More Unique Components for VP - Compatibility Patches

Are you interested in playing More Unique Components and Enlightement Era mods at the same time?

  • Yes!

  • No, not really...

  • I didn't plan to, but it can be interesting experience.


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adan_eslavo

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MORE UNIQUE COMPONENTS FOR VP -
- COMPATIBILITY PATCHES

Official thread for compatibility patches to More Unique Components (aka 3rd and 4th UC) for VP.

So far this thread was dedicated only for VPEE compatibility patch. After merging it into the mod itself (in v37.1) I decided to change functionality of this thread. It will be now dedicated source of information about all compatibility patches. People can post their suggestions, complaints and everything that can be used to make MUCfVP compatible with other mods.

Current list of mods that have built-in compatibility patch:
  • VPEE
  • ENW
Special thanks to @pineappledan who do not play VPEE, but was eager to help me out with this.

Spoiler VPEE :
Spoiler Unit upgrades to: :

  • Qizilbash: Uhlan
  • Hakkapeliitta: Uhlan
  • Great Bombard: Field Gun
  • Prowler: Light Infantry
  • Langskib: Carrack
  • Shotelai: Two-Handed Swordsman
  • Licorne: Howitzer
  • Cacadores: Gatling Gun
  • Klepht: Gatling Gun
  • Armada: Ship of the Line
  • Fusta: Galleon
Spoiler Unit obsoletes at: :

  • Black Tug Warrior: Rifling
  • Mandekalu Cavalry: Rifling
  • Dromon: Warships
  • Prau: Exploration
  • Langskib: Navigation
  • Shotelai: Flintlock
  • Licorne: Ballistics
  • Kobukseon: Warships
  • Cacadores: Ballistics
  • Klepht: Ballistics
  • Prowler: Dynamite
  • Armada: Industrialization
  • Great Bombard: Rifling
  • Qizilbash: Combustion
  • Hakkapeliitta: Combustion
  • Fusta: Warships
  • Sofa: Dynamite
Spoiler Unit changes: :

Turtle Ship --> Carrack:
  • at Exploration
  • 3 :c5moves: Movement Points
  • 250 :c5production: Production
  • 38 :c5strength: CS
Licorne --> EE Field Gun:
  • at Flintlock
  • 375 :c5production: Production
  • 35 :c5rangedstrength: RCS
  • 20 :c5strength: CS
Corsair --> Ship of the Line:
  • at Navigation
  • 400 :c5production: production
  • 35 :c5strength: CS
  • 2 Ship of the Line's promotions (Flagship, Extra Sight I)
Klepht --> Light Infantry:
  • at Fortification
  • "Light Skirmish"
  • 38 :c5rangedstrength: RCS
  • 23 :c5strength: CS
  • 325 :c5production: Production
Cacadores --> Light Infantry:
  • at Fortification
  • "Light Skirmish"
  • 375 :c5production: Production
  • 38 :c5rangedstrength: RCS
  • 25 :c5strength: CS
Xiafan Guanjun (Frigate):
  • at Navigation
Armada (Corvette):
  • at Exploration
  • 350 :c5production: Production
Seir Morb (VP Field Gun/Howitzer):
  • 3 Range
Spoiler Building changes: :
In bold are parts that where added or changed in comparison to base values from More Unique Components mod. If something is not listed then is probably deleted.

White Tower --> Tower of Buddhist Incense:
  • available at Sovereignty
  • requires Castle
  • requires 35 :c5citizen: Citizens
  • +5 :c5strength: City Defense
  • +3 :c5culture: Culture
  • +2 :c5culture: Culture to all Castles
  • +3 :c5gold: Gold to Constabulary and +3 :c5food: Food to Arsenal
  • 1 Free Great Person of your choice
  • -50% :c5faith: Religious Unrest
  • -25% spy stealing rate on empire
  • +1 :c5happy: Happiness for every enemy spy killed
  • 2 :greatwork:Great works of Art slot, +3 :c5gold: Gold and +3 :c5culture: Culture on theming
  • 1 free Great Work of Art: The Crown Jewels
Waag --> Weigh House:
  • available at Economics
  • requires Market
  • 750 :c5production:
  • 5 :c5gold:Gold Mainenance
  • 5 :c5gold: Gold
  • +3 :c5gold: to Market
  • 1 :c5gold: Merchant Specialists Slot
  • +2% :c5greatperson: GPP and 2 :c5strength: CP in the city for every imported/exported luxury resource from other empires
  • 1 :c5gold: Gold per 2 :c5citizen: Citizen
  • 100% :c5gold: Gold Bonus from Sea Trade Routes
  • -25% :c5gold: Poverty
Schutzenstand --> Gunsmith:
  • available at Flintlock
  • 750 :c5production: Production Cost
  • 3 :c5gold: maintenance
  • +3 :c5culture: Culture, +3 :c5production: Production
  • +30% :c5production: Production to Gunpowder units and an additional 25 XP for Gunpowder units
  • +15% :c5production: Production to land military units
  • +2 :c5war: Supply Cap
  • +1:c5production: Production and +1 :c5culture: Culture for each allied CS
Grande Ecole --> Academy:
  • available at Humanism
  • can be built in city with a Salon
  • 750 :c5production: Production Cost
  • 6 :c5gold: Gold Maintenance
  • +3 :c5science: Science, +1 :c5culture: Culture and +2 :c5production: Production
  • 1 :c5science: Scientist Specialist Slot
  • +2 :c5science: Science and +1 :c5production: Production for every 5 :c5citizen: Citizens in the City
  • +2:c5production: Production for Scientist Specialist and +2 :c5science:Science for Engineers
  • -25% :c5science: Illiteracy in city
  • +2 :c5production:Production and +2 :c5science:Science at Computers.
Sambadrome --> Salon:
  • available at Humanism
  • can be built in city with a Academy
  • 750 :c5production: Prod
  • 4 :c5gold: Gold Maintenance
  • +4 :c5culture: Culture and +4 :c5goldenage:GAP
  • 1 :c5culture: Culture per 6 :c5citizen: Citizens
  • 1 :c5culture: Musician Specialist Slot
  • +1 :c5gold: Gold and +2 :c5goldenage: GAP to Musician Specialists
  • +25% :c5goldenage: GAP during :c5goldenage: Golden Age
  • +2 :tourism: Tourism at Radio
Spoiler ENW :
Yamato (Battleship):
  • 50 :c5strength: CP
 
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Seems easy enough, the hardest part is making sure we caught everything. Does anyone see any unique units I missed?

We should also put blocks into the modinfo file to block 4UC for EE from being active at the same time as base 4UC
 
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I added Great Galleas to the same group as Fusta.
For now I only set Dependencies.

What about buildings @pineappledan?
 
I'll just do the text for now.

I'll have all the text that needs updating done in a couple hours. I don't know what to do about the buildings. It's the least necessary part of this whole thing. I've suggested a few changes, but if they aren't made it's not the end of the world.

Edit: done
 
Last edited:
v1 is ready. Official release of full version. Now you can play with More Unique Components mod fully compatible with Enlightement Era mod. Enjoy!
 
@pineappledan Did you notice anything else that would require changes? Honestly I like the way we changed Schutzenstand - Gunsmith building from EE is just made ideally for it. Those gunpowder bonuses fits very well.

I modified maintenance costs of those buildings because in tables they have different values than in @Infixo's site. I also added Gold Bonus from Trade Routes (it was missing in your descriptions) and population requirement for White Tower. Thanks for your help. Without your analizes I would not finish this stuff so quickly.
 
I don't think so. I have given it the once-over and nothing else pops out at me as being more appropriate for EE than where it is already.

Thanks for your work, I don't use EE, but it's looking great!

Maybe we'll see what @Infixo has to say?
 
Hey, guys. Happy to see this mod in action. But when I tried it out, the units aren't in their perequisite replacements. Like the Cacador and the Klepht still replace the gatling guns, and the Xiafan Guanjun is still unlocked in Astronomy rather than Navigation. Is there anything which I possibly did wrong?
 
Check logs and mods order and tell me if there's ok.
 
No problem. Good to hear it works. If anything bad happens, tell us.
 
Just tried out the mod as Portugal today. The game was smooth. I originally had happiness of 15+.
All of a sudden the unhappiness skyrocketted to 30+!!!
https://imgur.com/a/klr161r

mods used: CBP1~7, More UCs for VP, More UCs EE for VP, unique city states
THX!
 
@OnceAFreak Ultra hardcore, your people are bored to death, but seems like it is not our mod that cause the issue. I would vote for VP. Post this on Github in VP issues. We have nothing to do with culture calculation. Anything in logs? @pineappledan, any idea?

Maybe UCS is the cause. Did you lost some CS ally lately? Maybe it gave huge boost to culture and you lost alliance and it dropped down immediately.
 
Haven't played EE without this Compatibility Patch so idk if it's and EE bug or from patch, but ship of the line dosen't require iron right now.
 
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