Community Patch - How To Install

I've been looking for a very long time mod that would improve the intelligence of AI. So I want to thank the creators of the community patch for their work. Patch is good, now I can play single against much more adequate opponents.

But there are two problems what I discovered within the first 100 moves of the game with community patch v72.
First, city-states give less influence for quests and fewer bonuses for friendship. For example +2 faiths instead +4 from religious cs and +2 smiles instead +3 from mercantile.
Second, all units have the promotion that allows to heal twice as fast. Don't understand at all why it was add, it's really awful.
These changes are unacceptable for a patch that should not affect balance and original gameplay. I sure it could be in Community Balance Overhaul, no way in Community Patch. So pity that I don't know how to edit the mod files to remove these unnecessary changes.
 
I just installed the Community Patch.

Now I'm making a new game and on the game options screen it says on the New Random Seed setting: "This option is unused and should not be enabled."

So what does this mean exactly? Does the Community Patch remove the random seed on reload completely? Or is it always on?

And what was the logic behind not allowing this setting to be used? Shouldn't this be up to the player?
 
Well, to answer half of my question: Apparently using New Random Seed does nothing (as it says on the tooltip when you create a game as well).

What I can't understand is why this setting was removed? Why not allow players to choose for themselves?
 
If you use random seed, you can have new possible outcome when loading your game again. This also affect when you send your game file to someone else.

... Which make bugs far less easy to reproduce, should you encounter one. This make bug posting impossible (or very hard) with that option on. And since people might forget they ticked the box, the devs would end with numerous useless save file that they would have still tested and loss time on because there is no easy way to check if the option was on or off.
 
If you use random seed, you can have new possible outcome when loading your game again. This also affect when you send your game file to someone else.

... Which make bugs far less easy to reproduce, should you encounter one. This make bug posting impossible (or very hard) with that option on. And since people might forget they ticked the box, the devs would end with numerous useless save file that they would have still tested and loss time on because there is no easy way to check if the option was on or off.

Makes sense, but still, having features removed is not a good thing.

Does anyone know how to restore this function? Unless it's way too complicated.
 
Not possible to have it. VP random seeds are deterministic, derived from a fixed hardcoded seed mixed with the game state every time a (set of) random number is needed.
 
I'm confused as to how to play Vox Populi in hotseat. Should I install this along with the modpack in this link? https://forums.civfanatics.com/threads/dlc-modpack-repository.609278/

Should I just install the modpack? Will it cause issues if I install both?

Thank you.

Edit: nvm, I think that's an old link, though it's not clear to me what am I supposed to download in the pinned modpack thread.
 
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Hi everybody!

I installed the Community Patch using the auto-installer. According to the wiki, the “minimal gameplay changes” section describes the necessary adjustments for the new AI to function properly. Gazebo explains why these changes are essential in another post, but that’s beside the point.

The new movement rules for siege and early naval units are something I don’t agree with, but I can live with them. So, I started a new game as Assyria to test the waters. I chose Honor as the first civic, destroyed a barbarian camp, and received 20 culture for it. Why are there undocumented changes to the gameplay?

And for some reason, the AI loves to place cities on top of resources now.
 

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"Embargo: Austria" was voted "no" in the last session of world congress. Now when I'm about to propose a resolution for the next world congress, when I select to propose an embargo against Austria again, the mouseover over Austria in the list says:

TXT_KEY_LEAGUE_OVERVIEW_INVALID_RESOLUTION_ATTEMPTED_LAST_SESSION

I understand what it means, but clearly that text is a bug.
 
You're playing CP only right? I don't think there's a cooldown for resolutions in CP, so that should be a bug.
 
Hello. Can I add this and C15 mod together? I've tried it, but it didn't work. The game CTD'ed... thanks in advance.
 
Hi, doeas anyone use YnAEMP v.25 maps? I just installed VP and works fine but I dont see resources like iron, paper etc. on custom maps. Did not try with normal maps yet. Any fix for this? Also I have to use goody hut spawn mod coz there are no ruins on maps :/
 
After grabbing the latest version (4.19.1) from GitHub and following the manual instructions for VP w/ EUI, here is some feedback:


e. Open the Vox Populi Installer Files in the source code folder. Copy the VPUI/VPUI_tips_en_us.xml file to your Civ 5 Text folder (typical location on Windows is Documents/My Games/Sid Meier's Civilization 5/Text).
VPU_tips_en_us.xml is located in VPUI Text folder, not the VPUI folder.

5. If you want to play with the Promotion Icons/Promotion Tree mods, copy the (4a) and (4b) mod folders into your Civ 5 MODS folder.
There is no reference to "Promotion Icons/Promotion Tree mods" in the folder names themselves (at least at the top level). There is no (4b) folder to copy over, only (4a) exists and is called (4a) Squads for VP. Going off names alone, this is a confusing step. Was some of this wrapped into a different step or was the folder structure reworked?

  • EUI Compatibility Files:
This mod makes Vox Populi compatible with EUI. Use this mod if you have installed the VP version of EUI.
  • Enhanced User Interface:
Enhanced User Interface offers a complete rework of Civ 5's user interface. This mod is not required by the Community Patch Project, but most Project users prefer it, and you may encounter bugs without it. It is included with the Automatic Installer. You will need to use the version of EUI that comes bundled with Vox Populi, as later versions of it are not compatible with the Project.
c. Copy the (3a) EUI Compatibility files mod folder into your Civ 5 MODS folder.
Having these two separated out and then only seeing reference to (3a) EUI Compatibility Files in the actual installation steps leaves me wondering if EUI is included, and if so, which step was it included in? Is it part of the "compatibility files"? Is it part of UI_bc1 or VPUI during installation? Some clarity on where EUI lives in this process (if it actually is included?) would be appreciated.
 
Hi, doeas anyone use YnAEMP v.25 maps? I just installed VP and works fine but I dont see resources like iron, paper etc. on custom maps. Did not try with normal maps yet. Any fix for this? Also I have to use goody hut spawn mod coz there are no ruins on maps :/
I play exclusively with YnAEMP v.25 maps, GreatestEarth. Iron spawns normally, paper shouldn't be on the map anyway. The only problem is aluminum and coal, there are too few of them. But they can be added once in the SDK map editor. As for the ruins - they spawn ok too, check the box No Ancient Ruins in Avdanced Game Setup.
 
Makes sense, but still, having features removed is not a good thing.

Does anyone know how to restore this function? Unless it's way too complicated.
What worked for me regarding goodie huts anyway is to wait a turn if i don't like the outcome. Next turn it will be something different.
 
Please, I need old version (1)Community Patch (v. 127) to finish a game I started some time ago. Do anyone know where I can find that?
Spoiler :
20250324_085953.jpg
 
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