My Civ 5 game keeps crashing. It is what is called a CTD crash. It happened in the version from October, and even now. What is annoying , is that it LITERALLY does not crash until around turn 120 - 150. Spending like 20 - 50 HOURS just to find out i CANNOT finish the game because of crashing is annoying. I am using ALL the Vox Populi Mods that come installed. It has happened in multiple different save game's. So i tried different combination of Mods from the Steam Workshop, and even reduced the mods down to 3 Mods that are NOT from Vox Populi.
One of the Mods is from here. It is Border Fortress - Outposts (v .7). The other two, are the Slavery Mod from the Steam Workshop (This Mod is DIFFERENT than the slavery Mod from this website They are different slavery Mods). Also, the Wonder Race Mod from the Steam Workshop.
I am not sure where and/or who to ask this of; so i will ask it here.
I think one of the NON -- Vox Populi Mods, is NOT compatible with Vox Populi. Is it possible for someone to make compatible versions of them? I really like the Wonder Race Mod, because it is EXTREMELY ANNOYING to spend 20+ turns on a wonder just to lose the wonder with 1 turn remaining.The Wonder Race Mod tells you which player is in the lead, and of you are losing, AND by how many turns you are losing by.
The slavery Mod (as the name suggests), turns captured workers, and settlers INTO slaves (reduced work rate costs ZERO gold upkeep). The Mod ALSO gives you slaves WHEN you capture a city (I think it is +1 slave per city population?). But the exact mechanics are confusing, so i am not exactly sure if that is the case or not. Also, the slaves, can, and WILL eventually revolt, turning into barbarians. If a slave revolt occurs, 1 or more of them slaves WILL turn into barbarians, but NOT all slaves can or will revolt necessarily. (Also, apparently if a slave revolt occurs with a slave turning into a barbarian in a city, the city will change ownership, and belong to the barbarians - If this could be changed in a new version to NOT happen that would be great -- Since i captured a city, and got 6 slaves, then the slave revolt happened the very next turn, BEFORE i had a chance to even move the newly captured slaves even once --Then i lost the city because a slave turned into a barbarian and became a spearman).
The revolt might also be caused by the number of total slaves, and perhaps their proximity to each other. (Since i went back to the previous turn, deleted the 4 or 5 other slaves i had, then went to the next turn, and NO slave revolt occurred).
Also, there is the Fortress Borders - Outposts (v .7) Mod from this website (this is based on, and a re-creation of the original Fortress Borders (v .4) Mod from the Steam Workshop). Both Mods are similar, but also different. The original Fortress Borders Mod uses the FORT improvement and simply adds game mechanics to that. Whereas, the Outposts version from this website, adds an entirely NEW improvement called the Outpost. The Outpost, has a +5 gold maintenance cost, and gives +35 defense to units stationed inside it (whereas the Fort has the +50 defense for units stationed inside the improvement).
The main game mechanic though, is that the Fort (in the original), and the Outpost (in the newer version that is on this website), can be built OUTSIDE of your territory, and when constructed, will make the tile where it is built, and the surrounding tiles, will become yours, The Fort / Outpost (depending on version), can ALSO be used to take enemy territory, exactly the same as how a Great General would take enemy territory. Side note - If the Fort / Outpost is NOT inside your territory AND is NOT occupied for +5 turns by one of your military units, THEN the Fort / Outpost will become neutral AND you will LOSE the territory, until you send a military until back onto the tile.However, an enemy unit, or even just a unit from a different civilization can ALSO send a military unit onto the Fort / Outpost tile and then the other civilization will claim the tile and surrounding tiles, and it will become part of their territory. Having multiple of these is quite costly, so there is a trade-off between cost in gold / benefit in tactical advantage and/or resource advantage.
I am not sure how Mods are created and work, nor how difficult it is to create a Mod. However, if it is possible for someone to create versions of these Mods that are compatible with the Vox Populi Mod, that would be much appreciated. Thankyou for reading this.