[POLL] More Wonders for VP

What exclusive Enlightenment Era World Wonders you would like to see added in this mod (max. 3)

  • Wat Pho (Thailand) (around1688) tied to Economics

  • Buckingam Palace (England) (1703) tied to Navigation

  • Paro Taktsang (Bhutan) (1692) tied to EE-Flintlock

  • Bell Rock Lighthouse (Scotland) (1810) tied to EE-Wargames

  • Yellowstone National Park (USA) (1872) tied to EE-Wargames

  • Arc de Triomphe (France) (around 1830) tied to EE-Wargames

  • Bastille (France) (from XIV to late XVIII) (but as a prison) tied to EE-Fortifications

  • Taman Sari (Indonesia) (1765) tied to EE-Fortifications

  • Stone Town (Tanzania) (1830-1840) tied to EE-Fortifications

  • Bolshoi Theater (Russia) (1776/1825/1856) tied to EE-Romanticism

  • other (suggest in the thread, please)

  • Canal du Midi (France) (1681) tied to Navigation

  • Fontanna di Trevi (Italy) (1776) tied to Economics

  • Modlin Fortress (Poland) (1806) tied to EE-Fortifications


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First is with ST. PETER'S BASILICA which gives 3 inquisitors instead of 3 missionaries ;)
Error in tooltip. Works fine ;)
And the second, more difficult because I think it comes from the functionality that doesn't work. There isn't experience gained in the city with the Marae Arahurahu according to the greatworks.
I saw that WARTBURG uses the same functionality but I have not tested.
I understand you have some GWs in the city? It is also ready sql function that should work right of the bat. I can only declare which type of units get the exp and how much. @HungryForFood?
Everything seems fine on my end, there's nothing wrong with the code. The player's resource count updates correctly.

For the monopoly screen, it doesn't update immediately, but going to the next turn will fix it.

I'll try and see if I can make the game check immediately, but this is not a big deal, as it is working mostly correctly now.
If I understood correctly, the problem is when resource is created under existing GW improvement. It is not treated as "improved" and AI is not willing to recreate it like humans would do.
 
I understand you have some GWs in the city? It is also ready sql function that should work right of the bat. I can only declare which type of units get the exp and how much. @HungryForFood?
That table is hardcoded to count great works of writing only, if I remember.

If I understood correctly, the problem is when resource is created under existing GW improvement. It is not treated as "improved" and AI is not willing to recreate it like humans would do.
You mean great person improvement? The game does treat great person improvements as improving the resource.
 
That table is hardcoded to count great works of writing only, if I remember.
I wanted it work for all Great Works. But it doesn't work at all as I heard...
You mean great person improvement? The game does treat great person improvements as improving the resource.
Yeah, but normally you have resource and build improvement on it. What about opposite: you have improvement and resource comes up? @gwennog Did you check that again?
 
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I wanted it work for all Great Works. But it doesn't work at all as I heard...
I was wrong, seems that Building_DomainFreeExperiencePerGreatWork works with all great works types, but only if you fill it into the building itself. This table was used by Assyria's Royal Library in the unmodded game, so refer to that for its behaviour.

Building_DomainFreeExperiencePerGreatWorkGlobal is the one which is hardcoded to great works of writing. This table is used by VP's Assyrian Royal Library.

From your OP, seems that the effect you're looking for does not belong to any table. You'll need lua.
 
I was wrong, seems that Building_DomainFreeExperiencePerGreatWork works with all great works types, but only if you fill it into the building itself. This table was used by Assyria's Royal Library in the unmodded game, so refer to that for its behaviour.

Building_DomainFreeExperiencePerGreatWorkGlobal is the one which is hardcoded to great works of writing. This table is used by VP's Assyrian Royal Library.

From your OP, seems that the effect you're looking for does not belong to any table. You'll need lua.
But it works like this, right?
"1 Great Work of Writing slot, which provides extra XP for units trained in the city when filled."
If yes, then I will just increase XP value.
 
Yeah, but normally you have resource and build improvement on it. What about opposite: you have improvement and resource comes up? @gwennog Did you check that again?

Yes, the effect or rather the non-effect is what you describe. Resource appears under an existing GP improvement.
I found it in two different games but for AI civs, I have not yet managed to produce it for a civilization that I am playing and therefore for the moment I do not confirm at 100%(I have never had a resource appearing under a GP improvement yet ). Sorry but I love to play civ and I test by playing, not just for tests :blush:.
 
I was wrong, seems that Building_DomainFreeExperiencePerGreatWork works with all great works types, but only if you fill it into the building itself. This table was used by Assyria's Royal Library in the unmodded game, so refer to that for its behaviour.

But it works like this, right?
"1 Great Work of Writing slot, which provides extra XP for units trained in the city when filled."
If yes, then I will just increase XP value.

I just tested now with Marae, when music slot is filled, units earn well 10 XPs more.
Maybe we should give two slots to the wonder.
 
v0.6.1 on github for testing. I would call it SMALL TWEAKS UPDATE.
I analysed some things and decide to make some small changes:
  • because there was problem with one sql function not working as I thought:
    • Marae: 10 XP --> 25 XP (still 1 :greatwork: slot);
    • Wartburg: 10 XP --> 15 XP (still 3 :greatwork: slots so total maximum XP is 45);
  • :c5faith: purchase into yield was too powerful so:
    • El Ghriba: 50 --> 25 :c5gold: per :c5faith: purchase;
    • Meenakshi: 100 --> 33 :c5food: per :c5faith: purchase;
  • added info in tooltips about FREE units and what part describes THEMING;
  • added Bare Necessities as reference; remember to put BN into mod folder again after updating MWfVP (it may not work without that :/ Civ5 thing :dunno:);
  • some wonders (medieval and renaissance) got policy value balanced (better aligned with their tech req); more info in file inside;
  • requirements changes:
    • deleted Holy Wonders requirements totally...
    • Altamira Cave got also Horses as an additional RESOURCE OR (and now boosts Horses too in addition to Deers and Bisons);
    • Ggantija lost Hill;
    • Kuk now is prohibited only on Snow instead of Tundra and Snow;
    • Statue of Zeus doesn't require Marble nor Stone;
    • Great Lighthouse now doesn't need Stone; received Grassland prohibition instead;
    • Parthenon lost Grassland prohibition;
    • Machu Picchu lost Hill requirement;
    • Ait Benhaddou got Village (1) instead of no Water;
    • Bakken available at 70% instead of 80% Happiness;
Overally reqs are much easier to achieve for some wonders.
 
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Some new suggestions for industrial era in addition to first 5 I posted here:
Spoiler 4 new wonder concepts :

  • Siqu Quanshu (China)
    • +5 :c5science:;
    • +1 :c5science: and +1 :c5culture: to all :greatwork: Great Works;
    • +2 :c5greatperson: Writer specialists;
    • 4 slots for :greatwork: Great Works of Literature (theming: 10 :c5science: and 10 :c5culture: if only your Literature);
  • Brooklyn Bridge (USA)
    • +1:c5production:, +2 :c5culture: and +4 :tourism:;
    • +1 :trade: Trade Route;
    • free :c5greatperson: Great Diplomat;
    • 50 :c5influence: to all City-States on construction;
  • [TRANSPORT] Trans-Siberian Railway (Russia-Asian)
    • +25% :c5gold: from :c5trade: City Connections;
    • +3 :c5goldenage: to all Coal, Oil, Aluminum and Uranium;
    • +20% :c5production: Worker Rate;
    • all Units: "+1 :c5moves: Movement Point." ("Deep Siberia");
  • Zocalo (Mexico)
    • +2 :c5faith: and +2 :tourism:;
    • +2 :tourism: to all Monuments;
    • +1 :c5faith: to all Civil Servants;
    • +1 :c5greatperson: Civil Servant;
    • free :c5greatperson: Great Diplomat;
    • +10% :c5production: to Diplomatic Units;
 
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OUsh! why bare necessity dependency^^'? i have some personnal modmod conflict with bare necessity
 
OUsh! why bare necessity dependency^^'? i have some personnal modmod conflict with bare necessity
DependencyReference :p It's not required. Everything is correct in files.
 
v0.6.1.1 with important fix I missed on Github.
 
Yes !! Adan came back :woohoo:

Some reviews :

:c5faith: purchase into yield was too powerful so:
  • El Ghriba: 50 --> 25 :c5gold: per :c5faith: purchase;
  • Meenakshi: 100 --> 33 :c5food: per :c5faith: purchase;

I agreed, at the end of the game, buying GP generated too much :c5food: food or :c5gold: gold.

Kuk now is prohibited only on Snow instead of Tundra and Snow;

Wouldn't you prefer to remove the hill and leave Tundra and Snow ? After several games, I find that the wonder is rarely accessible because there are few hills in the swampy areas (perhaps 2 or 3 swamps ?)

deleted Holy Wonders requirements totally...

I would have preferred more holy wonders but even more specific in place and/or in history (maybe one by religion?)

Ait Benhaddou got Village (1) instead of no Water;

Maybe Village, Town or Kasbah but 2 or 3.

[TRANSPORT] Trans-Siberian Railway (Russia-Asian)
  • +25% :c5gold: from :c5trade: City Connections;
  • +3 :c5goldenage: to all Coal, Oil, Aluminum and Uranium;
  • +20% :c5production: Worker Rate;
  • all Units: "+1 :c5moves: Movement Point." ("Deep Siberia");

The boost of movement for all units is very powerful, perhaps limited to +x on railroad ? But I really like the idea of [TRANSPORT] Wonders.
 
Wouldn't you prefer to remove the hill and leave Tundra and Snow ? After several games, I find that the wonder is rarely accessible because there are few hills in the swampy areas (perhaps 2 or 3 swamps ?)
I agree.
I would have preferred more holy wonders but even more specific in place and/or in history (maybe one by religion?)
I use (ui) Historical Religions Complete (v 45). That would mean 105 wonders from mod only... Nope. Maybe later I will think of one more, but that's enough.
Maybe Village, Town or Kasbah but 2 or 3.
It boosts Villages, and that's why I put it in reqs.
The boost of movement for all units is very powerful, perhaps limited to +x on railroad ? But I really like the idea of [TRANSPORT] Wonders.
I though so. Initially I though about civilians. Maybe Land units?
all Land Units: "+1 :c5moves: Movement Point on Tundra and Snow." ("Trans-Siberian Railway");
 
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I have an idea: random properties on Wonders. Say, 1-2 fixed properties and 1-2 random. But I don't know, is any way to make this?
 
I use (ui) Historical Religions Complete (v 45). That would mean 105 wonders from mod only... Nope. Maybe later I will think of one more, but that's enough.

Oups, actually, this is a bad proposition :undecide:

It boosts Villages, and that's why I put it in reqs.

Sorry, I meant at least two villages (the rest is a proposition but it changes the wonder a bit)

all Land Units: "+1 :c5moves: Movement Point on Tundra and Snow." ("Trans-Siberian Railway");

Yes, for me it's well in line with the historical reality of wonder.
 
I experienced a bug with the great zimbabwe, for some reason i stack a massive amount of xp, my units gains 262 XP , i got 13 active trade, by subtractring all the other building giving xp there is 142 XP that come out of nowhere.

it happens every time i build a zimbabwe in my game

i suspect that every time a got a new trade route, the dummies stack.
 
Thanks. I will check the code.
 
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I found an error, but it didn't cause your problem (it ommited updating list when Land TR finished). Can you use IGE mod to tell me how many dummies you have?
Spoiler Where to find dummy in IGE :
upload_2020-4-18_15-3-33.jpeg
In my case I had 7 active trade routes and I have 7 dummies, and received 14 XP as expected. After finished TR they reset and this number is steady. Did your city with Great Zimbabwe were conquered? Or maybe you conquered it? Rest of cities should have 0 dummies as I had.

EDIT: Similar code has Qalhat.
 
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