Getting Started

The Villa problem is minor so I wouldn't worry about it much. The important thing is to have fun, and if you enjoy playing with CSD+VEM combined then do it, regardless of any oddities. Our mods are compatible overall. :thumbsup:
 
The Villa problem is minor so I wouldn't worry about it much. The important thing is to have fun, and if you enjoy playing with CSD+VEM combined then do it, regardless of any oddities. Our mods are compatible overall. :thumbsup:

Once again, thanks. :) I'll think about it :)
Regarding another mod I also have a question now. The Ethnic Diversity (R.E.D. Unofficial) mod should be loaded after yours or alternatively I should delete the Civ5ArtDefines_UnitMembers.xml and Civ5ArtDefines_Units.xml files to only use the Ethnic Diversity ones. Would you approve of the latter? Or could that cause problems? My issue is that with both those mods my game keeps on crashing and so far I haven't found any other explanation for why it would crash from just adding such a cosmetic mod to yours. I'm not using anything else.
 
Some comments regarding policies :-
  • Freedom Opener is too powerful & cities get very very powerful. As India one of my cities was generating something like 500+ culture & 400+research & very high production due to extremely highly pop. I would say change +2:c5food: to something more reasonable, like 1:c5food: & 1:c5gold: or maybe 20% :c5food: from terrain.
  • Great Wall + Freedom finsiher makes conquest impossible. Even knights & cavalry would have 1 :c5move: in territory, change it to something else or simply change Great Wall effect.
  • Autocracy moved to Renaissance & name changed to Nationalism. While it is great for gameplay I need some help regarding roleplaying it. :p
 
Not too hard roleplaying it, after all, the late Renaissance was the birthplace of Nationalism, and all 'autocratic' (which obviously in Civ V meant fascist) nations have always been staunchly nationalist. I like the name change, because it makes room for communist nationalist Civs, or the much more common libertarian nationalist, such as Napoleon's France.

I strongly agree with your second point, the freedom finisher is a bit overkill. I have no idea what to change it to though!
 
I should delete the Civ5ArtDefines_UnitMembers.xml and Civ5ArtDefines_Units.xml files to only use the Ethnic Diversity ones.

This should work okay. Those files in VEM just speed up the attack animations of aircraft so they take ~1 second instead of the ~30 seconds of vanilla. I don't think the files do anything else.


@Babri
I didn't realize the Great Wall and Freedom finisher effects would stack. That's not intended, and thank you for bringing it up.
 
How's that even possible? Filling out the whole Freedom tree before researching Dynamite? that's really fast, isn't it?

I do support the renaming of Autocracy into NAtionalism as well, it's needed for gameplay and does make sense, somehow ;)
 
I would prefer if some of the individual SPs in nationalism are changed to be more appropriate for late renaissance.
How's that even possible? Filling out the whole Freedom tree before researching Dynamite? that's really fast, isn't it?
If u read my earlier post I was able to produce more than 500 :c5culture: in one of my city so that is quite possible to do if I could simply ignore dynamite a bit & put more focus on culture instead of tech (or simply save up policies).
 
Some text are missing in "notification options". I don't know if it's safe to disable it or not.

Great MOD... for the next expansion, if needed, I'll translate it in French.
 
Like I said, "for the next expansion", if there's is a mod like yours, I'll translate it in French.

Please, check the "Notification Options" and scroll down in the list. Texts are missing...

:)
 
Hi Thal, great mod, my biggest problem with vanilla is the research agreement mechanic being unrelated to the science produced by either civ. I've gotten into the habit of disabling them when playing hotseat.

I haven't played VEM for a while, so apologies if these things have already been discussed:

In v136 I went tall and found the multiplier national wonders, especially the foundry, to be a bit too powerful even before you get the freedom policy which improves them (also the tooltip is a bit vague on what that does). They generally give +3/50%, would a switch to +8/25% or something similar, tone them down for tall, but still make them desirable? They potentially get boosted with by a freedom policy as well.

And how about a merchant and engineer slot for harbour and seaport respectively?

I'm looking forward to a GotM :)
 
I'd be okay with changing national wonders like you describe. :)

I used to have specialist slots on the harbor/seaport, but I moved them to other buildings. I think it felt a little weird for coastal cities to have a bonus like that. Instead, these buildings have other bonuses like production, and gold on water.
 
Cool. How much does the national wonder policy improve them at the moment? I'm wondering if Tankograd needs the extra boost to production ;)

I'm not too fussed about the engineer on the seaport, but I think a city on the coast with a harbour deserves a merchant slot more than the granary.
 
You're not concerned that this further nerfs tall civs?

I would actually be ok with a reduction of the foundry to about 20% it does feel quite strong even for tall right now. Nerfing the other NWs would need some sort of compensation for tall though I believe.
 
I would actually be ok with a reduction of the foundry to about 20% it does feel quite strong even for tall right now. Nerfing the other NWs would need some sort of compensation for tall though I believe.

Agreed on both points. I usually don't build the Foundry until I build factories, on the final approach to Apollo. It goes in my #3 hammer city. And its production absolutely explodes. (Obviously I should build it sooner.)
 
I would actually be ok with a reduction of the foundry to about 20% it does feel quite strong even for tall right now.
Agreed. Although it is fun to pump out Longswordmen/Musketmen every 2 turns or so. :lol:

In v136 I went tall and found the multiplier national wonders, especially the foundry, to be a bit too powerful even before you get the freedom policy which improves them (also the tooltip is a bit vague on what that does). They generally give +3/50%, would a switch to +8/25% or something similar, tone them down for tall, but still make them desirable? They potentially get boosted with by a freedom policy as well.
This sounds very nice: +8/25%, with the Freedom policy being something like "Doubles all :c5food::multipliers from National Wonders" or "Increases Natural Wonder bonuses (i.e., both base yields and multipliers) by 50%"?
 
Back
Top Bottom