Even More Resources for Vox Populi

Even More Resources for Vox Populi (v 8)

HungryForFood

Prince
Joined
Oct 4, 2016
Messages
471
Location
Malaysia
Even More Resources for Vox Populi
(steam workshop)
(github)

cMC33wU.png

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.
 
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Yes, works on all maps except Communitas, and even then only the bonus resources will not show up properly.
 
I seem to have this error with IGE when I add your mod with it...
Have any idea why...?
 

Attachments

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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
 
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I'm a little confused why Potato seems to get so many more bonuses from buildings than all the other food resources.
 
I seem to have this error with IGE when I add your mod with it...
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.

Hello, awesome mod thank you! There is a way to edit/use this on vanilla?
Of course, but you'll need to do it yourself.

Are buildings upgraded to support these new resources ? There is also this amazing mod that could be merged,balanced with yours. It adds many new buildings.
No plans for this. Doubt that mod is balanced with VP.

I'm a little confused why Potato seems to get so many more bonuses from buildings than all the other food resources.
Was following the Banana model when making it. Same with Pineapple. Numbers can always be subject to change due to balance though.
 
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Platinum having to wait until Public Schools to gain a bonus, ouch.
For flavour, since platinum really gained significance later in history. Hopefully it is not too weak, otherwise I can move the bonus to Banks.

Can you show me how to use this mod with only CP?
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.

Can you add feathers?
Need to whip out a model first, and unfortunately I have not figured out how to import animations from the Civ 5 gr2 files.
 
  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.
 
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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.
 
Did anyone test this with my Trade Opportunities for VP? Does new resources show in "?" column?
upload_2018-11-11_15-29-58-png.508371
 
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