Hokath's Changes

Something confusing in Industry tree, not in policy screen not in civilopedia I see % of culture or science added to buildings, but when choosing to build in city screen I see them in certain buildings.
 
I didn't quite understand the question, but what I meant is stock exchange said to provide +1 science +1 gold, but on building you can see additional +3% science +3% culture
 

Attachments

  • 8930_20250322081530_1.png
    8930_20250322081530_1.png
    2.5 MB · Views: 80
  • 8930_20250322081548_1.png
    8930_20250322081548_1.png
    2.1 MB · Views: 84
The question was is the "Divison of Labor" policy also bugged.
I've looked now, though, so I can see. It's a copy-paste error of the Division of Labor working correctly but not Mercantilism.
Have updated the OP

Update Edit: Turns out +1 GAd point on Coastal+Observatory is much more than I thought. Had like 15 coastal cities as Denmark and was flooded. Changed to GA :c5goldenage:
 
Last edited:
Changes

1. Switched off the Permanent Pantheon mod option.
I'm exploring if this is doing a weird thing to tile yields and so safest for it to be off at this time.

2. Switched off Jarl for Sweden.
@Alpakinator has pointed out several things aren't working for it, and these don't seem fixable by (obvious) database changes.
I left the file there if you still want to test the general concept. Uncomment the .modinfo line 252

3. Buffed the Mine Field and changed the (imo useless) Minelayer promotion
Mine Field
Overly niche to the extent I rarely both, especially if im on the offensive
-- +2 Science
-- +15 XP for Sea Units
-- Naval Melee Units from this City get the Minelayer promotion
-- Minelayer promotion no longer chosen, and no downside

4. Added an early air building. Idea due to @Flamingcheesepie
I made a new icon so it doesn't have to use the Flight tech icon.
1743629868035.png

Airfield (Replaceable Parts)
required for the Airport and Military Base
-- +2 Science
-- 50 HP, 5 Dmg to Air Strikes
-- +2 Gold and +1 Tourism per World Wonder in the City
-- +20% Production to Air and Hovering Units
If you use the Pdan or other changes that add UNITCOMBAT_AIRSHIP type units, then this extra production works on them too.
-- +1 Air Unit Capacity
Airport reduced to +2, Military Base gains +1

5. Changes Halberdier icon to improved version of the old Billman icon. I felt the Pikeman icon is far too renaissance to be in the late Classical! Haven't changed the flag or the model yet, but probably these should change. I think in the not so distant future when we try to repair the Enlightenment Era mod it may be worth having Pikeman as a separate early-Renaissance or late-Medieval Unit, in order to better space the units out over the new techs. We'll have to see when we get there.

Edit: If you downloaded last night (Wednesday) then redownload. The Halberdier file was broken.
 
Last edited:
  • New Great Diplomat effect: Instant Mission gives 50 :espionage: Spy Points
    A big change that allows you to actively target obtaining Spies, at the cost of Embassies
    Scrivener's office gives 50 Points so the first Great Diplomat is a Spy, then every 2.
    This happens after the end of the turn via lua and dummy buildings at the moment. AI is unaware ofc
How do I make this work with unique Great Diplomats, like Iroquois' 4uc?
 
It's been on my To Do list, I will have a look now. Hopefully it's easy.
This should work.

Code:
function DiploFires(iPlayer, iUnit, iUnitType, iPlotX, iPlotY)
    local pUnit = Players[iPlayer]:GetUnitByID(iUnit)
    if pUnit:GetUnitClassType() ~= GameInfoTypes.UNITCLASS_GREAT_DIPLOMAT then return false end
    hasExpDip = hasExpDip + 1
end
GameEvents.GreatPersonExpended.Add(DiploFires)
 
If I wanted to install the Changes Modmod, do I install it to the DLC folder ala VP or install it as a mod(s)?
 
Your question is a bit ambiguous.
You install it in the MODS folder, the same place the VP installer puts the VP core files (excluding UI). So that when you go into the game you go to Mods->click them green->enable->(loading screen)->set up the game.
This is the default way of doing it.

VP also adds some UI files in the DLC folder and you don't usually touch this location.
However.
There is a second way to install VP which is via modpack (e.g. for multiplayer). This all goes into the DLC folder as "fake" DLC. If you do this method afaik you cannot enable additional mods. Just checking you have/haven't done this.
 
Continued work on Mongolia.
The Horse bonuses didn't feel strong enough as the game went on, so they've been extended to Stables and Agribusinesses ("the horse economy")
1744577958039.png

Changed up the Ger building, which I felt was a bit basic and not sufficiently unique (to the civ but also in its own representation! The Yassa Court and Ordo both being/showing Ger).
The new UB is a Musician's Guild replacement of throat singers. New icon which I'm fairly happy with.
1744577937730.png
 
2) +4 :c5production:, :c5gold:, :c5science:, :c5culture: in the Capital/Holy City for every 5 Followers in owned Cities
Its from Celts pantheons,
That may be stupid question, i always wondered how it actually works, if your holy city is the capitol, it means its +8 per 5 folowers ?
 
Now I tried to read carefully OP for changes in Industry tree, but no buildings give any % increase in science, culture or gold. I have Division of Labor and Mercantilism.
 
Hmm something has gone wrong with the documentation. I've updated the changelog to
(The correct thing is +1/+1 of either Production/Culture or Gold/Science on 5 Buildings. No % modifiers anymore.)
 
Subterfuge updated to fix a problem where a certain CustomModOption wasn't enabled, preventing Great Diplomats from generating Spy Points.
You will only have seen this if you don't play with 4UC.

Edit: China UNW changed from +3 gold to temple to +2 gold to temple and library
 
Last edited:
I want to try these tweaks with CAYMs now in VP 4.6. Have been using these for a while and loved the recon's and pikeman's tweaks so far. What should I do to prevent CTDs or bugs? Are there any recommendations for me fellas?
 
@berkobolt I haven't tried CAYMs modmod, and I don't know how up to date it is (some suggestion on last page that some parts aren't showing up atm)
However assuming it works it looks like you will need to make deletions for: Tradition changes, scout changes, and new buildings.
 
Recon Rework
Recently scout units have changed to address movement concerns, but I think there are two big problemos still remaining:
1) The map is revealed too early. Your starting Pathfinder explores too much of the world by itself too soon. (There is a concomitant 'super scout' problem)
2) The Trailblazer line is required for scouting but results in a much weaker unit. This is especially a problem for an AI with a Recon-line UU.

Below I've made changes to address these two things. By making the Trailblazer line into combat promotions based on terrain, we choose two different flavors of "light infantry". The movement style and recon ability are now largely determined by the combat class and fix the identity of the units.
To give more terrain bonuses to interact with I've also added more CS interactions on things like Desert and Tundra. This also just generally improves the combat map in my opinion.
I have also added a significant number of additional promotions for Recon units, as well as changed some prereqs for existing promotions to fit accordingly with the overall endgoal.

I recommend trying Trailblazer III in combat, it's a triumph.
Spoiler :
Code:
Units
-- Scout Units have 2 Movement
-- Scout Units have Ignore Terrain Cost in:
  Forest
  Jungle
  Hill
  Desert
-- +2 Combat Strength to all Scout class units
-- +1 Combat Strength to all Explorer class units
-- +2 Combat Strength to all Commando class units
-- +3 Combat Strength to all Paratrooper class units

Terrain
  revert changes that simplified the combat bonuses on tiles
-- -10% Defense in Tundra and Desert
-- -15% Defense in Snow
-- +15% Defense in Marsh and Oasis
-- +10% Defense in Flood Plains

Improvements
-- +15% Defense on Town
-- +10% Defense on Village and Manufactory

Unit Promotions
  the theme here is to either negate or flip terrain effects
  first rework the Trailblazer line
  -- Trailblazer I
    +25% Attack in Forest and Jungle
    +10% Strength outside Friendly Territory
  -- Trailblazer II
    +20% Defense in Tundra and Desert
    +10% Strength outside Friendly Territory
  -- Trailblazer III
    +1 Move (on land)
    Can move after attacking
    Ignore Zone of Control

  now rework some existing promos
  -- Altitude Training (Mt. Kili promo)
    Recon units can learn with Survivalism I or Trailblazer II
    +20% Attack in Hills
    Can move through Mountains

  -- Infiltrators (+15% CS Outside, +15% against Wounded, +10% if not adjacent)
    Recon can learn with Covert II, see below

  -- Coup de Grace (+30% against enemies below half HP)
    Recon can learn with Covert II, see below

  -- Amphibious
   Now requires Sailing tech, to stop early scout pick for stupid AI
   Recon units can learn with Survivialism I or Trailblazer I

  -- Frogman
   Requires Amphibious and Railroad tech
   Loses no penalty from attacking by sea (obsolete with Amphib)
   Gains +1 Embarked Movement

  -- Commando (Commando promotion)
   Now called Tactical Retreat (couldn't civilopedia search for it!)
   Requires Railroad
   Requires Survivalism III or Trailblazer III
   Not free for Commando anymore (kept on the Kelpht)

  -- Ambush I
   Recon can learn with Surivalism II or Trailblazer II

  now add some more promotions
  -- Ski Infantry
    Requires Altitude Training
    Double Movement and no costs in Snow and Mountain
    +25% Attack in Mountain
    +30% Defense in Snow

  -- Stillwater Training
    Requires Amphibious
    +15% Attack in Marsh and Oasis
    Applies a "Venom" Plague that reduces healing for 3 turns

  -- Sabateur I
    Requires Survivalism I or Trailblazer I and the Masonry tech (AI)
    +33% against Siege
    15 Science from Pillaging, scaling with Era

  -- Sabateur II
    +33% against Siege
    15 Science from Pillaging, scaling with Era

  -- Demolition Expert
    Requires Sabateur II or Commando, and Dynamite tech
    15 AoE damage on Pillaging

  -- Covert I
    Requires Amphibious or Sabateur I
    10 Healing at start of turn in enemy territory
    +50% Attack against Fortified enemies

  -- Covert II
    10 Healing at start of turn in enemy territory
    +50% Attack against Fortified enemies

  -- Black Ops
    Requires Covert II or Frogman, and Dynamite
    +50% Attack against Full Health Units
many thanks for all your great additions !
I will give a try to the Recon, Siege and Corporation reworks.
How does this impact the Recon and Siege UUs ?
 
Back
Top Bottom