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Even More Resources for Vox Populi (v 5)

Additional resources, on top of the ones added by Vox Populi.

  1. HungryForFood

    HungryForFood Prince

    Joined:
    Oct 4, 2016
    Messages:
    400
    Location:
    Malaysia
    Even More Resources for Vox Populi
    (steam workshop)
    (github)


    Requires version 11/01/2020 or later of Vox Populi.

    Click on the overview button on the top left for information.

    Note that if you use the Communitas map script with this mod, the new bonus resources will not show up. You can use v1.14 or later of Communitu_79 instead.
     
    Last edited: Mar 7, 2020
    vyyt, John.B.C, Arthur Jama and 8 others like this.
  2. KittyKat3120

    KittyKat3120 Chieftain

    Joined:
    Oct 13, 2018
    Messages:
    83
    Does this work for vanilla maps?
     
  3. HungryForFood

    HungryForFood Prince

    Joined:
    Oct 4, 2016
    Messages:
    400
    Location:
    Malaysia
    Yes, works on all maps except Communitas, and even then only the bonus resources will not show up properly.
     
  4. KittyKat3120

    KittyKat3120 Chieftain

    Joined:
    Oct 13, 2018
    Messages:
    83
    I seem to have this error with IGE when I add your mod with it...
    Have any idea why...?
     

    Attached Files:

  5. arievillo

    arievillo Chieftain

    Joined:
    Jan 28, 2020
    Messages:
    37
    Hello, awesome mod thank you! There is a way to edit/use this on vanilla?
     
  6. Drakul

    Drakul Warlord

    Joined:
    Sep 15, 2015
    Messages:
    180
  7. Drakul

    Drakul Warlord

    Joined:
    Sep 15, 2015
    Messages:
    180
    Here are the buildings that the mod adds.

    Spoiler :
    New Buildings
    Aquifer: Adds Food on Desert Tiles.
    Bioflue plant adds oil and needs cereal or sugar, consumes food.
    Breeder reactor adds uranium and requires a laboratory.
    Brewery: Makes Beer Luxury, requires and improves Wheat and Rice.
    Candy factory makes Candy and requires and improves sugar and cocoa.
    Cannery: Adds and improves Food.
    Car Factory: Makes Car Luxury, requires the new Steel Mill.
    Carpentry: Very early weak Production building.
    Cathedral alternate: Buildable Cathedral, only historically Christian nations may build it.
    Charcoal furnace adds coal and needs a nearby forest, consumes production.
    Coal Plant: Main power plant, requires Coal.
    Copper Network: Mild bonus to City Science, Gold and Culture output.
    Desalination Plant: Adds Food, City must be built on the coast.
    Electrical Grid: Adds production per pop and improves Food.
    Fiber Optics: Mild bonus to City Science and Gold. Adds culture per pop.
    Fish Hatchery: Adds Food to Coast Tiles.
    Fusion Plant: Powerful late game main power plant.
    Gas Plant: Main power plant, requires Oil.
    Geothermal Plant: Main power plant, City must be next to a mountain.
    Horse breeder adds horses and needs grasslands, consumes food.
    Iron mine adds iron and needs a nearby mountain.
    Jeweler makes Jewelry and requires and improves gold, silver and gems.
    Mandir: New religious building which improves Cows, only historically Hindu nations may build it.
    Merchants Guild: Improves the Gold value of some Luxuries.
    Mosque alternate: Buildable Mosque, only historically Muslim nations may build it.
    Oil Refinery: Improves Oil, improves City production output.
    Pagoda alternate: Buildable Pagoda, only culturally Asian nations may build it.
    Particle accelerator: Powerful late game Science building, requires Iron.
    Perfumery: Makes Perfume Luxury, requires and improves Incense and Spice.
    Qanat: Adds Food on Desert Tiles, requires fresh water.
    Race Track: Adds hapiness, requires Horse.
    Saltern: Makes Salt Luxury, City must be on a Desert coast.
    Sculptors guild makes Sculptures luxury and requires and improves clay, marble and stone.
    Sewer: Early Growth building, splits function with Aquaduct.
    Soft Drink Factory: Makes Soft Drink Luxury, requires and improves Sugar and Citrus.
    Steel Mill: Additional Factory, requires and improves Coal and Iron.
    Sun Pyramid: New religious building which improves units, only culturally American (-USA +Zulu) nations may build it.
    Supercomputer: Very powerful late game Science building.
    Supermarket: Adds Gold per pop and improves City Gold output.
    Tannery: Makes Leather Luxury, requires and improves Cow and Deer.
    Tax Collector: Very early weak Economic building.
    Textile Mill: Adds Gold to textile related resources.
    Tidal Plant: Adds Production to Coast Tiles.
    Trade Company: Improves the Gold value of some Luxuries.
    Treatment Plant: Improves the growth of the City.
    Wind Farm: Main power plant, City must be on a hill.


    Moderator Action: Added spoiler tags to wall of text. leif
     
    Last edited by a moderator: Jan 29, 2020
  8. kenneth1221

    kenneth1221 Warlord

    Joined:
    Apr 18, 2016
    Messages:
    203
    I'm a little confused why Potato seems to get so many more bonuses from buildings than all the other food resources.
     
  9. HungryForFood

    HungryForFood Prince

    Joined:
    Oct 4, 2016
    Messages:
    400
    Location:
    Malaysia
    I noticed that too. Seems recent to me, will have to find out what changed. But for now, if you click the IGE a few more times, it will work for some reason.

    Of course, but you'll need to do it yourself.

    No plans for this. Doubt that mod is balanced with VP.

    Was following the Banana model when making it. Same with Pineapple. Numbers can always be subject to change due to balance though.
     
    Last edited: Jan 29, 2020
  10. HungryForFood

    HungryForFood Prince

    Joined:
    Oct 4, 2016
    Messages:
    400
    Location:
    Malaysia
    Last edited: Jan 29, 2020
  11. arievillo

    arievillo Chieftain

    Joined:
    Jan 28, 2020
    Messages:
    37
    Ok. Ill try, tnx.
     
  12. phantomaxl1207

    phantomaxl1207 King

    Joined:
    Nov 19, 2010
    Messages:
    770
    Gender:
    Male
    Location:
    Indiana
    Platinum having to wait until Public Schools to gain a bonus, ouch.
     
  13. YINGCHENG

    YINGCHENG Warlord

    Joined:
    Oct 25, 2016
    Messages:
    136
    Gender:
    Male
    Location:
    Vancouver BC, Canada
    Can you show me how to use this mod with only CP?
     
  14. hokath

    hokath King

    Joined:
    Oct 3, 2013
    Messages:
    948
    Location:
    London
    Very cool!
    Can you add feathers? :D <3
     
  15. HungryForFood

    HungryForFood Prince

    Joined:
    Oct 4, 2016
    Messages:
    400
    Location:
    Malaysia
    For flavour, since platinum really gained significance later in history. Hopefully it is not too weak, otherwise I can move the bonus to Banks.

    First you need to disable the dependency for (2) Community Balance Overhaul in the modinfo, then you'll need to edit AssignStartingPlots.lua to remove all references to the resources VP added. Then, you'll need to edit the sql to remove all references to VP only buildings and corporations. For balance reason, you'll also need to remove the monopoly bonuses.

    Need to whip out a model first, and unfortunately I have not figured out how to import animations from the Civ 5 gr2 files.
     
  16. myles718

    myles718 Chieftain

    Joined:
    May 14, 2006
    Messages:
    59
    Have activated version 2 of this mod but nothing showing on map or in IGE
     
  17. HungryForFood

    HungryForFood Prince

    Joined:
    Oct 4, 2016
    Messages:
    400
    Location:
    Malaysia
    1. What's your mod list.
    2. After activating all your mods, get Civ5DebugDatabase.db from the cache folder in your Civ 5 folder in Documents, and send it to me here.
     
    Last edited: Jan 30, 2020
  18. myles718

    myles718 Chieftain

    Joined:
    May 14, 2006
    Messages:
    59
    Here is folder as requested plus couple of others if required. Thanks.
     

    Attached Files:

  19. HungryForFood

    HungryForFood Prince

    Joined:
    Oct 4, 2016
    Messages:
    400
    Location:
    Malaysia
    You need to send me the Civ5DebugDatabase after you activated all your mods. You need to quit the game without returning back to the main menu.

    However, looking at the screenshots everything is working fine? Keep in mind the bonus resources are revealed with tech.
     
  20. adan_eslavo

    adan_eslavo Archmage of all Pixels Supporter

    Joined:
    Apr 23, 2017
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    Gender:
    Male
    Location:
    Łódź, Poland
    Did anyone test this with my Trade Opportunities for VP? Does new resources show in "?" column?
     

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