WHERE Type = 'UNIT_MOROCCO_CORSAIR' AND EXISTS (SELECT * FROM COMMUNITY WHERE Type='MUCfVP-EE' AND Value= 1);
UPDATE Units SET PrereqTech = 'TECH_EE_EXPLORATION' WHERE Type = 'UNIT_MOROCCO_CORSAIR' AND EXISTS (SELECT * FROM COMMUNITY WHERE Type='MUCfVP-EE' AND Value= 1);
UPDATE Units SET Combat = '38' WHERE Type = 'UNIT_MOROCCO_CORSAIR' AND EXISTS (SELECT * FROM COMMUNITY WHERE Type='MUCfVP-EE' AND Value= 1);
UPDATE Units SET Cost = '380', FaithCost = 350 WHERE Type = 'UNIT_MOROCCO_CORSAIR' AND EXISTS (SELECT * FROM COMMUNITY WHERE Type='MUCfVP-EE' AND Value= 1);
DELETE FROM Unit_FreePromotions WHERE UnitType = 'UNIT_MOROCCO_CORSAIR' AND PromotionType = 'PROMOTION_EE_FIRST_RATE';
-- Licorne
UPDATE Units SET Cost = '475', FaithCost = 500 WHERE Type = 'UNIT_RUSSIA_LICORNE' AND EXISTS (SELECT * FROM COMMUNITY WHERE Type='MUCfVP-EE' AND Value= 1);
WHERE Tag = 'TXT_KEY_UNIT_RUSSIA_LICORNE_HELP' AND EXISTS (SELECT * FROM COMMUNITY WHERE Type='MUCfVP-EE' AND Value= 1);
-- Turtle Ship
UPDATE Units SET Moves = '4' WHERE Type = 'UNIT_KOREAN_TURTLE_SHIP' AND EXISTS (SELECT * FROM COMMUNITY WHERE Type='MUCfVP-EE' AND Value= 1);
UPDATE Units SET Cost = '250', FaithCost = 400 WHERE Type = 'UNIT_KOREAN_TURTLE_SHIP' AND EXISTS (SELECT * FROM COMMUNITY WHERE Type='MUCfVP-EE' AND Value= 1);
2. Future Age (Click)
I made a new improvement by referring to "future worlds" used in existing vanilla and "future age" posted in this community.
I enjoyed future worlds in vanilla, but bugs and some disappointing parts were corrected.
What I am currently thinking about in the future mode is whether or not to make it possible to select 3 policies and organize only 3 dedicated units and buildings (example T-34).
We haven't restricted it yet to give it a degree of freedom.
To briefly introduce,
It is categorized into three major themes. 1) Machine humanity 2) Biotechnology humanity 3) Space expert humanity strives for each victory.
1) Mechanical mankind
It is a system for rapid building construction and unit production with high productivity and efficiency. The victory you seek is a diplomatic victory, and depending on the situation, you can also aim for other victories.
2) Bio engineering humanity
This is the type that aims for cultural victory by managing a large empire using rapid scientific development and military supply limits with high cultural power and a large population.
3) Space Engineering Humanity
With high scientific power, you can wage a military war aimed at occupation using aircraft, or with high scientific power, you can aim for scientific victory.
Units appropriate for each specialization are set accordingly, and constructing that building restricts the construction of other buildings.
3. Naval Units Mode (Click) : Naval mode has been integrated in vp 4.0. Do not download anything higher than 4.0
Faith values were changed in VP 3.9.
Also, when running in future mode, there was a problem with the location of the technology, so the location was adjusted. It was necessary to distinguish between modes that run future mode and those that do not.
There was a problem with the strategy view in the existing mode, so it was adjusted.
The unit image had a somewhat strange texture, so we improved it, and the unit portrait image was improved.
4. Air Units mode (Click)
Faith values were changed in VP 3.9.
Also, when running in future mode, there was a problem with the location of the technology, so the location was adjusted. It was necessary to distinguish between modes that run future mode and those that do not.
The unit image had a somewhat strange texture, so we improved it, and the unit portrait image was improved.
In the case of ADV jet, the f-117, which was developed after stealth, was given to improve the image similar to JET.
5. CAYM'S Tweaks (Click)
1) CAYM Unit change
- Changed Skirmisher-line. (Melee combat power has been lowered, and long-distance combat power has been lowered to about 80-90% of that of archers. They make a melee attack in the first turn and retreat once. They have strengths in flank attacks.)
= Arabian Camelarcher: Moves faster and is stronger in Desert. and splash damage
= shoshone Komachi changed: Flank attack promotion
= Armed car unit design and Resource changed (Aluminium->Coal: this period, Aluminium is very very expensive)
- Changed Recon-line. (In the case of special forces, they consume strategic resources and become engineers who help conquer the city.)
= Airship unit line (Historically, after the advent of airships, scouts disappeared. The existing scout units mentioned above became Sapper, and the role of scouts was replaced by airships.)
- A new unit was created.
= PMC (This is an upgraded version of the existing mercenary. Now it is upgraded to PMC instead of mechanized infantry upgrade.)
= Anti-tankmissile (bazooka-Javelin: The existing tank had a poor value compared to its production capacity. Anti-tank section promotions were reduced, replaced with missiles, and related units carried bombs.)
- Improved images.
= Roman legionaries, Spanish Armada, Dutch sea begars, Indonesian Djong, Horse Archer, Assyria Iron-chariot, Corvette, Polish Pancerny, Paratrooper, Greek Spartans, Tadodoho
2) CAYM Balance Change
- Civilization change (referred to Pineappledan's)
= Mongoila attack 2 times => Rough terrain movement penalty removed, ranged combat power adjusted to 33%, attack 1 time
= Korean Hwach'a => Replace "Cannon", and deleted Logistics, and get Repeater
= Korean Turtle ship => get Plating Promotion
= Chinease Chu KO-NU => delete Repeater and get Logistics
-Terrain change
= I enjoy playing TSL. But growing bananas on the European "MARSH" set really drove my brain crazy. So I deleted that content.
- Policy change (traditional policy change)
=Existing opener: Food 2, Population 2, Happiness 2 => Deleted, Culture 1 for every 2 capital population => Converted to Culture 1, Gold 1, Science 1 for every 2 capital population.
= When selecting policy: Capital Science 1 -> Capital Population 1, Urbanization Unhappiness - 1
=Policy individual change
Last row left (Splendor): When using a great person, culture 50 (correction by era) -> When using a great person, culture 50, gold 50 (correction by era), free construction of cultural buildings in the first 4 cities (including the capital) [[Existing vanilla function ]]
Last row right (Majesty): Free construction of food buildings in the first 4 cities (including the capital) [[Existing vanilla function]]
- New Buildings
= Breeding Center, Casino, Cemetery, Clocktower, Fire station, GMO Lab, Supermarket, Polar station, Recruitment Office, Ski resort-Marina-Urban Center-Safari Park, Shopping Mall
3) CAYM Improvement Change (New improvement)
- Trench: Can be built outside of friendly territories. Historically, in the past, cities were conquered by building earthen walls. Ranged defense increases, and attack power against cities increases. Can be built by workers and Roman legionaries.
- Pontoon Bridge: You can connect a bridge one space away. Can be crafted using a work boat. You can only build within your own territory.
- Investment in iron, coal, and oil: You can obtain iron, coal, and oil by Using great engineers. It makes the game more survivable and enjoyable, even if you're in a relatively inhospitable area.
4) CAYM IConstruction changes (30% Faster)
- Road construction is so boring. Additionally, slightly faster road building is essential for non-Carthaginian civilizations to enjoy policy "progress".
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