Community Balance Patch Mods Compatibility

Hey Enginseer, I use this with Neolithic Wonders, Unique Policy Buildings and previously National Wonders. I really like the UPB and new religious buildings beliefs in particular, but it seems to install the opener and closer policies of older versions - I get text telling me I'll get -25% faith costs when I choose Fealty instead of Monasteries. I know you are looking to retire from modding civ so much, but is it possible for you to rework UPB so that the buildings get added without affecting the policies, i.e. we still get the Manor House for picking Fealty and any changes Gazebo makes to the policies still work as they should?
I could just remove the policy tooltip and people would suddenly realize they had buildings out of nowhere.
 
I could just remove the policy tooltip and people would suddenly realize they had buildings out of nowhere.

Well hopefully the policies are relatively set in stone and they won't change much. But I can see them being amended more often than UPB. Plus people activating the mod will realise when they appear where they are from. Do the tooltips for the buildings themselves state that they are from the X branch?
 
Hi Enginseer. What about to make DjSHenningers Mod "Resources Buildings" compatible with the CBP ? And would be a pain to make Exploration continous Expanded version for CBP like you did with Events and Decisions ? ExcE is an amazing mod especialy with ynaemp
 
Hi Enginseer. What about to make DjSHenningers Mod "Resources Buildings" compatible with the CBP ? And would be a pain to make Exploration continous Expanded version for CBP like you did with Events and Decisions ? ExcE is an amazing mod especialy with ynaemp
I have no idea what is that mod.

ExCE was discontinued, no?
 
https://steamcommunity.com/sharedfiles/filedetails/?id=307456073 A Mod which gives all resources a building to improve yields also effects. Example. Sculptor's Workshop gives 1 gold and 1 culture to marble and ivory,also gives + 15% great people generation. Wine Cellar: Tech: Civil Service. Requires improved Wine nearby. +1 Food and +1 Culture per Wine. Gilder: Tech: Chivalry. Requires a Mint in the City. +1 Culture. The Gilder contains an Artist Specialist slot.

As far as i know it is discontinued so no more updates to separately of the JFDDLC. Which means some parts of ExCE could be made for a mod like your Events And Decisions compability version.Since no more updates separately means that that is know the last and current version so when it is balanced,made compatible no more major updates are coming.
 
Hey, this mod hasn't been updated in a while.

There are several mods I liked that were not made for Vox Populi.
So, I made a compatibility patch for them. Mostly these are just cost adjustments, matching other building costs in Vox Populi.
I haven't balance-tested it though, because these mods aren't supposed to be balanced in the first place.

These are the mods that I made compatibility patches to it:
If you played these mods before and want to play it with the Vox Populi mod, just install this updated patch.

(EDIT: 27/07/22)
After the great merge, I realized that the VP team had removed some COMMUNITY options, including COMMUNITY_CORE_BALANCE_BUILDINGS, which this mod used before. I fixed it and also updated the attachment below. It should work properly now. I hope.

(UPDATE: 04/08/22)
Added buildings from Better City Defenses to Defender of the Faith Reformation belief and Oda Nobunaga (Japan)'s UA.​
 

Attachments

  • [UPDATED] Community Patch Mod Compatibility.zip
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Oh yeah, I should point out that I made some additional changes to Better City Defenses mod.
Also, since that mod also changes Castle, Arsenal, and Military Base costs and gold maintenance, I have reverted to the Vox Populi's value in this patch.
If there is a value change from Vox Populi's dev to one of these buildings, you must change the value on this patch to match Vox Populi's ones.

These are the changes:

Spoiler Palisades :

Palisades​
(Unlocked immediately)

Increase the Defense Strength value to 4. (from 3) | (At least the city now can defend against raging barbarians.)
Increase the Hit Points value to 75. (from 25)
(+) Increases Military Units supplied by the city's population by 5%.
(!) This building is a requirement for building Walls.


Spoiler Weapons Depot :

Weapons Depot​
(Unlocked at Combined Arms)

Reduce the Defense Strength value to 12. (from 15)
Increase the Hit Points value to 75. (from 25)
(+) Increases Military Units supplied by the city's population by 50%. | (Seemed too OP when stacked with other defense buildings.)
(+) +5 :c5strength: Damage to Air Units during Air Strikes on City.
(+) Empire :c5angry: Needs Modifier is reduced by 10% in the City.
(!) The building requirement changed to Arsenal. (from Military Base) | (No, I don't make this building a requirement for building a Military Base. So this building is optional now.)


Spoiler Defense Satellites :

Defense Satellites​
(Unlocked at Satellites)

Reduce the Defense Strength value to 10. (from 18)
(-) Removed added Hit Points value. (from 25) | (I mean, how can this building add some extra vitality in any way? It's a satellite, not an on-ground building.)
(+) +20 :c5strength: Damage to Air Units during Air Strikes on City.
(+) Increases the City's :c5rangedstrength: Ranged Strike Damage by 15%.
(+) Increases the City's :c5rangedstrength: Ranged Strike Range by 2. | (Yep, this addition is kinda excessive because now the city can cover the whole 5 tiles around it. But it's a late-game building anyway where everything is excessive, so... yeah.)
(!) The building requirement changed to Military Base. (from Weapons Depot)


Spoiler National Wonder - Satellite Network Headquarters :

Satellite Network Headquarters​
(Unlocked at Satellites)

(+) Added value:
Code:
NationalPopRequired = 80
to match other national wonders. Highest value than any national wonder.


NOTE:​

The original Better City Defenses contains text changes for the base game's defense buildings.​
Download this modified version that contains only essential texts instead.​
 

Attachments

  • Better City Defenses (v 5).zip
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I think you dug out the old CBP patch that eventually became VP. Not sure there is any relevance to update it? Seems you are making a fork of VP from its state from 5 years+ ago

EDIT: Maybe you could join and contribute to VP project instead? Seems you are skillful!!
 
I think you dug out the old CBP patch that eventually became VP. Not sure there is any relevance to update it? Seems you are making a fork of VP from its state from 5 years+ ago

EDIT: Maybe you could join and contribute to VP project instead? Seems you are skillful!!
Some people may still use this compatibility mod just for fun play, so I just added more compatibility to it.

About the relevance to update the mod, after the great merge, it rendered this mod not working properly because there were some changes in VP code.
So I fixed that. I didn't change anything at all aside from my additional compatibility for other mods, which others can give me some feedback for it.

Enginseer is not active anymore in the VP modmodding scene, so someone needs to maintain some of the mods that are left unmaintained.
Also, this compatibility mod is pinned on this forum, so this mod is important.

The purpose of this mod is to make sure that mods that were not made for VP or Community Patch are compatible.

I could contribute to the VP project in some way, but I can only do it in my spare time (which is little for now).
But, I'm still able to help people here and there on the VP Discord server.
 
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Dunno if in 3.0 is the same, but if the mod is used with also the Pdan "New Beliefs", no "new beliefs" or religious building from both modmods work.
This mod is not maintained anymore.
I still use it for my personal use, and I already updated it in fact.

There are some elements removed because some of it used by Bare Necessities mod, like More Processes, More Policy Buildings, and More Beliefs, now already on that mod and removed from this mod. But National Wonders Collection and Neolithic Wonders mod has been updated, taken from Bare Necessities.

Don't ask balance to me, I only make sure that the mod is working properly, I don't even use other mods compatibility in this mod.

I changed some of the things along these lines, but I forgot the details, so I can't write a change log for this.
 

Attachments

  • (patch) Vox Populi Mod Compatibility (v 22).civ5mod
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