JFD's Civilizations - Great Britain (Victoria) for Vox Populi

JFD's Civilizations - Great Britain (Victoria) for Vox Populi (v 5)

HungryForFood

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JFD's Civilizations - Great Britain (Victoria) for Vox Populi
Does not need the original mod
(steam workshop)
(link to original mod)
Click on the overview button on the top left for information.

To disable England changes, open "JFD_GreatBritain_UserSettings.sql" in this mod's folder in a text editor (such as Notepad), search for "JFD_CIVILIZATIONS_ENGLAND", and change the 1 beside it to 0.

Spoiler UA details :
Original UA: Gain :c5gold: Gold when settling; amount is greater the further from your Capital. Cities on other continents/Colonies contribute 10% of their :c5science: Science and :c5production: Production to your Capital.

UA was changed because I liked the idea of a trade route UA, as it feels fitting for how the British Empire and colonialism worked in general. The :c5gold: Gold internal trade routes simulate trading within the empire and captive markets.

The yields from the internal trade routes are calculated normally, with an additional bonus yields as if trading with an allied city state bonus. Exception is no bonus from cultural influence (can't influence yourself!)
Spoiler Steam Mill details :
Same as the Steam Mill when it was removed from VP, except that you get 10% of Great Engineer progress when completing buildings rather than gold to trade routes.
Spoiler First Rate details :
Same as Ships of the Line.
Spoiler Grand Carrack details :
Being able to cross oceans earlier (or being available earlier) should allow England to get a strong navy a bit earlier, and hence benefit from the higher XP from Quick Learner. The Indomitable promotion will help it be much harder to kill than normal ranged naval units.
Spoiler More UC details :
Redcoat (UU) (replaces Fusilier)

  • Ignores Terrain Cost.
  • Can move through foreign lands without Open Borders.
White Tower (UW) (replaces Hermitage)

Unchanged.

Spoiler Mod compatibility details :
Community events are similar to England.
Decision: Assume Control of the East India Company
  • Now applies to Courthouses as well.
Decision: Institute Westminster Parliament
  • Cost now 200 :c5gold: Gold, scaling with era.
  • Free Social Policy replaced with -5% Social Policy cost.
  • Now requires 2 Magistrates.
 
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What is the ideal mod load order for your custom civs with 4uc? I can't for the life of me figure out a load order that actually works with 4 uc
 
This is Fifthcolumn, the guy with the 4UC issue. I double checked and it doesn't look as if any of the mods I use should be conflicting. If you could take a second look and tell me what the problem may be, I would be appreciative.
 

Attachments

  • Civ5DebugDatabase.zip
    572.3 KB · Views: 165
@Fifthcolumn7798 You need to send the file after you activated your mods, and before returning to the main menu (you can quit civ 5 directly though, just don't go back to the mod selection menu).
 
@Fifthcolumn7798 You need to send the file after you activated your mods, and before returning to the main menu (you can quit civ 5 directly though, just don't go back to the mod selection menu).

You mean after it configures and before I start a game? If I send it with the game still open does that work or do I need to close it?

Side note: some mod civs like Phillip II are receiving their 4UC, but they appear to prevent the base game civ they are derived from from getting their 4UC.

This file is before I quit but after mods are loaded.
 

Attachments

  • Civ5DebugDatabase.zip
    1 MB · Views: 106
Last edited:
You are not using the correct 4UC mod. You need to be using the VP one. Also, I don't think Philip II is compatible with VP because the Tercio is buildable by all civs in VP.
 
Kinda forgot I had this sitting in my hard drive. I've been procrastinating. :crazyeye:

------------------------------------------------------------

HungryForFood updated JFD's The Empire of Great Britain for Vox Populi with a new update entry:

v 3

Victoria

UB: Steam Mill (replaces Factory)
- Added +10% progress to Great Engineers when a building is constructed.
- Added +2 Production to Engineer specialists.
- Removed +3 gold to international trade routes.
- Added +50 Production when completing an internal trade route (VP addition to Factory).

Misc
- Default civ event will now be correctly turned off for Victoria.

Event: Mightier Yet
- Changes to Elizabeth's event applied to Victoria's event.

Elizabeth

UB: Playhouse (replaces...

Read the rest of this update entry...
 
I think the internal trade routes don't work correctly for corporations, or any modifiers to international trade routes (such as policies). This makes it really difficult to justify using internal routes over international ones... particularly later in the game.
 
Any chance of updating this for modern Vox populi standards ?
I second this pretty please.
I think the person that first made this mod hasn't been active in a long time sadly so someone would have to take over the project. Maybe we could make a seperate post requesting a reboot of some of those older mods, asking for a dev or anyone interested in modding to take it on? I can't code myself but would love to!
 
Any chance of updating this for modern Vox populi standards ?
I second this pretty please.
I think the person that first made this mod hasn't been active in a long time sadly so someone would have to take over the project. Maybe we could make a seperate post requesting a reboot of some of those older mods, asking for a dev or anyone interested in modding to take it on? I can't code myself but would love to!
I have just finished Ireland, I will have time. I will look. It's fair game, after having published with @Hinin, a civilization Ireland and Scotland :).
 
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