[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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Done. I think, you should pay attention on 3rd and 4th Unique Components for VP - Official thread
Egypt UB makes same job, as your salt mine:

UB - Nilometer (replaces Water Mill):
Unlocked at Masonry
150 :c5production: Production cost
can be built in city without River
+2 :c5food: Food, +2 :c5production: Production and +1 :c5culture: Culture
+2 :c5production: Production for every 5 :c5citizen: Citizen

on construction spawns 2 Flax Resources in the City

And it works without problems. May be ask question to pineappledan will be a good idea.
I know - I am one of the authors of that mod. But... Nilometer has multiple different conditions, few steps of placing the resources on tiles and uses tons of lua code to do the thing. I don't need them, so sql is enough for me because it should just place the resource where it can. If it is broken, then they should fix it as soon as possible.
 
I don't understand requirements for Gate of the Sun, in one of my cities I have 2 lake tiles, 1 mountain, I even bought 1 more mountain but still doesn't let me build it (have techs and 9 policies)
 
I don't understand requirements for Gate of the Sun, in one of my cities I have 2 lake tiles, 1 mountain, I even bought 1 more mountain but still doesn't let me build it (have techs and 9 policies)
Are those lakes next to the city? Post screenshot if you can.
 
8930_20201012003912_1.png
 
Done. I think, you should pay attention on 3rd and 4th Unique Components for VP - Official thread
Egypt UB makes same job, as your salt mine:

UB - Nilometer (replaces Water Mill):
Unlocked at Masonry
150 :c5production: Production cost
can be built in city without River
+2 :c5food: Food, +2 :c5production: Production and +1 :c5culture: Culture
+2 :c5production: Production for every 5 :c5citizen: Citizen

on construction spawns 2 Flax Resources in the City

And it works without problems. May be ask question to pineappledan will be a good idea.
Dude. Adan literally wrote that code.
:rotfl:
 
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On Github pre v0.10 rev. 3:
  • new modern era World Wonders: Polar Expedition, Akihabara Electric Town and Rockefeller Center; all without restrictions;
  • Hubble S. T. now requires Research Agreement instead of Observatory;
  • Statue of Liberty now requires 10 specialists instead of 5;
  • fixed texts about :c5faith: and :c5gold: purchases saying its global (it's of course local);
  • changed WW popup screen alignment for some wonders added recently;
 
Nope. Database changes.
 
Hey Adan, I jsut wanted to make you aware of the fact that "More Wonders for VP" has some problems with modpacks. I tried my usual modpack list but swapped "Wonder Expanded" for "More Wonders" and it's crashing on map start (before the splash screen with the leader appears). I build a dozen more modpacks enabling components one by one and even with just bare VP and "More Wonders", it crashes. Going through Mods menu works fine ... Tried versions 0.9 and 0.10.3 from repo. It would be great if you could somehow fix that.
 
I just tried for the first time MW 0.9
The variety of Wonder available is incredible already. Each of them are very specific and the constraints to build them allows to avoid the boring "All wonders in one city" effect.
Thanks to @adan_eslavo and to all of you who help to forge this gigantic Mod.

Two little things I don't like:
- I believe all Wonders that depend on Policies should not have additional terrain or improvement constraints.
- The "Flavoured Help Texts" : It makes the help texts very compact. That good, but I have to admit that I didn't really understood many of them. It's probably my fault, I must read again the explanations!
The vanilla rule about help text is Natural Language only. This coding system is clever but introduces an exotic aspect that will repulse some casual players maybe.
 
Hey Adan, I jsut wanted to make you aware of the fact that "More Wonders for VP" has some problems with modpacks. I tried my usual modpack list but swapped "Wonder Expanded" for "More Wonders" and it's crashing on map start (before the splash screen with the leader appears). I build a dozen more modpacks enabling components one by one and even with just bare VP and "More Wonders", it crashes. Going through Mods menu works fine ... Tried versions 0.9 and 0.10.3 from repo. It would be great if you could somehow fix that.
I cannot fix it if I don't know what's causing it. I'm not using modpacks nor creating them, so if you are able to verify logs or consult with some more experienced modpack users, just do it and tell me what's going on.

What I can think of are Natural Wonders. They use some dll code introduced in VP, but blocked by default.
Maybe AssignStartingPlots.lua file? Rather not if "Even More Resources for VP" is not crashing modpacks, because uses same file.

Even though, mod is working right now without problems in standard way and I cannot find anything spare that could be just deleted from it to make modpack work.

Can you try some older? They are available on db or link in op. I introduced NW models in 0.9. So if v0.8.3 is working, that would be the most probable cause of crash. But I only use built-in thing. Why it crashes, ask G. If v0.8.3 cause crash, try something older than v0.8. In 0.8 I've added first Natural Wonders, with not working models, but code using it (models didn't work because I broke them).
I just tried for the first time MW 0.9
The variety of Wonder available is incredible already. Each of them are very specific and the constraints to build them allows to avoid the boring "All wonders in one city" effect.
Thanks to @adan_eslavo and to all of you who help to forge this gigantic Mod.

Two little things I don't like:
- I believe all Wonders that depend on Policies should not have additional terrain or improvement constraints.
- The "Flavoured Help Texts" : It makes the help texts very compact. That good, but I have to admit that I didn't really understood many of them. It's probably my fault, I must read again the explanations!
The vanilla rule about help text is Natural Language only. This coding system is clever but introduces an exotic aspect that will repulse some casual players maybe.
That's why I left old-type texts. Those flavoured are for hardcores and masochists :p Just kidding. I like them. Never was fond of those huge walls of texts telling only chosen things about buildings. In those "new" texts I try to pass all info about the building.

If you would tell me what is nonunderstandable it would help me improve them. That way I'm pushing some bad things away. I'm not aware what can be bad, there can be language issues, I'm not native english speaker. Anyone may do such corrections on github if he has time for that.

Policy wonders have "Easier" and less requirements than other ones.
Holy wonders have no requirements.
That was the compromise after some complaints, when policy or holy wonders were really, really difficult to build.
 
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If you would tell me what is nonunderstandable it would help me improve them. That way I'm pushing some bad things away. I'm not aware what can be bad, there can be language issues, I'm not native english speaker. Anyone may do such corrections on github if he has time for that.
Well it's just harder to understand because we don't know what the symbols mean. For example, when in English there is a group of symbols like "dog", we know it refers to the domesticated animal. But when we see ":c5food:/:c5citizen::c5citizen:", we don't know what it means. You work on this mod a lot so you are "fluent" with the symbols but most people will have difficulty understanding. Of course, you have a guide to the symbols, but to bring up my English analogy again, you wouldn't want to bring out a dictionary a lot of times while playing a game. But I do understand with the high amount of wonders it would probably take a while to update all the text. I think either way this is a great mod, just this makes it a little confusing.
 
I cannot fix it if I don't know what's causing it. I'm not using modpacks nor creating them, so if you are able to verify logs or consult with some more experienced modpack users, just do it and tell me what's going on.

What I can think of are Natural Wonders. They use some dll code introduced in VP, but blocked by default.
Maybe AssignStartingPlots.lua file? Rather not if "Even More Resources for VP" is not crashing modpacks, because uses same file.

Even though, mod is working right now without problems in standard way and I cannot find anything spare that could be just deleted from it to make modpack work.

Can you try some older? They are available on db or link in op. I introduced NW models in 0.9. So if v0.8.3 is working, that would be the most probable cause of crash. But I only use built-in thing. Why it crashes, ask G. If v0.8.3 cause crash, try something older than v0.8. In 0.8 I've added first Natural Wonders, with not working models, but code using it (models didn't work because I broke them).

I tried 8.3 today and it's working ok (generated 10 huge maps, playyed 2 of them until around turn 100). It seems to confirm that the problems lies within new Nat Wonders. Also, the only difference in logs between 10.3 and 8.3 is single line in Custom_Mods.log -> PROMOTION_CROSS_MOUNTAINS =1 in newer version and 0 in the older one. I'll raise a new bug report on Github, hopefully the issue is not hard to solve
 
I tried 8.3 today and it's working ok (generated 10 huge maps, playyed 2 of them until around turn 100). It seems to confirm that the problems lies within new Nat Wonders. Also, the only difference in logs between 10.3 and 8.3 is single line in Custom_Mods.log -> PROMOTION_CROSS_MOUNTAINS =1 in newer version and 0 in the older one. I'll raise a new bug report on Github, hopefully the issue is not hard to solve
Promotion cross mountains was set for bugged promo (I believe Toy Train from Darjeeling).
Natural Wonders were probably (but I'm not sure) configured the same way in both versions, but I changed some stuff in art files and they started working.
 
Hi, adan, I just read description for Bioluminiscent Bay, because my neighbor America has it in his third city. 2 science on all fish seems too much, may be 1 would be enough? because you can get it early and it can give more then libraries - you can have more then 1 fish in a city.
 
Second game i'm playing with this mod and enjoying a lot. About the bugs: Lavaux spawned 2 wines in both games, Wieliczka never spawn salt. Maybe you need to assure some not improved tiles of the luxury type around the city when you complete.

Ais seems to build them when they can.

This new wonders open a lot of synergies and some more planning due to restrictions (note to self DON'T try to rush Stonehenge on a COASTAL city anymore :rolleyes:)
 
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