Hi everyone,
New beta version inbound, fixing bugs from the previous version and adding some features for modmodders. Thanks to @azum4roll , @hokath , @Qingyin3545, schnetziomi5 and @Vaderkos for their contributions!
Download link: https://github.com/LoneGazebo/Commu...s/download/Release-5.1.3/Vox.Populi.5.1.3.exe
Changelog Version 5.1.0:
Online as of January 6, 2026, 2:22 pm CDT. Not savegame compatible with previous versions.
New Hotfix - 5.1.1
Changelog:
Online as of January 13, 2026, 3:41 pm CDT
Save game compatible with 5.1
New Hotfix - 5.1.2
Changelog:
Online as of January 18, 2026, 1:30 pm CDT
Save game compatible with 5.1.1
New Hotfix - 5.1.3
Changelog:
Online as of January 30, 2026, 5:44 am CDT
Save game compatible with 5.1 versions
New beta version inbound, fixing bugs from the previous version and adding some features for modmodders. Thanks to @azum4roll , @hokath , @Qingyin3545, schnetziomi5 and @Vaderkos for their contributions!
Download link: https://github.com/LoneGazebo/Commu...s/download/Release-5.1.3/Vox.Populi.5.1.3.exe
Changelog Version 5.1.0:
Code:
Bugfixes:
- Fixed deal items not being canceled (and staying active for the rest of the game) after removing them from a deal renew offer
- Fixed Great Work swap slot not being reset when a GW is stolen by a spy (causing the slot to be blocked and also causing issues with GW swapping for the AI). Added an error message when a swap slot with a foreign GW is detected.
- Fixed King Solomon's Mines never appearing
- Fixed Evangelism giving tourism only to the city owner when spreading religion to a foreign city and not to all players
- Fixed Evangelism giving tourism also when spreading religion to owned cities other than the Holy City
- Fixed Refinement policy giving +2 culture per specialist, not +1
- Fixed instant culture from Zulu Iziko scaling with era
- Fixed Sweden's XP and healing bonus applying only to land units, not to all military units as intended
- Fixed Himeji Castle not giving additional strength to newly founded cities (error message "m_iBuildingDefenseMod >= 0")
- Fixed Event Choices that consume resources being valid even if not enough resources are available
- Fixed incorrect calculation of yields from terrain when a modmod changes the terrain type of a worked tile (error message "GetNumTerrainWorked(eTerrain) >= 0")
- Fixed Telpochcalli yields from previous Golden Ages not being stored in save games
- Fixed CTD when using 5/6UC modmod (error messages "eUnitNum > -1")
- Fixed CTD when using mods that increase the number of religions to 64 or more
- Fixed other error messages and crashes:
- "eTechNum > -1"
- "m_piNumResourcesFromBuildings[iIndex] >= 0"
- "ePlayer >= 0 && ePlayer < MAX_MAJOR_CIVS"
- "m_piNumResourcesFromTiles[iIndex] >= 0" and related (triggered when building a Distillery in 5/6UC)
- "Mismatch m_paiNumResourceUnimproved"
- Fixed bug in Religion screen when enhancing a religion with Byzantium after adding a Reformation belief
- Fixed clicking on another city in city view selecting the garrisoned unit and closing the city screen
- Fixed right-clicking on tech buttons leading to wrong Civilopedia page (e.g. Commando promotion instead of Commando unit)
- Fixed duplicate Civilopedia entries for Great Persons
- Fixed Civilopedia search not working for unique projects; added unique projects in Civilization articles
- Fixed imported monopolies from City-States being counted twice in Corporations/Monopoly screen
- Fixed incorrect Field Gun icon in Strategic View
- Fixed number of Resources from Population being multiplied with 100 in building tooltips
- Fixed lua function pCity:CountWorkedFeature() not working correctly
- Text fixes
Other Changes / Modmodding:
- Removed "Air Siege" promotion for Missiles and Guided Missiles (had no effect as missiles can't attack cities)
- Removed restriction that antiquity sites can't be created on river tiles, which often led to no tile for a site being available for Egypt when building a wonder
- "CS Overseas Territory" mod option no longer blocks Diplomatic Units from entering CS territory
- Added Table "Policy_YieldFromUnitProduction": Grants instant yields (in % of unit's production cost) when a city produces a unit
- Added TechPrereq check for Trait_FreePromotionUnitCombats
- Added Accomplishment tracking the number of wars won (ACCOMPLISHMENT_WARS_WON)
- Non-settler units that consume food while being produced no longer reduce the city's population
- Code cleanup and performance improvements
Online as of January 6, 2026, 2:22 pm CDT. Not savegame compatible with previous versions.
New Hotfix - 5.1.1
Changelog:
Code:
Bugfixes:
- Fixed CTD (message "i > -1")
- Fixed Multiplayer deal proposals blocking turn processing
- Added forced resync button in Multiplayer Community Patch
- Fixed improvements that change tile ownership on construction (e.g. Jarcast's Extraction Outpost) connecting twice the intended amount of resources
- Fixed AI deal evaluations not being properly reset when loading a save game
- Fixed tech tree not being accessible when using a mod that adds an improvement without a corresponding build (e.g. Jarcast's Zimbabwe)
- Fixed missing tooltips for tech buttons in the top panel research section
- Fixed duplicate unit icons in Strategic View when using Promotion Flags
- Fixed some other assert messages
- Fixed incorrect city name in resource notifications when a city is conquered
- Fixed bugs when using Really Advanced Startup (Observer Mode not working, error messages "getLeaderType() less than zero" being triggered)
- Fixed incorrect text for Clausewitz's Legacy (CP autocracy tenet)
- Clarified Third Alternative text to explicitly mention Paper
- Removed deprecated "Gold from Religion" entry in Economic Overview
Other/Modmodding:
- Added table "Policy_InstantYield"
- The required DLC for CP/VP are now included in the mod's dependency list, so it's no longer possible to active the mod if required DLC are missing
- The civ selection screen now supports up to six components (modmods can change the number of components shown using the define NUM_UNIQUE_COMPONENTS)
- Improved documentation for debugging minidumps
- Code cleanup
Online as of January 13, 2026, 3:41 pm CDT
Save game compatible with 5.1
New Hotfix - 5.1.2
Changelog:
Code:
Balance:
- Promises not to declare war now extend to all teammates
- Restricted the "Acceptable" range of deals to [deal value minus 1/2 the value of 1 GPT, deal value plus 1/2 the value of 1 GPT]
(implementing https://forums.civfanatics.com/threads/9-a-reduce-acceptable-range-to-deal-value-%C2%B1-1-2-the-value-of-1-gpt.701727/)
Bugfixes:
- Fixed CTD when a city-state is captured while the AI is sending a diplomat to it (message "eMinorCivNum > -1")
- Fixed multiplayer desyncs when razing a city
- Fixed another bug in internal resource counting (hopefully the last one)
[Note: This fix doesn't apply to existing save games. If you encounter error messages like "NumResourceFromTiles >= 0" or "Resource Mismatch", please report them only if you've started the game on 5.1.2]
- Fixed AI sometimes offering "Impossible" peace deals
- Fixed free buildings from policies not being given retroactively if the required tech is acquired after adopting the policy
(affected for instance the free culture buildings from the Tradition policy in Community Patch)
- Fixed possible deadlock with blocked promotions (affected for instance the Jarl in Hokath's Sweden rework)
- Fixed pathfinder UI using unrevealed routes
- Fixed City Range Strike Mode UI bug when using a modpack that includes Squads
- Fixed broken Civilopedia navigation links for Unique National Wonders
- Turned off assert message "getUnitCombatProductionModifier >= 0" (this value is intentionally negative in some modmods)
- Text fixes
Other/Modmodding:
- Added define HURRY_GOLD_BUILDING_COST_PERCENT (default value 60), defining the percentage of the production cost that is used to calculate buildings investment costs
- Improved debug build configurations
Online as of January 18, 2026, 1:30 pm CDT
Save game compatible with 5.1.1
New Hotfix - 5.1.3
Changelog:
Code:
Balance:
- Standardized Egypt Antiquity Placement, implementing proposal https://forums.civfanatics.com/threads/9-a-standardize-egypt-ua-antiquity-site-placement.701396/
- The same placement logic is now used for Antiquity Sites from constructing World Wonders and Antiquity Sites from founding or conquering cities
- Tile placement priority (random within each priority bracket):
1. Owned tiles within new city / Wonder city's working range, no resource (including unrevealed)
2. Owned tiles outside working range (including tiles owned by other cities), no resource (including unrevealed)
3. Neutral tiles within new city / Wonder city's working range, no resource (including unrevealed)
4. Don't place it
- This addresses the issue that constructing a World Wonder sometimes didn't generate an Antiquity Site because no valid tile was available
Bugfixes:
- Fixed CTD when conducting an air sweep on an unowned tile ("ePlayer != NO_PLAYER")
- Fixed CTD when two players make peace and a CS switches sides because of that ("eTeam != GetID")
- Fixed CTD ("eResourceNum > -1") when using some modmods
- Fixed Tersane production bonus not applying if the city expanded its borders to a tile with an existing Tersane
- Fixed three Multiplayer desyncs
- Fixed Multiplayer freeze when turns are ended with pending notifications
- Fixed Multiplayer assert message when two human players meet
- Fixed a bug in pathfinding which could cause AI units to misevaluate validity of moves
- Fixed Pictish Warrior's Highlander promotion not giving double movement
- Fixed Nau's Exotic Cargo promotion being lost on upgrade
- Fixed policy yield bonuses being given for obsoleted building
- Fixed number of required buildings for National Wonders being calculated incorrectly in Community Patch
- Fixed Lua event check "PlayerCanBuild" not being applied correctly in worker AI
- Fixed Civilopedia not showing Unique Buildings
- Fixed yield icons disappearing on turn end
- Fixed disabled Raze button in City View
- Fixed available resources that the AI isn't interested in sometimes not appearing in the trade menu
- Fixed missing icon for Automate City Production in Community Patch
- Fixed missing pantheon/religion belief names in selection screens
- Partially fixed Squads breaking movement preview highlighting
- Text fixes
Other/Modmodding:
- Added support for Feathers luxury resource
- Removed assert messages when modmods use negative values for EnemyHealChange, NeutralHealChange or SameTileHealChange (affected for example GH's Ainu People)
Online as of January 30, 2026, 5:44 am CDT
Save game compatible with 5.1 versions
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