Curated List of Vox Populi Tips

> "Tourism is more than a victory condition : it also helps your trade routes and preserves the buildings and population of conquered cities.",

More exactly I think it should be mentioned that Tourism greatly increases the Food% of the origin city of the trade route ; the extra gold is rarely noticeable by the time you're climbing up the tiers of Tourism.
Haven't played VP in a while so I don't have any good tips off the top of my head. Maybe:
"Villages that aren't passed by a trade route and Forts can still have better yields than a Farm or a Mine"
" Missionaries lose strength if they end a turn on a civ without Open Borders. Try to end their turn just outside their borders"
"Technologies have their cost lowered when other players have researched them"
 
"If a large part of your territory is still unimproved and some of your cities are still unconnected, you need more workers."

"Buying a worker with gold in a newly found city is a very efficient use of your gold. Improve your luxuries first and sell the extra copies to other players for a return on that investment."

"Buying a tile with gold is worth it if it's better than what the city is working, and if you can then sell the improved resource to other players."
 
"Always check your faith and gold stockpile before clicking 'Next Turn'. It's easy to forget you were saving them for a unit."
"Units suffer a 0.3% combat strength penalty in melee combat and when attacking for every 1 damage taken. Unless facing Japan, soften your enemy's units with ranged attacks before attacking with your melee units."
"Melee units garrisoning a city, fort or citadel don't move to the tile of the unit they kill when ordered to attack. You can use those to keep your units from overextending."
"Unhappiness from needs grows rather exponentially with the number of non-puppeted cities you own. Don't expand your empire without a sizeable surplus happiness."
"Cities, forts and citadels on a coastal tile count as a canal for your naval units and sea trade routes."

By the way, if the tips are going to appear in the civ's leader loading screen, it makes sense to have tips tailored for the civ in question. For instance:

Morocco - "Each City-State you have a trade route with count as an unique Trade Route partner for your Unique Ability."
 
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Oh I thought Missionaries lost strength even if you have open borders, nice tip. I'll update the list soon with additions and removals, the feature will probably be ready for 2.5.

They do not. There are a lot of "fun" Missionary tips or tweaks ...

If the Missionary is standing in water it doesn't show the annoying animation. So if you are pumping them out just put them in a lake or water and then you can just spam click them without the animation delay (probably not good for a tip tho).
If you want don't want the diminishing strength, or can or want to have open borders -- use up all but one charge and then just rush in there and expand the last charge on the AI city. This is what I normally do; spend the first couple of charges on your own cities, or city-states and then just use the last charge on the AI.
 
When you expend a writer, make sure you do it in a city where you want to grab new tiles from border growth.
 
By the way, if the tips are going to appear in the civ's leader loading screen, it makes sense to have tips tailored for the civ in question. For instance:

Morocco - "Each City-State you have a trade route with count as an unique Trade Route partner for your Unique Ability."

Great tips, thanks! Civ specific tips are also something I'd like to add, but it's kinda hard to make them work unless you have multiple tips for each civ. If/when such a list is created, adding them wouldn't be hard.

I updated the first post with the revised list of tips.
 
I'll be adding tips on loading screens soon, here are the suggestions made by the community so far:

"Great Person yields are fixed at the moment they are created.",

What do you think about these, any suggestions, objections or corrections? I think specific tips about VP mechanics (or areas where VP diverge from Civ5) would help the beginners most. All feedback and additional tips are welcome.

-> "Great Person yields are fixed at the time the Great Person appears."

And I still don't like the word 'fixed'. I want to say 'set', but it's true neither of these sound 100% like they could not look wrong in one glance of every thousand.
 
SIege units may do a lot of damage to cities but it can be best to focus on enemy melee units when defending as the enemy can't take a city if it doesn't have any melee units.

When attacking, enemy ranged units are often the most dangerous so it is often best to focus on killing them first.
 
These two tips make up my basic general strategy when settling and building up new cities, providing im not using the city for an aggressive/defensive play on a neighbour.
"When settling new cities it is usually best to focus on food to increase population up to or slightly beyond your unhappiness threshold, supplementing production with gold investment."
followed by
"Unless you need a specific building for some reason (defense/city state quest/etc) it is always more efficient to build production focused buildings before other buildings"
I also generally follow these tips for improving tiles; improve food tiles first then production tiles for brand new cities, or if i can supplement city food via other means focus on production tiles first.
Basically production is king.
 
These two tips make up my basic general strategy when settling and building up new cities, providing im not using the city for an aggressive/defensive play on a neighbour.
"When settling new cities it is usually best to focus on food to increase population up to or slightly beyond your unhappiness threshold, supplementing production with gold investment."
followed by
"Unless you need a specific building for some reason (defense/city state quest/etc) it is always more efficient to build production focused buildings before other buildings"
I also generally follow these tips for improving tiles; improve food tiles first then production tiles for brand new cities, or if i can supplement city food via other means focus on production tiles first.
Basically production is king.
I would be careful with ones like this, because the mod is under development very specific strategies change so we don't want to create too much for the devs to update. Also, this heavily depends on playstyle and the game state.

I also don't really like the tips like the "light a thousand fires" one, seems pretty general and obviously you should help your friends and annoy your enemies. I would have tips that are more specific about non-obvious ways to light those fires.

The list looks long enough for a release of this, I can't think of much to add and really like the specific tips especially for hotkeys. Wasn't there a feature added where Venice investing in puppets adds those buildings to queue? Maybe that can be a tip?
Also, though this is probably already the case, I would make this list easy to edit so when devs make changes it's easy to change.
 
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"Technologies have their cost lowered when other players have researched them."

A few points on this:

It's the same mechanic as vanilla, although the numbers might be tweaked for VP
You need to have met a civ to get a reduction
The reduction applies per met civ that has researched it.

I would suggest:

"As in vanilla, Technologies have their cost lowered for each met player that has researched them, one reason to try to meet everyone as soon as possible."

Also "Never let a settler or great person unguarded.", should this be "Never leave..."
 
Village and Town yields are boosted if on a City Connection, or if a Trade Route passes through them.
 
Village and Town yields are boosted if on a City Connection, or if a Trade Route passes through them.
Technically they are boosted by both arn't they? Both if there is a road/railroad on them and then again if there is a traderoute running on that connection.
 
I would be careful with ones like this, because the mod is under development very specific strategies change so we don't want to create too much for the devs to update. Also, this heavily depends on playstyle and the game state.

I also don't really like the tips like the "light a thousand fires" one, seems pretty general and obviously you should help your friends and annoy your enemies. I would have tips that are more specific about non-obvious ways to light those fires.

The list looks long enough for a release of this, I can't think of much to add and really like the specific tips especially for hotkeys. Wasn't there a feature added where Venice investing in puppets adds those buildings to queue? Maybe that can be a tip?
Also, though this is probably already the case, I would make this list easy to edit so when devs make changes it's easy to change.

Agreed on all counts. Tips are stored in a lua table (g_VPTipTable ) in "Vox Populi Installer Files/VPUI/FrontEnd/ContentSwitch.lua", it can be modified by simply adding another line and increasing the range of random number generator below (in function getVPTip()).
 
"As in vanilla, Technologies have their cost lowered for each met player that has researched them, one reason to try to meet everyone as soon as possible."
Each civilization you have met gives [you/yours] a discount on all technologies they know [that you don't].
 
"Cities usually start with the capacity for 2 air units, with more slots being unlocked through buildings or policies"
"Public works projects are vital to managing your happiness and spy vulnerability in the mid-late game"
"Don't forget to double check your city production options after the world congress convenes to see if any new projects are available"
"Settling next to fresh water typically offers better bonuses to a city, especially so for rivers"
"Keeping forests and jungle intact in vulnerable cities can limit where a rival can attack the city from, but can also limit where you can attack them from. Use hills and sightlines strategically."
"Tiles with access to fresh water allow farms to be built there where they typically could not, like desert or tundra terrain"
"A scorched earth approach to pillaging a rival's terrain can be just as devastating to them as capturing it, without any of the negative diplomatic consequences for being a warmonger"
"When at war, occupying a rival city's tile with a military unit means they cannot get yields from that tile. You can plunge a populous city into unhappiness by occupying as many tiles as possible"
"If receiving instant culture yields during your turn causes enough accumulated culture for a policy, you can adopt that policy on the same turn if you check the policy tree. The same applies for faith and a pantheon."
"Spies take longer to travel depending on the distance from your capital to the target city"
"Completely razing cities drastically increases your war score with an opponent, which increases their likelihood to offer peace and the value of their offer"
"Civilian units (such as settlers) can end their turn stacked on foreign military units, but military units cannot. In some cases, you can force the AI to break up an escorted unit!"
"A forward settled city is much more difficult to remove than an escorted settler. Always keep an eye on your borders."
"The maintenance and opportunity costs of keeping a great person for the 'right' moment can outweigh the extra yields from that moment."
"When exploring shallow waters, look for opportunities to cross deep ocean tiles by utilizing movement and sight promotions. You may be able to meet civilizations on other continents very early!"
"Before founding a religion, great prophets will spawn in the city that provided the faith threshold for generating the prophet. You can change the location of your holy city by moving your prophet to the desired city before founding."
"Roads can be built in neutral and city state territories. Use this to give your diplomatic units less turns to reach their destinations."
 
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