Compatability with modded Civs?

asorel

Chieftain
Joined
Mar 14, 2018
Messages
4
I'm assuming that technically speaking, there aren't any incompatibilities with mods that add new civilizations (I assume this because the "Mods compatible with VP" doesn't seem to have a blanket ban on mods that add new civs. But mechanically speaking, how do modded civs compare to the modded "vanilla" choices? Are they vastly over or under-powered in comparison? If it depends from mod to mod, the one that I like to include is Rhodesia. I also play with JFD's Switzerland, but according to the sticky it seems like JFD's civs tend to work just fine.
 
In short:
+ In VP, Unique Abilities of civs are really good. The worst UA of VP are at the level of the best UA of vanilla. A modded div will most likely have a "bad" UA.
+ Any happiness effect will be far stronger in VP than in vanilla. It means that if the modded civ has a happiness unique building, it will most likely be OP.
 
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