Troll Warlord
Chieftain
- Joined
- Jul 13, 2022
- Messages
- 15
Current version of JFDs RTP Sovereignty mod is broken and doesn't work.
I found the idea and mechanics of it really cool, so I made a full adaptation of it to Vox Populi (EUI)
The description of what mod does you can find in the above URL, here I present only changes that I have made to the original.
(But I can write here full guide, if requested)
Changes by me to the original "Sovereignty" mod:
I would also appreciate help with testing and balancing stuff.
Changelog:
V13 (BIG UPDATE):
NOT COMPATIBLE WITH PREVIOUS VERSION SAVEGAMES!
V12:
NOT COMPATIBLE WITH PREVIOUS VERSION SAVEGAMES!
I found the idea and mechanics of it really cool, so I made a full adaptation of it to Vox Populi (EUI)
The description of what mod does you can find in the above URL, here I present only changes that I have made to the original.
(But I can write here full guide, if requested)
Changes by me to the original "Sovereignty" mod:
- "Sovereignty" mod is merged with neccessary RTP utils and is a standalone addon now which doesn't require "Rise to Power" core. Depends only on VP + EE.
- Compatibility with all other JFD addons is removed (they do not work properly with VP anyway).
- Hardcoded dependency on Community Patch DLL hooks and API for saving/loading data.
- Completely removed everything related to Civilopedia, it interfered heavily with VP's civilopedia changes.
- Sovereignty UI is merged into EUI (notifications, end turn button, etc)
- Removed techs added by mod, buildings and wonders from those techs are distributed across other techs and eras (including EE). In my opinion VP tech tree is optimal, no need to push more techs there.
- Removed "Chancery" building line of JFD (which gave you -% cooldown to Reforms), that bonus is distributed to VP's Chanceries and Wire Services. Now you have additional motivation to have those buildings even if you are not doing diplomacy.
- Some world wonders changed according to their VP's changes, some wonders are removed, because already in VP (or EE), their bonuses are given to existing wonders (e.g. Versaille)
- All buildings and wonders have properly adjusted produciton/gold costs, flavours, etc. to VP values (so far AI uses them okayish).
- Big chunk of reforms were balanced and changed to VP balance: most "+-yield value" reforms were rebalanced to "+-% yield percent" to account for VP yield lategame inflation. Some reforms were done from scratch.
- Fixed AI logic regarding choice of Governments.
- More clear texts and descriptions.
I would also appreciate help with testing and balancing stuff.
Changelog:
V13 (BIG UPDATE):
- Mod is now compatible with More Wonders and 3/4 UC modmods (Vox Populi v2.6).
- Removed all new Wonders from the mod. Unique governments have been redistributed to existing Vox Populi wonders:
- Roman Forum - Holy Roman Empire
- Sistine Chapel - Papacy
- Haghia Sophia - Caliphate
- Summer Palace - Mandate of Heaven
- Himeji Castle - Shogunate
- Unique governments are optional now. They become unlocked, but are no longer forced upon you when corresponding wonder is built (Government change dialog is still called).
- Unique governments can now be changed (so you are not stuck with one for the whole game).
- Added a possibility to change Government when new Ideology is adopted.
- Building changes:
- "Magistrate's Court" now additionally yields 1 and reduces Unhappiness from Needs by 5%.
- "High Court" now additionally yields 2 and reduces Unhappiness from Needs by 5%.
- Adjusted flavours for AI's usage.
- Big rework of a Councillor mechanic:
- Councillors are renamed to Ministers.
- There are now 9 minister slots, 1 for each Reforms branch except Government branch.
Minister of Internal Affairs (Law) - Great Writer
Minister of Foreign Affairs (Diplomacy) - Great Diplomat
Minister of Economy (Economy) - Great Merchant
Minister of Industry (Industry) - Great Engineer
Minister of Education (Education) - Great Scientist
Minister of Defense (Militart) - Great General
Minister of Religion (Religion) - Great Prohpet
Minister of Culture (Society) - Great Musician
Minister of Welfare (Welfare) - Great Artist - Ministers are now appointed by clicking the corresponding empty slot
and choosing the Great Person on a map (suitable Great People are highlighted by red hexes). Note: Great Person becomes expended!
Ministers are now appointed once and for all. Each appointed minister decreases reforms costs in a corresponding branch by absolute value of 15% Sovereignty:
- -- Fixed bug which prevented the Leader and Government titles from change when conditions were met.
- -- Fixed bug with loud overlapping sounds when establishing Government.
- -- Fixed bug with persisting "Choose Government" notification icon.
- -- Fixed save-game persistence of titles and ministers, as well as some other data.
- -- Small text adjustments.
- -- Small values adjustments of some reforms.
NOT COMPATIBLE WITH PREVIOUS VERSION SAVEGAMES!
V12:
- Mod is no longer dependent on "Enlightenment Era" mod. It is compatible with EE, but now can be played just with base Vox Populi.
- Fixed "Valley of Honor" wonder missing wonder-screen textures.
- Fixed "Buda Castle" wonder not nullifying Revolutionaries in new Legislatures.
- Fixed "Two-Party" and "Multi-Party" factions legislatures not forming correctly (adjusted yields dependencies)
- Removed a notification about reform cooldown when Government is not yet founded.
- Reworked "Law" branch reforms for a smoother Sovereignty yields.
- Fixed sovereignty calculations for "Legitimacy 3" Tradition reform.
- Now fulfilling all 3 Legitimacy Reforms from Law brach grants you additional +15% Sovereignty.
- Rebalance of some reforms in other branches.
NOT COMPATIBLE WITH PREVIOUS VERSION SAVEGAMES!
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