Help needed: Making custom unit mods compatible with Vox Populi (Civ V)

marianp

Chieftain
Joined
Dec 27, 2025
Messages
4
Hello everyone,

I’m fairly new to using Vox Populi, and I just want to start by saying that it’s an absolutely fantastic mod. At this point, I honestly can’t imagine playing Civilization V without it anymore.
Unfortunately, I’ve run into compatibility issues with some mods I used before. In particular, I really miss two mods that add new units to the game, which are very important for my preferred playstyle:

UAV Unit Pack

Additional Units Mod (Steam Workshop)

I’ve already tried to modify these mods myself to make them compatible with Vox Populi. I managed to get the models to appear correctly in-game, and the units can even move on the map, but they don’t actually do anything — for example, they cannot attack or perform their intended roles.

At this point, I’m a bit stuck and would really appreciate some help from more experienced modders. I’m looking for:
- Guidance on what exactly needs to be changed to make custom units fully compatible with Vox Populi, or
- A step-by-step explanation, or
- A worked example for at least one of these mods — I’ll try to adapt the rest myself based on that example.

Any advice, documentation references, or practical tips would be extremely helpful. Thank you very much in advance for your time and support — it’s greatly appreciated!
 
Not to worry, this should be easy to fix. Probably it tries to copy a unit that has had its functionality changed or something like that.
Can you post your files and the database.log you get after loading into the game?

The tactical nuke I don't know if you need per-se because we have the rocket and guided missiles that kinda do this already.
If you want that unit that carries missiles on land you can actually do that quite easily to existing units. In the attached file I do it the SAM. The AI seems to understand fine and rebases missiles to it.
 

Attachments

Thanks for your quick reply! I’m sending the database.log as requested. Regarding the files, I noticed that my modifications don’t really change the properties of the original mods, so to keep things simple I used the original mods from my first message to generate the database.log.

I also appreciate the file you sent me. It’s possible I edited the wrong .sql, because after applying that code nothing changed on my side.




[14063.578] columns StrategicViewType, TileType are not unique
[14063.578] While executing - 'INSERT INTO ArtDefine_StrategicView(StrategicViewType, TileType, Asset) VALUES(?,?,?)'
[14064.406] no such table: ContentPackage.LocalizedText
[14064.406] no such table: ContentPackage.LocalizedText
[14064.406] no such table: ContentPackage.LocalizedText
[14064.937] no such table: ContentPackage.LocalizedText
[14065.593] columns StrategicViewType, TileType are not unique
[14065.593] While executing - 'INSERT INTO ArtDefine_StrategicView(StrategicViewType, TileType, Asset) VALUES(?,?,?)'
[14065.984] no such table: ContentPackage.LocalizedText
[14065.984] no such table: ContentPackage.LocalizedText
[14065.984] no such table: ContentPackage.LocalizedText
[14068.390]
-- SQLite Memory Statistics --
Memory Usage:
[Cur] [Max]
Malloc: 6224184 75876880
PageCache: 6 12
LookAside: 0 0
Scratch: 0 1

Static Buffer Overflows:
[TooLarge] [NoSpace]
PageCache: 5809440 62923056
Scratch: 0 0

Largest Allocations:
Malloc: 262144
PageCache: 1172
Scratch: 6640

Prepared Statements:
Current: 6
------------------------------
[14068.656]
-- SQLite Memory Statistics --
Memory Usage:
[Cur] [Max]
Malloc: 6225360 75876880
PageCache: 6 12
LookAside: 0 0
Scratch: 0 1

Static Buffer Overflows:
[TooLarge] [NoSpace]
PageCache: 5810616 62923056
Scratch: 0 0

Largest Allocations:
Malloc: 262144
PageCache: 1172
Scratch: 6640

Prepared Statements:
Current: 6
------------------------------
 
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