(VP) Harmony Ideology

Harmony Ideology v 0.7

hokath

Deity
Joined
Oct 3, 2013
Messages
2,050
Location
London
A New Ideology called
Harmony
1729939091853.png

Download link (v 0.5)
Installation Instructions:
if you don't play with EUI, delete the VP3a folder.
if you play with Devotion, follow these steps to fix lua overrides

Spoiler :

it's important the load order is correct so clear the cache folder (or run VP installer)
in the Overrides and VP3a folders, delete or rename the *popup.lua files
now, rename the *popup_devo.lua files to the previous names (i.e. delete the _devo part)
The theme is postmodern peaceful and counter-cultural movements -- International Aid, Environmentalism, and Unorganized Religion -- stretching from the early Conservationists and pre-UN successes of the international community like the Nansen passport, to post WWII developments like UNESCO and decolonization, all the way to climate change, freedom of movement, and degrowth.
Victory Orientation::c5influence: Diplomatic, 🕓 Time, and :c5faith:Religious Victory
Note: this mod runs with or without the Religious Victory enabled.

The mod includes a lua function that will sometimes reroute the AI to choose Harmony as its Ideology.
This is a random chance based on 1) the Leader's flavors and 2) the number of other people following Harmony (25% more likely per player)
I've tested it but since it's a bit hacky there may be unintended behavior. Please let me know.
For proper integration we would need a DLL rewrite of the hardcoded ideology logic.

Tenets
Spoiler :

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Deep Ecology's turn reduction is implemented via a lua function and the AI is not able to understand it. Like the adoption logic is would need heavy DLL work to properly incoporate.
Changes to the base VP Policies/Tenets
Spoiler :
Code:
Order's Resettlement has the instant :c5citizen: replaced with :c5trade: City Connections generate +10 :c5food: Food
Rationalism's Religious Unrest reduction is replaced by -15% :c5faith: Faith but 15% of all :c5faith: Faith is converted to :c5science: Science

Removed the three overt Diplomacy tenets from Autocracy
-- 25% CS yields in Iron Fist replaced by +20% Production to Wonders
-- United Front is replaced by Direct Action: 20 flat supply, 75 Prod/Culture/Tourism when identifying Spies
-- Freedom's Containment has its (boring) effects replaced by Co-prosperity Sphere's (cool) effects
-- Co-prosperity Sphere is replaced by World Capital
: +3 GAP, GGP, GAdP for every World Wonder
: 5 Turns off the Game Timer for every Wonder at time of Adopting (to minimum of 375)
maybe add contruction bonus as well later but not sure atm if necessary/healthy (delay wonders?)
: Unlocks Volkeshall National Wonder
1730566687336.png

Code:
Requires Capital
10% All Yields during Golden Age
+1 All Yields per 10 Citizens
Free Nuclear Plant
Perma (999 turns) of WLTKD in this City
Requires Radar, 1250 base cost and 50 pop (same pop at National Intelligence but more hammers)
Wonders unlocked by World Heritage
spread throughout the later part of the tech tree, and represent cultural sites around the world that had to be rebuilt/protected/preserved
Spoiler :

1730328879331.png

Personal note, I really like how these icons turned out.
Gameplay note, the Free Artifact function in VP can fail after Archaeology is researched. Need to look into how this can be fixed this, WIP.

Buildings
Spoiler :

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Unique Unit
Spoiler :

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More Wonders Compatibility
Work in progress.
 
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This looks real neat! Although I would like to see the Interpretive Center added to the Building previews even if it can't be built normally.
 
Since Harmony is all about "empowering togetherness", perhaps one of its focus could be about interactions with the world congress if the ideology targets a diplomatic victory ? Instead of other ideologies that increase your domination on minor powers, this could show how Harmony strengthens international institutions.

For example, we could have an effect that doubles the effects of WC decisions on yourself ?
 
Due to Popular demand, the Space victory is replaced by Diplomatic.
Changelog:
Spoiler :

Activist Tendency
-- removed

Decarbonization
-- removed
(Vino balked at this one)

Eco-Cities
-- removed

Refuge
-- Gains Free Great Diplomat

United Front (Autocracy)
-- 50% Supply from pop removed
(note: is going down to 25%)
-- Effects with City States while at War removed
-- Renamed Direct Action
this description didnt make a lot of sense for Autocracy and doubly so with Devotion out there
-- 20 flat supply
for tall. the ideology balance module is leaking but cheesepie told me to do it
-- 50 Food/Prod/Culture when identifying Spies
Three glasses

International Education
-- Tier 1
-- 20 Resting Influence
-- Random Great People gifts (vanilla effect)
-- 25 Culture when you make a Diplomatic Unit, scaling with Era
I included Great Diplomats in this for what it's worth!

Postcolonialism
-- Double the unit gift rate while at War

International Law
-- Tier 2
-- 25 security from Wire Service and Courthouse
so its basically doubled (and earlier) in annexed Cities
-- 3 Great General and Great Admiral points per Delegate at each congress, scaling with Era
Should be fun. Citadels for defense, Great admirals for... whatever they are for
-- 100 resting influence while at War

Climate Summits
-- Tier 3
-- 100% Production to Diplomatic Units
people are spending money on these?
-- +2 Gold/Science/Culture from Civil Servants
base yields
-- 250 Science from using a Great Diplomat, scaling with Era.
number might need to be larger? I made it equal to the wonder bonus in Artistry.

Transhumanism
-- Renamed Deep Ecology
Elon needs the name for Prosperity.
-- Instant yields removed
possibly wasn't working properly anyway? (no era scaling)
-- +3 Faith from Bonus Resources
-- 25% Faith in Cities converts to Culture
I estimate it will be around 10% increase to Culture, maybe a bit less in the late-late. Depends how much other Faith you can get
-- Researching Techs no longer reduces the timer
too similar to space victory
-- Adopting Policies reduces the timer by 10 turns (up from 2)
-- Reduction capped at 100 turns
If multiple people get this sort of effect it could get out of hand!

Edit: First upload messed up Deep Ecology, fixed
 
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Nothing screams "Halloween before US presidential elections" like an ideology about strengthening global institutions and international law.
 
Following the theme of the American election, Autocrats now have the Time victory in place of Diplo
If you like Wonder Whoring and doing a stupid-big Capital, the new T3 "World Capital" tenet is for you. Go mad.
Spoiler :

Removed the three overt Diplomacy tenets from Autocracy
-- 25% CS yields in Iron Fist replaced by +20% Production to Wonders
-- United Front is replaced by Direct Action: 20 flat supply, 75 Prod/Culture/Tourism when identifying Spies
-- Co-prosperity Sphere is replaced by World Capital
: +3 GAP, GGP, GAdP for every World Wonder
: 5 Turns off the Game Timer for every Wonder at time of Adopting (to minimum of 375)
maybe add contruction bonus as well later but not sure atm if necessary/healthy (delay wonders?)
: Unlocks Volkeshall National Wonder
1730566568261.png

Requires Capital
10% All Yields during Golden Age
+1 All Yields per 10 Citizens
Free Nuclear Plant
Perma (999 turns) of WLTKD in this City
Requires Radar, 1250 base cost and 50 pop (same pop at National Intelligence but more hammers)
-- Freedom's Containment has its (boring) effects replaced by Co-prosperity Sphere's (cool) effects

Harmony's Deep Ecology is now 15 Turns per Policy, also to a minimum of Turn 375
 
When I try to use this mod, it removes some wonders from the game (I'm also using it alongside the "More Wonders for VP" mod). For example, it removes the Forge of Damascus, Great Zimbabwe, Wartburg, and others.
I assume this is not intended behavior, but I'm just curious if anyone else is seeing this, and if so, how to fix it.
 
Are you sure its specifically this one?
The tweaks mod will change the descriptions of the policy trees in a way that is not compatible with the more wonders changes (but it wont actually remove them from the game -- its just the text)
 
Are you sure its specifically this one?
The tweaks mod will change the descriptions of the policy trees in a way that is not compatible with the more wonders changes (but it wont actually remove them from the game -- its just the text)
I tried playing with all the other mods I have installed besides the Harmony one and the wonders show up on the tech tree. I even play with the Devotion mod and it works.
I tried playing with Harmony without Devotion and with Devotion simultaneously and the result was the same: the wonders I mentioned and others won't show up in the tech tree.
Are you saying the wonders will be removed from the tech tree but still be available in the game? Because I was trying to build Wartburg and I believe I had the prerequisite requirements but I couldn't build it.
Thanks for your attention on this!
 
I tried playing with all the other mods I have installed besides the Harmony one and the wonders show up on the tech tree. I even play with the Devotion mod and it works.
I tried playing with Harmony without Devotion and with Devotion simultaneously and the result was the same: the wonders I mentioned and others won't show up in the tech tree.
Are you saying the wonders will be removed from the tech tree but still be available in the game? Because I was trying to build Wartburg and I believe I had the prerequisite requirements but I couldn't build it.
Thanks for your attention on this!
What others mods do you have? I have a pretty long modlist, but Harmony, Devotion and MW are working flawlessly
 
What others mods do you have? I have a pretty long modlist, but Harmony, Devotion and MW are working flawlessly
I'll list the mods I have. For some reason, I can't get the Xbox Game Bar to work to record the mods in game so I'll just give you what I use based on the names in the documents/myGames/Civ5 folder.
I have (1) Community Patch, (2) Vox Populi, (3a) VP- EU Compatibility Files, (4a) Squads for VP, (n) Devotion Ideology, (n) Harmony Ideology, (over) More Unique Components for VP (v87), (overhaul) -DMS' Civlizations- Corsica, (overhaul) - SMAN's Duchy of Britanny, (overhaul) Even More Resources for Vox Populi, (overhaul) More Wonders for VP (v23.3), (overhaul) Unique City States for VP, (primary)- GH's Ainu People, (primary) GH's Scotland- Robert I Bruce, (Primary) GT's the Basques - Antso III.., (Primary) -Gwennog's France- Philippe.., (ui)List Enhancements for VP (v6), (ui) Trade Opportunities for VP (v14), (Unity) - GH's Catalonia, (Unity) - GH's Louisiana, (Unity) - JFD-Ireland, Cambodian Civilization for VP, Colonialist Legacies- Phillipine, Canadian Dominion, Inuit,Hinin's Hisatsinom for VP(v5), Hinin's Imazighen for VP (v4), Hokath's Afghanistan for VP (v2), InfoAddict (v22), Jarcast & Hokath's Additional Luxuries, Tibet, Jarcast and pineappledan's Hittites for VP,, Jarcast's Duchy of Amalfi for VP (v5), Jarccast's Italy for VP(v1), Jarcast's Nan Madol for Vp(v4), JFD's Norwary for VP (v4), Kushan Empire for VP (v2.5), Leuigi's Israel for VP (v18), LS's Vietnam for VP (v4), Manchus for Vox Populi(v4),MC's Greece and Macedone Split for VP, Pineappledan's Chola, Phoenician Civilizations, Quick Turns (v10), etc. etc.

I think there's a few more civilizations that I missed. I'll note that for the Harmony mod I did follow the instructions on the download page and deleted the Popup files and changed the Popup_devo files' names to Popup in the Harmony overrides and the VP3a folder. Screenshot below. I don't know if I messed up something in that process but I thought it was straightforward.
 

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Are you saying the wonders will be removed from the tech tree but still be available in the game?
Aha ok. In this case there is indeed something wrong.
Can you send the database.log file? You can message me directly here or on discord.

Edit: we've found the issue and there is a new version out -- there was indeed an incompatibility
 
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There's a little incompatibility with your proposals, at least with texts. I.E., name of the tenet World Capital is right, but the text explaining the effect no (should be the Volkishalle one, but with harmony and proposals tweaks - the ideology one in particular - it's shown still the one about civ states tributes.). But Volkishalle wonder is listed in civilopedia, so I guess the effect would be the harmony one and not the one from your tweaks.
 
Since it works on my end, it's likely its a load order issue with the text overwrite.
Harmony needs to load after something like the Tweaks mod, which it should do if you clear the cache.
However even then, because of wibbly wobbly moddy woddy problems, sometimes it doesn't work:
Spoiler :
If you have this problem you can force Harmony to load last by changing its modinfo file in any way (e.g. add a space to the description of one of the mods' names near the start) and save it -- the game will think it is an updated version and on the mods menu you will have to re-enable it. This seems to force it to load last. If you try this you *don't* clear the cache. This is probably not save game compatible.
 
Since it works on my end, it's likely its a load order issue with the text overwrite.
Harmony needs to load after something like the Tweaks mod, which it should do if you clear the cache.
However even then, because of wibbly wobbly moddy woddy problems, sometimes it doesn't work:
Spoiler :
If you have this problem you can force Harmony to load last by changing its modinfo file in any way (e.g. add a space to the description of one of the mods' names near the start) and save it -- the game will think it is an updated version and on the mods menu you will have to re-enable it. This seems to force it to load last. If you try this you *don't* clear the cache. This is probably not save game compatible.
I solved changing Tweaks from Reference to Dependences lol
 
I've tried your Religious Victory and Devotion Ideology mod and I'm excited to try this out too! Only complaint though is that the effects of the Postcolonialism tenet doesn't make much sense. I understand the puppet malus, but the bonus trade routes and yields from courthouses don't seem related to the concept of postcolonialism either. Would it be possible to make it give bonuses like gaining additional delegates from liberating cities? It could also give combat strength bonuses when fighting near occupied cities, or anything related to fighting colonial civs in general.

Thanks for hearing out my suggestion!
 
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