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Enlightenment Era (Vox Populi)

Enlightenment Era for Vox Populi (v 4)

@RAuer2
When I download the Steam version I am getting a folder called "(8) VP-EE Compatibility (v 5)" rather than 5.1. Line 2 in the .modinfo file reads <Mod id="af398f38-90a0-45f0-9831-6c712c86061b" version="5">. Line 5, the teaser, also references 5.0.
Does Steam still have the 5.0 version, or could I be looking in the wrong place for a reference to 5.1?
Dang it! Seems that I've forgotten to change the teaser text.

Ok, you can check the correct version in VPEE_Buildings.sql. At the end of the file there should be a section called "Missing descriptions for Building Classes".

Anyway, the folder name is correct, same as .modinfo version="5". This is for Civ5 to distinguish between non-compatible versions. I use 4x and 5.x naming, so you can continue the game.
 
The VPEE_Buildings.sql file had the section for missing descriptions, so all is well. Thank you, and thank you for the work making this modmod.
 
Is combining this with enhanced naval warfare and ancient techs rebalanced mod going to cause imbalance or mod conflicts?
Works with ENW with no problems. ATR - I don’t know. If ATR operates within Ancient era only, then should be ok. If it creates an additional era like Pre-ancient - wont work for sure.
 
Works with ENW with no problems. ATR - I don’t know. If ATR operates within Ancient era only, then should be ok. If it creates an additional era like Pre-ancient - wont work for sure.
Great, is it possible you can put a screenshot in the first post of the entire tech tree with EE included? I want to look at the progression away from game.
 
Great, is it possible you can put a screenshot in the first post of the entire tech tree with EE included? I want to look at the progression away from game.
There is a picture with tech tree that is affected. The rest of the tree is unchanged.
 
There is a picture with tech tree that is affected. The rest of the tree is unchanged.
Yes, I realize that. I suppose it leads to my question, do you plan on implementing more to match the number of techs in the other eras? Or is it considered finalized in that part of development? I am OCD about numbers.
 
Yes, I realize that. I suppose it leads to my question, do you plan on implementing more to match the number of techs in the other eras? Or is it considered finalized in that part of development? I am OCD about numbers.
VPEE is tweaking original EE and RER mods. I am not adding anything new, rather removing because there are redundancies. And the Era itself was rather short in history, so having a bit less techs is actually good.
 
Has there been any thought concerning replacing the smithsonian with something else, since the institute is already the American UW?
 
VPEE is tweaking original EE and RER mods. I am not adding anything new, rather removing because there are redundancies. And the Era itself was rather short in history, so having a bit less techs is actually good.
Why wasn't this added to VP originally? Is it to cut down on the overall size of VP base mod? I see on github that for stability sake, the team is keeping to a limit of merges.
 
Has there been any thought concerning replacing the smithsonian with something else, since the institute is already the American UW?
It is actually the other way around. VP uses original MOMA and changes it to Smithsonian. Only EE introduces the Smithsonian. In VPEE I revert MOMA back to its original name.
 
Why wasn't this added to VP originally? Is it to cut down on the overall size of VP base mod? I see on github that for stability sake, the team is keeping to a limit of merges.
No idea, I am not the original author.
But some elements do overlap. E.g. Crystal palace, and 4 units that i had to disable in EE.
 
Why wasn't this added to VP originally? Is it to cut down on the overall size of VP base mod? I see on github that for stability sake, the team is keeping to a limit of merges.
Because it is outside of the scope of VP and EE was created by a different modder. It is fine to keep it outside as a mod-mod with @Infixo kindly keeping it compatible with VP, no?
 
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Playing with (8) VP-EE Compatibility (v 5.2) and Vox Populi (1-21): Built Torre Del Oro which should yield +1 :trade: Trade Route & free Drydock, but I got neither a free drydock nor an additional trade route after completing the building. My existing harbor, however, is free. But I'm unsure if that is a consequence of Torre De Oro or something else.
 
@TadhgEomonn Torre has not changed for a long time. No problems here. I've double checked DB and its parameters are OK. Do you have any autosaves from before completing it?

@Infixo I went back and found an autosave from before Torre Del Oro building was completed. I am sorry to say that my mod list is rather long, in case you need it, it is here:
Code:
(1) Community Patch
(2) Community Balance Overhaul
(3) CSD for CBP
(3UC) - 3rd Unique Component (v 7)
(4) Civ IV Diplomatic Features
(4UC) 4th Unique Component (v 10)
(5) More Luxuries
(6a) Community Balance Overhaul - Compatibility Files (EUI)
(7) Community Events (v 4)
(7a) Civ6AdditionEureka (v 3)
(8) Events and Decisions (CBO) (v 14)
(8) VP-EE Compatibility (v 5)
(9) Wonders Expanded (v 1)
(Z) Change VP Options (v 1)
Archaeology Aesthetic Adjustments (v 1)
Bob Ross Great Artist (v 1)
Buildings - Lighthouse Near Sea (v 2)
Calypso's Colored Religious Icons (Basic) (v 4)
City Limits (v 7)
CIV-Linked Great Generals (v 11)
Community Patch Mod Compatibility (v 14)
Enlightenment Era (v 6)
Faster Aircraft Animations (v 3)
FlagPromotions ModSupport v7
    (BNW) Leugi's Barbarian Inmersion Enhancements (v 1)
    Promotions - AntiAir Specialisations (v 1)Promotions - AntiAir Specialisations (v 1)
    Promotions - Extra Cargo (v 5)
    Promotions - Level Promotions (v 3)
    Promotions - Terrain Crossing (v 3)
Global - Barbarian XP Level 6 (v 2)
Global - Capture Great People (v 1)
Global - Civilians Move After Purchase (v 2)
Global - Commander Influence Borders (v 2)
Global - Grateful Settlers (v 4)
Global - Local Generals (v 2)
Global - No Lost Greatworks (v 1)
Global - Pro-rata Buildings Purchase (v 2)
Goody Huts - Tech Refund (v 7)
Great Prophet Historical Names (BNW or GK) (v 31)
Greatest Cities (v 11)
Improved Air Recon (v 1)
InfoAddict (v 22)
Leadership Reformation (v 4)
Meaningful City State Colors (v 1)
National Parks (v 1)
Neolithic Wonders (v 1)
Quick Turns (v 10)
Religion - Recurring Purchase Notify (v 1)
TreeGrowth (VP) (v 1)
UI - City Happiness (v 17)
UI - City Production (v 15)
UI - City Religions (v 4)
UI - Condensed Promotions (v 15)
UI - Destination (v 3)
UI - Diary (v 21)
UI - Enhanced Demographics (v 6)
UI - Filters in Trade Route Overview (Vox Populi) (v 1.2)
UI - Improved City View (Vox Populi EUI) (v 10.1)
UI - Notify Exit Resistance (v 1)
UI - Overlay Antiquities (v 2)
UI - Overlay Barbarians (v 8)
UI - Overlay Continents (v 8)
UI - Overlay Luxuries (v 3)
UI - Overlay Resources (v 11)
UI - Overlay Unimproved Tiles (v 1)
UI - Overlay Wonders (v 7)
UI - Religion Spread (Vox Populi) (v 1.0)
UI - Show XP in Military Overview (v 2.3)
UI - Small Resource Icons (v 4)
UI - Summary City States (v 12)
UI - Summary Luxuries (v 13)
UI - Summary Shipping (v 11)
UI - Summary Specialists (v 11)
UI - Wonder Planner (v 14)
Unique City-States (v 2)
Unit Path Viewer (v 10)
Units - Paratroop Enhancements (v 4)
Units - Subs Ignore Borders (v 3)
Units - Subs Immune Under Ice (v 2)
Wonder Race (v 7)

Have attached the compressed file with the saved game, one turn prior to building completion.
 

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