jarcast2

Janitor Raccoon
Joined
Jan 10, 2018
Messages
292
Location
Terra Incognita
The historic message whence everything began...
Hello there. After long time I managed to create my first (and probably my last) modded civilization.
I consider this my tribute to the civfanatics forum, after having downloaded and enjoyed more than 100 mods from here (mostly civs tho). Hope you enjoy it. :)


Because better late than never.
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Last update: November 26 2021.

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Spoiler MORE UNIQUE COMPONENTS FOR VOX POPULI :

Last update: April 18 2020.
Download| Steam Workshop


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Spoiler VOX POPULI CHANGES :

Preview | Download | Steam Workshop

Last update: June 4 2020.


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Spoiler VOX POPULI CHANGES :
UA: Protecting or allying with City States rewards Artist points and boost Great People generation (max 30%)

Preview | Download | Steam Workshop

Last update: October 7 2019.


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Last update: October 9 2020.

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Download | Steam Workshop

Last update: May 24 2020.

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Spoiler Vox Populi changes :

Download | Steam Workshop
Last update: October 25 2020.

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Download | Steam Workshop
Last update: October 25 2020.

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Spoiler Vox Populi additions :
UA: Can purchase Trade Units bypassing building requirements.

UU: Establishing a fondaco in lands of other civilizations gives a +5 Diplomatic modifier to Amalfi (the Fondaco has the same yields of a Town, so it's a free Town after all).

More unique components

UU2: Saettia
A unique Galleass replacement for Amalfi.
It is weaker but has double movement along the coast, and can carry up to 3 non-combat land units generating :c5greatperson: Great Merchant points while doing so.

UB: Paper Mill
Unique Amalfitan Windmill replacement.
In addition, +1 :c5production: Production from Scari, Lumbermills, and Logging camps.
+2 :c5production: Production from Civil Servants in City.
Provide 1 Paper plus 1 Paper for every 3 Paper Mills in the empire.
-1 :c5unhappy: Unhappiness from :c5food:/:c5production: Distress.




Last update: June 8 2021.

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Spoiler Vox Populi changes :

Download

Uploaded with Vicevirtuoso's permission.
Last update: 29 Jan 2019.
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Spoiler Vox Populi additions :

UA: Land units start with the Amphibious promotion and yield Ammiraglia points from kills.
UU: Yields Tourism from kills.
UB: +20% Great Writer/Artist/Musician Rate in the City. 1 Specialist in this City no longer produces Unhappiness from Urbanization. Theming bonus: +1 Culture, +2 Golden Age points. Provide an additional slot for GW of Music.

DIRECT DOWNLOAD | STEAM WORKSHOP

Last Update: 7 Dec 2021.
 
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The UA is interesting, but is that for the first city or all cities that you settle?

All the cities, the lua code fires whenever you found one (so it doesn't apply to conquered cities).
 
UPDATE: Added compatibility to 3rd and 4th Unique Components for VP.

Important note: the additional components are disabled by default. If you want to activate them open MODS\Jarcast's The Samnites [BNW] (v 3)\UserSettings.sql with Notepad and change from 0 to 1 where it says "SAMNITES_FOUR_COMPONENTS".

3) UB: Enoteca (Zoo)

Provides a copy of the unique Falanghina white wine luxury resource. :c5trade:Trade Routes from the city gain +30% range and +2:c5gold: Gold. +1:tourism: Tourism upon discovering :c5science:Radio.
(Vox Populi) Like the Zoo, the Enoteca reduces :c5unhappy: Boredom and yield 100 :tourism: Tourism (scaling with Era) with all known Civilizations when completed.

Note: If you are using Vox Populi (Community Balance Overhaul) then you may want to open UserSettings.sql and change to 1 "SAMNITES_VP_RES_HAPPINESS" so to make sure that the Falanghina luxury resource yields 1 Happiness and not 4 as without VP.

4) UI: Samnite Oppidum

Unlocks at Masonry. An Oppidum can only be built on hill, tundra or snow tiles, and two Oppidum cannot be adjacent. It provides +2 :c5food: Food, +1 :c5production: Production, +1 :c5culture: Culture, and a +50%:c5strength: defense modifier to units stationed on them.
(Vox Populi) Bonuses to adjacent improvements: +1:c5food: to Camps, +1:c5production: to Farms, +1:c5production: and +1:c5culture: to Pastures, +1:c5food: and +1:c5production: to Lumbermills and Logging Camps.
 
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Have you considered posting this in the Mod Repository of Vox Populi? You have done some good work, and I don't think the people in VP has heard of this mod in general.
 
As I was upset of seeing this mod alone and forsaken by God, I decided to revamp and pimp it a little bit. :deadhorse:
WORK IN PROGRESS
Spoiler TO BE REDESIGNED :


What's New with respect to the old one by TarcisioCM?
  • Changed colors, new unique ability (even though I kept the original one and made it playable with an option), new unique unit(s), new code and icon for the unique building.
  • Addition of common Mod support.
What's missing?
Spoiler To do list :
- General testing
- Events and Decisions support
- YNAEMP v25 support (done)
- part of JFDLC support
- Code and icons for More unique components support
- Something else I surely have forgotten
 
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I play with the Samnites first game and I think they over perform. They are 1st in every demographics, twice higher production, population, food, land and GNP than average. They have 9 policies, while all other have 6 or 5. They have 25 techs, while all other have 17-20. Also they dominate in religion. It's early medieval. What are your thoughts? Have you test them playing against them?
samnites.png
 
I agree. Although you can nerf their UA by having the Totems being forced to be built (requiring an improved resource) and then mutually exclusive with their other totems. Once you build one, you can't build another one.

Because even if you can't get a totem, you get the woodpecker which grants your units +1 movement and +1 sight along with +0.25 Production per citizen at the start of the game.

Very strong. You get rewarded for going Wide and the penalty of going Wide doesn't go through at all because the UA make this wide strategy stronger and stronger.
 
At first I feared the civ was weak because the UA is basically just some free dummy building so I may have overcompensated a little too much.
And I didn't care much as it allowed me (a noob stuck at VP King difficulty) to have fun at higher difficulties (so yes I didn't play it as AI much).
But I understand your concern and I am as glad that someone is playing with my creation as open to changes and fixes to make it more balanced.

The idea of making the totem buildable at a production cost (and maybe faith cost?) and mutually exclusive each other is nice, even though according to the myth of Ver Sacrum the sacrati (settlers) used to choose the place to settle by following the journey of an animal until it stopped, so by the time they settled they already had the sacred animal (e.g. Bull for Samnites, Wolf for Hirpini, etc.).
Maybe we can keep the random assignation of totems as it is and just nerf the totem buildings abilities and promotions. Or assign the totem in the sense that the city receives only the possibility to build it (through GameEvents.CityCanConstruct) but then the city has to build it at a production or faith cost (more complicated lua-wise but still implementable).

In any case, here's some of the totem's abilities that I first tend to deem too OP:
- Horse totem giving +1 science to Pastures; (I kept it there but seeing that they go too far in research it's better to remove it)
- (VP) Horse totem giving +10% military supply to the city (remove?);
- (VP) Sheep totem giving 1/5 production per pop (in the text I mistakenly put 4, but in the code it's 20 and not 25), maybe put 1/10?;
- (VP) Bird totem giving 1/5 gold per pop, so put 1/10 as above? (and yes I swapped sheep and bird, before the last update sheep gave gold and bird gave production);

Another cause of the civ running far away in research may be (or surely is) the civ event that gives to the other tribe capitals (Maloenton, Cluviae, Caudium, Larinum) a palace at the cost of having few Barbarians units spawning to cause trouble to all the cities. At first it was the disproportionate amount of 1/3 science per pop like a normal palace (multiplying for 5 cities it becomes quite too much) then in the last update I dropped it down to 1/10, but if the issue persists I can just remove the Building_YieldChangesPerPop bonus and keep just the basic palace yields.

The other VP attributes to the totems are:
Spoiler VP Totem buildings :
Code:
INSERT INTO Building_YieldFromBorderGrowth
        (BuildingType,             YieldType,         Yield)
VALUES    ('BUILDING_TOTEM_FUR', 'YIELD_FAITH', 20);

INSERT INTO Building_YieldFromGPExpend
        (BuildingType,             YieldType,         Yield)
VALUES    ('BUILDING_TOTEM_IVORY', 'YIELD_FAITH', 50);

INSERT INTO Building_GrowthExtraYield
        (BuildingType, YieldType, Yield)
VALUES    ('BUILDING_TOTEM_DEER', 'YIELD_CULTURE', 30);

INSERT INTO Building_YieldFromDeath
        (BuildingType, YieldType, Yield)
VALUES    ('BUILDING_TOTEM_TRUFFLE', 'YIELD_GOLDEN_AGE_POINTS', 30);

INSERT INTO Building_YieldPerXFeatureTimes100
    (BuildingType, FeatureType, YieldType, Yield)
VALUES
    ('BUILDING_TOTEM_BIRD', 'FEATURE_FOREST', 'YIELD_CULTURE', 50),
    ('BUILDING_TOTEM_BIRD', 'FEATURE_JUNGLE', 'YIELD_CULTURE', 50);

What do you think?

EDIT:
In addition to the changes listed above I planned to nerf also some totem promotions.
Legend of changes: deleted, added.
  • Serenity of Ox: +10 HP when healing, Earns experience toward promotions 50% faster.
  • Elusiveness of Deer: 10% probability of withdraw a melee attack, Ignores Zone of Control.
  • Dexterity of Horse: Can move after attacking, Ignores Zone of Control.
  • Industry of Woodpecker +1 Visibility, +1 movement, Earns experience toward promotions 33% faster.
 
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It's going right direction. Do you plan to play few games against them to see if they still overperform?
 
It's going right direction. Do you plan to play few games against them to see if they still overperform?

Yes, I will play some games with them as AI and check how it goes. When I find a satisfying balance I will make a thread on VP Mod repository and post an update.
 
I wanted to use your new civ. Unfortunately it throws whole list of database.log errors. You check them out and release some cleaning update. Cannot wait to use it.
 
I wanted to use your new civ. Unfortunately it throws whole list of database.log errors. You check them out and release some cleaning update. Cannot wait to use it.

Can you post here the chunk of database.log related to my civ?
If you have the 3rd-4th components disabled is quite normal as I conditioned the database insertion of the new building, improvement and build on the value in the UserSettings.sql so all the related code (e.g. yields of building and improvement) will give error because their reference is not loaded in the database.
 
Thank you Jarcast for this terrific civ. I have downloaded the latest iteration and played several games. I've noticed that the MD when stationed on a working worker doesn't accelerate anything; also, at the first turn when I move the Pathfinder it disappears with screen text "See you in the capital," where he does indeed appear the next turn and then behaves normally. I've reproduced this numerous times when the Samnites were the only mod enabled save for Vox.

That being said, I play them anyway :>)
 
Thank you Jarcast for this terrific civ.
Hi, I'm glad you like it :D
I've noticed that the MD when stationed on a working worker doesn't accelerate anything;
I just tested it again to be sure and indeed it speeds up, but you have to wait the next turn until the effect starts working. For example a farm that takes 7 turns if you look the ui of the worker the first turn says 7 turns remaining, then the secon turn 4 remaining, the third 2 and in the fourth turn out of 7 it completes it, so the code works.
also, at the first turn when I move the Pathfinder it disappears with screen text "See you in the capital," where he does indeed appear the next turn and then behaves normally.
This is not some bug shenaningan, it's on purpose. The first free military unit, here the pathfinder, gets the totem promotion not only from the capital but also from the cities you will found later on, accumulating all the related promotions and becoming OP (still not gamebreaking because it's still one scouting unit but still little annoying). Because I could not remove the pathfinder with code from beginning, I just had to delete it and replace it with another unit created from the capital the turn after to fix the thing. '-'
 
Directly revived from the wikia design graveyard, a new work in progress:


Spoiler MORE UNIQUE COMPONENTS FOR VOX POPULI :

Spoiler To Do List :
- Add Events& Decision Support DONE
- Balancing playtesting
 
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Hi, I'm glad you like it :D

I just tested it again to be sure and indeed it speeds up, but you have to wait the next turn until the effect starts working. For example a farm that takes 7 turns if you look the ui of the worker the first turn says 7 turns remaining, then the secon turn 4 remaining, the third 2 and in the fourth turn out of 7 it completes it, so the code works.

This is not some bug shenaningan, it's on purpose. The first free military unit, here the pathfinder, gets the totem promotion not only from the capital but also from the cities you will found later on, accumulating all the related promotions and becoming OP (still not gamebreaking because it's still one scouting unit but still little annoying). Because I could not remove the pathfinder with code from beginning, I just had to delete it and replace it with another unit created from the capital the turn after to fix the thing. '-'


Well that clears everything up, thank you for your help.
 
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