LastSword's Viet Nam for VP

FYI with VP 3.0 and MUC some components of this mod do not load. @gwennog i don't know if you are affiliated with this mod at all but since you updated some of Hinin's Custom Civs i thought i'd let you know
 
FYI with VP 3.0 and MUC some components of this mod do not load. @gwennog i don't know if you are affiliated with this mod at all but since you updated some of Hinin's Custom Civs i thought i'd let you know
Gwennog has no control on the update for this mod. It's just that I'm quite tired this week, and will try to update tomorrow.
 
@gwennog i don't know if you are affiliated with this mod at all but since you updated some of Hinin's Custom Civs i thought i'd let you know
This is a personal mod of Hinin but I am very happy that you like our respective or common mods so much. Thanks.
 
While waiting for Hinin's return, I took the liberty of making a version compatible with VP 3.0. I hope he won't mind. It's a very nice civ mod with a mechanism that I find original and there is a great immersion in playing it.

As pointed out @AndreyK, the :tourism: Tourism gain is far too high when one of your units dies (on rennaissance era, 540 points each time !). I lowered the value by a factor of 8. @Hinin will surely make a balancing of which he has the secret.
 

Attachments

Last edited:
Having a fantastic early game with this civ - it's certainly very strong if you happen to start with a lot of marshland around. I managed to destroy england after they DOWed me in the classical era, and I'm giving Monty a run for his money (although I don't want to conquer him).
 
Curious situation... I have this archer fight going on, and for the first 3-4 rounds of exchange they couldn't shoot me, but afterwards they could, even though I was hitting them every round. Is there some logic with the vision plague that it doesn't get refreshed on every hit, or maybe a unit can't be "reinfected"?

1692409135324.png
 
V.4 online
- UA change : trade interdiction removed, replaced by a +20% CS bonus against civilizations with more citizens
- UB nerf : divided yields obtained from unit death by 5

Thank you very much to @gwennog for maintaining the mod in the meantime.
 
My first game with Vietnam. Looks like they are OP. Their UI is too strong. Look at these yields in early renaissance:


20230831235257_1.jpg
 
Okay, I enjoy this civ a lot! It has many interesting themes & bonuses.

Free units on DoW: extremely powerful early game. You can DoW for "free" in the ancient era on every civ you meet without diplo or security concerns and get a large army. It pairs especially well with wide play, to deal with barbarians and ensure appropriate defense while aggressively settling. It loses effectiveness later on because infantry units just aren't that good and war become increasingly costly, which is fine. I wish it spawned a slinger though -- I think the Pineappledan's Tweaks requirement date from when slingers weren't the default archer unit?

Wet Foot: I was wary initially, the promotion seemed too weak to give only to UUs and civilians. But the UI is buildable on *so many tiles* that additional movement is *very* welcome. On UUs it also emphasizes the defensive nature of Viet Nam alongside 20% CS against civ with more pop. I like it a lot.

UUs and UB: I don't have much to say. They're all interesting and of an appropriate strength level imo. I like having archers with cover in particular. I'm an archery fanboy, it's my most built unit line, and I'm decent enough at positioning that other archers are my main threat; cover helps with this.

UI: If VP had a competitive scene (like lekmod), this UI would get Viet Nam banned 100% of the time. Look at these tiles:
1733754694248.png

The fact that it doesn't remove features means it's especially busted on jungles (+1f from feature, +1p from UA) and forests (+1p from features). My jungle cities grew so fast that they had happiness problems throughout the classical and medieval eras despite very good yields and a large balance of national happiness. I also had the most income and culture all game.

It's a difficult UI to fix because it does so many things. For example, yields in jungles with multiple adjacencies are insane but on a plain or grassland coastal tile you get +1f/c/gap, which is ok early game but doesn't scale.

Some suggestions
Terrains: I'd consider limiting to freshwater or even river only.
Feature removal: should stay in; good identity.
Yields: remove culture from city connections (keep production, it's the weakpoint of this biome). Turn gold&GAP per adjacency to per 2 adjacencies.
 
Last edited:
Fixed error due to Nha San using the deleted table Improvement_AdjacentImprovementYieldChanges -> replaced with new table Improvement_YieldPerXAdjacentImprovement
 

Attachments

Fixed the typo that generated this SQL error in the civ trait table
[375673.765]Invalid Reference on Trait_FreeUnitClassesDOW.UnitClassType - "UNITCLASS_SLINGER" does not exist in UnitClasses

The correct entry is: UNITCLASS_VP_SLINGER
 

Attachments

Back
Top Bottom