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Hey all,

New version inbound. This one will be a beta because there are tons of changes, some of them potentially unstable, that need to be tested. This contains most of the proposals from VP Congress Session #7, including all proposals that change civilizations. That means huge balance changes.

I fixed some of the more obvious bugs I spotted, but the most efficient way to get this version stable is through playtester feedback. :)

The remaining proposals will be released in about a week or so. Along the way, there will be hotfixes for the inevitable bug reports from this beta.

Huge thanks to @azum4roll for his massive code cleanups, @axatin for fixing many, many bugs, and to the sponsors of Session #7's proposals for their hard work.

I have a special announcement to make: A poll will be opened tomorrow for the vote on whether or not we should integrate the 4UC mod into Vox Populi. If it passes, this would be one of the most significant changes in the mod's history, so it's a rather dramatic vote. The poll will remain open until the end of June to allow abundant time for voting.

EDIT: The poll is live! (7-92) Integrate 4UC Mod Into Vox Populi

Changelog:
Code:
General
- New Game Option: Passive Espionage
    Disables Advanced Spy Missions, making all spy bonuses passive only
    Intended for players who aren't fond of active spy management, but still want to use spies
    This makes them more of a 'set and forget' choice whose primary reward is Science (offensive spies), Influence (City-States), or information / vote purchasing (Diplomats)
    Counterspies are mostly useless, but are still allowed to run the NP reduction and city defense boost missions if they like
    AI taught to handle this, though it is less balanced

- Removed Game Option: Allow Human Vassalage
    Human vassalage is now always allowed if vassalage itself is
    Humans can just refuse, so no need for this, and the Advanced Options menu is already crowded

- The highlights for buildings that boost specific tiles are now an Interface Option that is disabled by default
    Enabling the option will warn players that it causes crashes for some people when hovering over buildings
    The cause of the bug hasn't been discovered, but it doesn't happen to everyone
    As such, this should address the crashes while still preserving the functionality

- Massive code cleanups
    Over 10,000 lines of code and several useless memory values have been deleted
    Thanks to azum4roll for doing the vast majority of this
    Removed unused & useless pieces of Civilization IV code left behind by Firaxis
      Removed Civ IV Advanced Start system
      Removed Civ IV first strike mechanic from all units
      Removed CvCity::hurry() and CvCity::conscript() related code
        This is not the same as the Great Engineer's Hurry Production
      Removed "specialist production" code
    Removed unused columns and their variables from the DLL
      Some of these are used in LUA, but still shouldn't be kept in the DLL
      Units: Mechanized, CombatLimit, RangedCombatLimit, XPValueAttack, XPValueDefense
      UnitPromotions: HighSeaRaider
      Features: OccurrenceFrequency
      Improvements: GoodyRange
      Resources: AITradeModifier, AIObjective, MinLandPercent, RandApp1, RandApp2, RandApp3, RandApp4, Player, TilesPer, ConstAppearance, PlacementOrder, GroupRange, GroupRand, Normalize
      ResourceClasses: UniqueRange
      Policies: SpecialistProductionModifier, SpecialistUpgradeModifier
      Technologies: AITradeModifier, AIWeight
      Yields: AIWeightPercent
    Removed lots of more unused code
    Removed lots of redundant code
    Removed many useless #if defined's from the DLL
    Especially those with #else or affecting code structure

- Internally standardized most free unit pickers like conscripts and partisans
    Can pick whether to include ranged, ships, recon, UUs, units that require resources, etc.
    Can specify a list of UnitCombats that the free unit must be
    Can either return best unit or randomly pick from top 5
    See CvPlayer::GetCompetitiveSpawnUnitType() for details

- Removed some NULL checks that shouldn't happen (may introduce crashes)

- Other Changes
    When playing as an observer, all civs are treated as met (increases available UI information)
    Significant performance improvements for AI city danger assessment
    Significant performance improvements for AI peace evaluation
    Performance improvements for city governor
    Better logging for City-State friendship/alliance changes
    Began work on automatically compiling the DLL via GitHub Workflow when commits are made to the master branch
    Moved some CvGame functions to other fitting classes
      All references updated
      Does not affect the Lua API



AI
  Diplomacy
    Military Evaluations
    - AI no longer adds a military skill rating bonus/penalty when tiles are stolen using America's UA
    - Significant improvement to AI war state & city danger evaluation
        AI intelligently evaluates the case where an enemy city's defenses are outnumbered by the combination of their own and allied forces, even if neither overpowers the city on their own
        And takes this into account when deciding how well a war is going and whether to make peace

    Peace
    - AI now factors in a player's teammates when deciding whether to make peace and the concessions to offer/accept
        If peace is blocked for one player on a team, it's blocked for all players on that team
        If the AI is willing to consider peace for one player on a team, it's willing to consider it for all of them
        When considering the value of peace, proximity is important: neighboring players are worth 4x as much as distant players
        After their evaluations, the AI will offer the same peace agreement to all players on an enemy team
    - War Weariness now only increases peace desire towards AI's Highest War Weariness player and their teammates
        Previously the AI would become more peaceful all around if they were generally war weary

    Spain
    - Added Diplomatic Victory as a secondary victory pursuit
    - Rebalanced leader flavors to make Isabella less aggressive overall and more protective of City-States
        MinorCivCompetitiveness: 5 -> 7
        WarmongerHate: 5 -> 4
        WAR approach: 8 -> 7
        HOSTILE approach: 7 -> 4
        DECEPTIVE approach: 6 -> 3
        AFRAID approach: 3 -> 2
        CONQUER CS bias: 8 -> 5
        & various changes to non-diplomacy flavors (effects are not well known)


  Espionage
  - Added AI logic for evaluating yield stealing when choosing a spy mission


  Tactical
  - AI air attacks now prefer targeting units over cities
  - Adjusted attack scoring for tactical simulator


  Workers
  - Workers are now less cowardly and will flee less often, making it harder to trick the AI into ceasing improvements
  - Workers will now consider tiles adequately protected by friendly military units to be safe
      This allows them to rebuild infrastructure more quickly!
  - Reduced Worker desire to build improvements far away
  - Various enhancements to improvement planner AI
      Now tries to place GPTIs where no other good improvements can be placed
      Now takes not yet unlocked improvements into account when planning improvements
      Now takes Production bonus from chopping into account when rushing Wonders
      Generally better at planning GPTIs, no-two-adjacent improvements and two-same-adjacent buffing improvements
      Better at taking future City Connections into account when planning improvements
      Values Food slightly less than currently
      Doesn't plan improvements on Antiquity Sites
      Taught to create non-Citadel improvements that claim tiles upon completion (Huns)
  - Improved road planning and evaluation logic overall
      AI taught how to plan routes both with and without rivers
      AI should now build more and higher tier roads to ensure some redundancy
      AI should now be more willing to build roads to defensively important forts/citadels
      AI now factors in benefits from policies & traits when considering City Connections
      AI taught to build roads across Mountains once the prerequisite tech is researched
  - Consolidated sea and land worker logic
  - AI should now use combat units to build improvements when applicable (Polynesia / Rome)
      Polynesia will avoid creating Work Boats if they already have a combat unit that can do the job
  - Unhardcoded AI evaluation of Shoshone's encampment aura



Balance
  Beliefs
    Pantheons
      God of the Sun
      - Current: +3 Faith and +2 Gold from Granaries; +3 Food from Farms on Resources
      - New: +2 Faith and +2 Gold from Granaries; +1 Faith, Science and Food from Farms on Resources


  Buildings
    Constabulary / Wat
    - Increase to City Security buffed to 20 (was 15), Wat buffed to 25 (was 20)
    - Gains +1 Security per 2 citizens
    - Loses +25 Science and Culture, scaling with era, from identifying a foreign spy

    Hospital
    - Loses +2 Food, +1 Food per 10 citizens
    - Loses 5% Food to Science conversion
    - Gains +1 Food from all Specialists
    - Gains +2 base yields from Scientists, Engineers, and Merchants
    - Gains 2 Urbanization-free Specialists

    Medical Lab
    - Loses -1 Unhappiness from Poverty
    - Loses +2 base yields from Scientists, Engineers, and Merchants
    - Gains 50 Science on citizen birth, and 50 Science for every citizen already in the city
        These do not scale with era

    Order
    - Loses 10% Faith purchase to instant Production conversion

    Police Station
    - Nerfed Security per population to +1 per 2 citizens, stacking with the Constabulary (before rounding; down from +1 per citizen)
    - Loses +100 Science and Culture, scaling with era, from capturing/killing a foreign spy

    Seaport
    - Removed 25% city Production modifier
    - Removed Engineer specialist slot
    - Production cost lowered to 1000 (was 1500), Gold maintenance lowered to 5 (was 7)
    - No longer mutually exclusive with Train / Coaling Station

    Train Station
    - Renamed to Coaling Station
    - Production cost lowered to 1000 (was 1250), Gold maintenance lowered to 5 (was 7)
    - Nerfed city Production modifier to 20% (was 25%)
    - No longer mutually exclusive with Seaport


  City Connections
    Rivers
    - All civs now have the ability to form city connections along rivers, provided it's the same river
        No longer unique to Songhai, making it an indirect nerf
    - These connections also count Lakes

    Industrial City Connections (ICCs)
    - New type of City Connection
    - ICCs require a FULL rail connection to the capital, a Seaport, or a full rail connection to a city with a Seaport
    - ICCs have a special icon, made by gwennog
    - Benefits:
       Provides Production in the city, equal to the amount of Gold given by a City Connection
         Machu Picchu & Colosseum also increase Production given by ICCs
       Gives +1 Production and Gold to Villages under them (+2 if a Trade Route passes through them)
         This bonus only works for a full connection - no more patchwork road/railroad systems
       Unlocks Train Station, which has been renamed to Coaling Station
       See Train / Coaling Station and Seaport entry under Buildings for other balance changes


  City-States
    Resting Influence
    - Directly declaring war on a City-State or conquering a city from it now removes any bonuses to Resting Influence from Great Diplomats and liberation
        Note: This will also affect Phoenicia's modmod UA bonus as it is not DLL integrated

    Quests
    - Spy on Major quest now always requires only one (1) spy mission completion
    - Spy on Major quest is now disabled if the new Passive Espionage Game Option is enabled
    - Gift Unit quest no longer expires if a unit has been sent to the City-State and is incoming
        If no unit is incoming, the quest expires if the requested unit is now obsolete


  Civilizations
    Carthage
      UA
      - Loses 125 Gold when founding a city, scaling with era
      - Loses free Lighthouse in all coastal cities
      - Gains 100 Gold and 25 Science when highest ever OWNED (not imported) quantity of a Luxury Resource increases, scaling with era
          Multiple increases at once will give the yields multiple times
      - Gains +5 XP to Gold purchased units, scaling with era

      Great Cothon
      - Removed Market prerequisite
      - Now needs to be built in a coastal city
      - Now gives a free Harbor in all coastal cities

    England
      UA
      - Removed "all spies act one level higher"
      - Added "spies in foreign cities are 25% stronger"
          Effects:
          +25% success chances when rigging an election
          +25% Influence gained when rigging an election
          +25% NP generation (after reduction from City Security)

    France
      UA
      - Now gives +1 Tourism in all cities for every 10 military units, in addition to +1 Culture

    Japan
      Dojo
      - Now converts 140% of experience gained to Science and Culture, rounded down (was 100%)
      - Floating yield gain text is now displayed above the unit, not the city with the Dojo

    Maya
      Atlatlist
      - CS nerfed to 12 (was 13), same as regular Composite Bowman

      Kuna
      - Moved +2 Science at Mathematics to Theology

    Mongolia
      Khan
      - Replaced +10 buff to healing adjacent units with Medic I and Medic II promotions
         This has minimal balance impact (the Khan heals faster)
         The intention is to make it clearer to players that it does not stack
         Renamed Enhanced Medic promotion to Khaaaan! since it no longer provides healing

      Ordo
      - Instead of adding +1 move every time a unit walks onto the Ordo, its moves are fully recharged
          The AI should be better able to use this than moving back and forth on the tile to add +1 move
          It is acknowledged to be very powerful in human hands, however

    Netherlands
      Sea Beggar
      - No longer unlocked earlier at Astronomy (now unlocks at Navigation)

    Polynesia
      UA
      - Extra Sight while embarked buffed to 2 (was 1)
      - Gains +2 Production from Fishing Boats and Atolls
      - Loses +2 Food from Fishing Boats and Atolls
      - Removed 99% production discount on Work Boats added in 4.7.3, as Polynesia's AI is now trained to construct Fishing Boats

      Moai
      - Gains +1 Production and Tourism at Archaeology
      - Gains +1 Production and Tourism at Refrigeration
      - Loses +1 Gold at Flight

      Maori Warrior
      - Now a unique Scout instead of a unique Longswordsman
      - Production Cost: 90
      - Combat Strength: 13 (Scout is 10)
      - Gains Amphibious
      - Keeps Haka War Dance (-15% CS to adjacent enemies)

    Shoshone
      UA
      - Gains "claim adjacent unowned land tiles when cities claim a tile of the same type"
      - Nerfed bonus tiles on settling to 4 (was 8; now same as conquest bonus)
      - Nerfed +20% CS aura from Encampment to a 2 tile radius (was 3) as originally intended

    Songhai
      UA
      - Removed "rivers create City Connections" as all civs can do that now
      - Units now gain double movement when moving along a river, rather than treating them as roads
      - Movement bonus now only applies when moving along the same river, not just any tile with a river

    Spain
      UA
      - Renamed to Plus Ultra
      - Gains "newly founded cities adopt the majority religion of your capital"
          The city will start with (half of its citizens + 1) following the religion
      - Removed earlier and maintenance-free Inquisitors
      - Removed free Inquisitor on city conquest
          Kept unique Inquisitor name/text as an easter egg

      Conquistador
      - Can now settle cities anywhere, not just on different landmasses
      - Settled cities can no longer create Missions

      Hacienda
      - Prereq tech moved from Guilds to Steel

      Mission
      - Removed, along with the dummy building, much to my joy
 
    Huns
      UA
      - Gains 1 Gold and Culture for every 2 damage dealt to enemy cities, scaling with era
          Yields are given to the origin city of the unit dealing the damage
      - Loses "claim adjacent unowned land tiles when cities claim a tile of the same type"

      Eki
      - Build time increased to 600; 7 turns for an unmodified Worker (was 500; 6 turns)
      - May now be built on unowned tiles adjacent to Hunnic territory, and claim the tile on completion


  Combat
  - Units that can steal gold from cities now do so even if they die performing the steal or if the city is captured by the steal
      Damage is capped at city's maximum HP (no overdamaging for yields)
      Planes, missiles, and nukes can now steal gold from cities if given the ability

  - War Score / Weariness is no longer directly increased by capturing a city
      Instead, inflicting damage to a city now increases War Score / Weariness each time it is done
      Each permyriad (1/10000th) of city HP inflicted as damage will increase it, up to the maximum value you would previously get from capturing a city
      Resets for all cities upon making peace
      This more accurately reflects the state of a conflict
      It also prevents the exploit where one player reduces a city to near-zero HP and then another player swoops in and gets all the War Score / Weariness infliction
      War Score / Weariness is still awarded if the attacking unit dies or captures the city during the attack
        Although obviously if it dies, you will lose War Score from that
      Cannot overdamage a city beyond 0 HP for War Score / Weariness


  Difficulty
  - Removed AI instant Gold bonus for generating Great People
  - AI no longer gets Food and Gold from founding a city pre-Renaissance
  - For Renaissance and later eras, they receive 2x Food and Gold from founding cities


  Espionage
    Spy Ranks / Levels / XP
    - Removed, all spies are now Agents
    - Base NP rate for offensive spies set to 30 (was 20)
    - Diplomats now allow 20% of starting votes to be traded (min. 1), increasing by 5% at 200 NP, 500 NP, and 800 NP
 
    Counterspies
    - Base NP reduction rate from counterspy mission set to 20 (was 10)
    - Removed the "chase down foreign spies" counterspy mission
    - Caught spies are killed again, not imprisoned
    - Now gain 50 Science and Culture, scaling with era, from identifying a foreign spy
    - Bonus is tripled if the foreign spy is killed

    ELection Rigging
    - No longer factors in spy rank for success chances
    - Bonus Influence for rigging streak is now +40% per rigged election (down from +100%)

    Spy Missions
      Sabotage City Production
      - Effect changed: Blocks the production of or investment in buildings, Wonders and Projects for 5 turns

      Kidnap Specialists
      - Reduced cost to 750 NP (was 1000)
      - Can now be done in cities other than an enemy capital, but not in puppet cities
          Thematically, this is because puppet cities don't generate GPP
          Balance wise, this is a compromise to resolve the tied vote (and due to puppets' relative inability to defend themselves)

      Pilfer Religious Relics
      - Reduced cost to 750 NP (was 1000)
      - Now siphons 100% of the target city's Faith output (was 50%)
      - Now subtracts 100% of the target city's passive Pressure (was 50%)
          Note: Because modifiers are additive this often won't reduce it to 0

    Surveillance Bonuses
    - Spies now gain 10% of City Science and increase vision radius to 3 when they reach 1500 NP (down from 1700)
    - Spies now increase vision radius to 5 when they reach 1800 NP (down from 2000)


  National Wonders
    East India Company
    - Renamed to Chartered Company

    Oxford University
    - Renamed to Imperial College


  Gold Purchasing ("Hurry Production")
  - Global and local modifiers now stack additively instead of multiplicatively
      This is temporary - a discussion on how modifiers should stack will be held later
  - Minimum Gold cost set to 10 in case modmod bonuses make it go to 0 or lower


  Ideologies
    Autocracy
      Commerce Raiders
      - Removed "Seaports give +10% Production in city"
      - Removed Prize Rules promotion to all naval units (+20% attack VS units at 50% or less HP; gain 300% of enemy CS as Gold upon kill)
      - Added +2 Production and Culture to Atolls, Fishing Boats, and Offshore Platforms
      - Added Mare Nostrum promotion to naval ranged units (+25% RCS when attacking cities; heal +5 HP in friendly territory)

      Great Leap Forward
      - Removed 100% multiplicative modifier to NP generation rate
      - Added +100% Science gained from passive spy Surveillance bonuses

      Military-Industrial Complex
      - Removed 33% discount to unit upgrade cost
      - Removed Mine Field and Strategic Defense System from the buildings that give +3 Science
          Consistent with Japan UA

      Tyranny
      - Renamed to Co-Prosperity Sphere

    Freedom
      Trade Organization
      - Renamed to Containment


  Improvements
    General
    - Improvement adjacency bonuses no longer apply if the adjacent improvement is pillaged
    - Repairing an improvement now always takes 3 turns (2 with work rate boosters), regardless of game speed
    - To determine repair time, the game will always take the lowest of the repair time and the time to reconstruct a new improvement

    Fort
    - Is now pillaged instead of instantly destroyed by enemy units

    Oil Well
    - Prereq tech moved to Dynamite (was Combustion) to match Oil change

    Town
    - Gains 1 base Culture and 1 more at Railroad, the same as a Village


  Resources
    Aluminum
    - Now revealed/improveable one tier earlier at Industrialization (was Electricity)

    Oil
    - Now revealed/improveable at Dynamite (was Combustion)


  Policies
    Authority
      Structure
      - Right path is now Discipline -> Dominance -> Honor (was Dominance -> Discipline -> Honor)

      Opener
      - Nerfed Culture for killing units to 50% of enemy CS (was 100%)
      - Added Science for killing units equal to 50% of enemy CS

      Discipline
      - Removed +2 Culture and +1 Happiness from Barracks
      - Added +2 Culture and +1 Happiness to all cities that have at least 10 CS (Defense)

      Dominance
      - Removed Science for killing units
      - Added +1 Production to all cities for every 10 military units in empire

      Scaler
      - Removed +1 Production to all cities
      - Added Culture and Science for killing units, equal to 10% of enemy CS

    Fealty
      Scaler
      - Added +1 Faith in all cities
      - Removed +1 Food in all cities

      Divine Right
      - Removed "25% of Happiness produced in each City is added to the City's Culture per turn"
      - Nerfed global Boredom reduction to 1 (was 2)
      - Gains +33% yields from Internal Trade Routes
      - Completing Internal Trade Routes now triggers the same Historic Event as completing an International Trade Route
          Boosted by Caravansary, etc.
          Does not give the AI an extra difficulty bonus

      Organized Religion
      - Loses +50% pressure from cities with your primary religion to cities that don't
      - Loses +1 Faith from Specialists
      - Gains +25% pressure from *your* cities with your primary religion
      - Gains +2 Culture from Shrines and Temples
      - Gains +1 Delegate for every 10 cities following your primary religion
          The extra Delegates are grouped into Religious Authority
          Stacks with Reformation Wonder bonus (before rounding)

      Serfdom
      - Gains +1 Faith for every 4 non-specialist citizens
      - Loses +33% yields from Internal Trade Routes

      Finisher
      - Added +3 Gold in cities following majority religion
      - Removed +3 Faith in cities following majority religion

    Industry
      Division of Labor
      - Removed Production bonus to Seaports

    Rationalism
      Empiricism
      - Added +1 Food per citizen in the city (+1 to all specialists and +1 to all non-specialists)
      - Removed broken Food consumption reduction for non-specialist citizens

      Finisher
      - Now provides +12 Security in all cities

    Progress
      Organization
      - Production per city nerfed to +2 (was +3)

      Liberty
      - Gold per city nerfed to +2 (was +3)

    Tradition
      Structure
      - Ceremony moved up to first row (no prereq policy)
          This change also makes the bottom two, Splendor and Majesty, accessible one policy earlier

      Opener
      - Buffed extra Food in capital to 3 (was 2)
      - Removed +5% Growth in all cities

      Scaler
      - Added +1 Food in all cities
      - Removed +5% Growth in all cities


  Promotions
    Altitude Training
    - Is now one of the only two double movement bonuses, along with Songhai's new UA
    - Still stacks with Incan UA


    Barbarians
    - Replaced all double movement promotions with ignore terrain cost promotions
    - Marsh Walkers promotion no longer affects movement in Flood Plains


    Air Units
      Aerial Torpedo
      - Buffed attack bonus VS Naval Units to 33% (was 20%)

      Bomb Rack
      - Buffed attack bonus VS Land Units to 33% (was 20%)


    Melee & Gun Units
      Amphibious
      - Replaced double movement in Marsh with ignoring terrain cost in Marsh
      - No longer ignores terrain cost of the destination tile when crossing a river, only the river itself
          This is also a nerf to Songhai

      Woodsman
      - Replaced double movement in Forest/Jungle with ignoring terrain cost in Forest/Jungle
          Iroquois's balance is unaffected because "forest/jungle = road" overrides double movement


    Recon Units
      Frogman
      - No longer removes river crossing penalties
      - Added +50% Defense when embarked

      Scouting I
      - Added +1 Embarked Sight

      Scouting II
      - Replaced +1 Sight with +1 Movement and +1 Embarked Movement

      Scouting III
      - Removed

      Trailblazer I
      - Removed +10% CS outside friendly territory
      - Removed double movement in Forest/Jungle
      - Added +1 Sight and Embarked Sight
      - Now ignores terrain cost in Forest, Jungle, Hill

      Trailblazer II
      - Removed +10% CS outside friendly territory
      - Removed "ignores Zone of Control"
      - Removed double movement in Desert/Snow
      - Added +1 Movement and Embarked Movement
      - Now ignores terrain cost in Desert, Snow, Marsh
      - Now removes river crossing penalties

      Trailblazer III
      - Buffed CS outside friendly territory to 20% (was 10%)
      - Added "ignores Zone of Control"


    Siege Units
      Coastal Artillery
      - New promotion available at Gunpowder
      - Prerequisite: Field I
      - +50% RCS when attacking Naval Melee, Naval Ranged and Carrier units


  Specialists
    Merchant
    - Gains +1 Gold at Guilds (was 0)
    - Gains +2 Gold at Economics (was 1)
    - Gains +2 Gold at Corporations (was 0)


  Tourism
  - Removed cap on empire size difference penalty (-5% per non-puppet city you have more than theirs)
      Used to cap at -90%, now has no limit
  - Total Tourism modifier is now capped below at -100%, so you can no longer lose Tourism from this


  Units
    General
    - Recon units now have 3 base moves (was 2, except Explorer/Commando which had 3 already)
    - Recon units no longer ignore all terrain costs or gain double movement
        Instead, the ability to ignore terrain costs in specific types of terrain is added to Trailblazer I & II

    Musketman
    - CS nerfed to 21 (was 22)

    Skirmisher
    - RCS buffed to 9 (was 8)

    Special Forces
    - Production cost lowered to 1500 (was 1750)


  World Wonders
    Bletchley Park
    - Buffed Security bonus in all cities to 20 (was 10)
    - Loses spy level up

    Porcelain Tower
    - Removed +50% Science bonus to Research Agreements
    - Now gives a flat +10% Science in the city (down from 25%) regardless of whether Research Agreements are on
    - Bonus is no longer hardcoded

    Summer Palace
    - The 20% boost to Diplomatic Unit production is now global (was city only)



UI
- Updated the icon for the Squads modmod (gwennog)
- City Banner now displays the city's HP even if it isn't damaged
- A sidebar notification is no longer given when a city enters We Love the King Day
- Numerous text fixes



Modmodder Notifications
- Added the ability to ignore terrain costs when entering specific terrain/feature types
    Implemented via the UnitPromotions_Features and UnitPromotions_Terrains tables
    Unlike the universal ignore terrain costs ability, this doesn't remove the penalty for crossing a river when entering the ignored terrain/feature
    A new global define, IGNORE_SPECIFIC_TERRAIN_COSTS_INCLUDES_RIVERS, can be used to make it do that
    Incan UA is an exception, as exact vanilla words say it applies *when moving into* any tile containing Hills (which I extended to Mountains), instead of specifically ignoring the cost of the tile
    For greater clarity, the Inca can cross rivers without penalty when entering Hills/Mountains

- Added CORE_REDUCE_NOTIFICATIONS CustomModOption which disables certain less important notifications
    Enabled by default

- Implemented Trait_FreePromotions column
    Database implementation (only) was done by Firaxis
    Gives a specified promotion to every unit that satisfies UnitPromotions_UnitCombats or UnitPromotions_CivilianUnitType requirements

- YieldFromBirth column (Buildings) now has an IsEraScaling boolean (default false), allowing yields on birth to be either era scaling or not
    Modmodders will need to update any building that gives yields on birth and is intended to scale with era

- VassalLevyEra column (Buildings) changed to an integer (was a boolean) equal to the number of units given to the city per era per vassal team
    It's now possible to have multiple cities receiving units from vassals, and variable numbers from each
    A righteous alternative to deleting the column entirely!

- PressureMod column (Policies) now gives bonus pressure to cities following the state religion, instead of a bonus from cities which do towards cities that don't (see Organized Religion, below)

- Prize Rules promotion and Mission building are deleted, modmodders beware
    Also removed the dummy building used to implement the Mission, yay!

- Converted some hardcoded defines into mod options
    CORE_DELAYED_VISIBILITY: default on
    CORE_HOVERING_UNITS: default off
    CORE_RESILIENT_PANTHEONS: default on in VP only
    CORE_TWO_PASS_DANGER: default off
    UNIT_KILL_STATS: default off



Bugfixes
- Fixed numerous crashes
- Fixed a bug causing many desyncs in multiplayer (other human players were not told when a renewable deal with an AI player was cancelled)
- Fixed a longstanding bug causing 100% of Barbarian Encampments to spawn on the coast
    Now a 33% chance to prioritize the coast, rolled for each encampment placement
- Fixed a vanilla bug where the AI could adopt unlimited Ideology tenets while humans were limited by the UI
- Fixed a bug causing the AI to significantly overestimate the vulnerability of very distant players
- Fixed a bug causing City-States to incorrectly declare war on players when a Great Diplomat is used
- Fixed multiple bugs with City-State friendship & alliance changes
- Fixed a bug where Great Prophets could not Enhance Religion in Community Patch Only
- Fixed various bugs with the GetReligionCreatedByPlayer() function
- Fixed Lugh (Celtic pantheon belief) not providing its bonuses
- Fixed an issue where timed promotions granted by tile improvements would reset to their full duration instead of expiring
- Fixed Marsh Walkers (Barbarian promotion) not being given to Barbarian units that spawned on Marsh
- Fixed various bugs with the Events system caused by a file not being added
- Fixed an inconsistency in how resources are counted by cities
- Fixed a bug with trade path caching
- Fixed spies not being properly awarded when a player is brought back to life
- Fixed UI not being properly updated when a player is brought back to life
- Fixed incorrect notification when the Build Wonder quest timer ends
- Fixed a possible multiplayer desync issue with AI surface approaches (unsure if this actually caused any issues, but it's now MP compatible and less janky)
- Fixed a minor issue with the Barbarian Release Turn Variation define in Community Patch Only
- Fixed a minor issue where Sweden's Great Person rate increase was delayed in Community Patch Only
- Fixed bugs with the unit cycler
    Reverted to the BNW method of storing a list of units which is updated each turn or whenever a unit is created/removed
    Unlike in BNW, units are sorted by distance to each other, not by ID
    Intended to fix bugs where the turn can't be ended because of a unit needing orders
- Players are now assigned an unused player color at game start if there's a duplicate of the same civilization ingame (accidentally broke this functionality a while back)
- Fixed resilient pantheons applying in Community Patch Only
- Fixed ranged ships being unable to shoot inland targets in Community Patch Only
- Fixed experience being added twice for free units from buildings
- Fixed Submarines under Ice being immune to ranged attacks even if GLOBAL_SUBS_UNDER_ICE_IMMUNITY is off
- Fixed resource requirement tooltip still showing on buildings even when fulfilled
- Fixed Honor conscription not happening when gaining multiple citizens to skip over the threshold
    Still won't get the correct amount (only 1 conscript) when skipping over multiple thresholds in one go, but that's an extreme case
- Fixed Honor giving only one conscript when taken while city has 20+ population
- Fixed City-States never asking for ranged units
- Fixed production queue being cleared if a free unit happened to be the first thing in the queue
- Fixed a minor bug with master evaluation of vassalage agreements
- Fixed OCC Venice spawning a Merchant of Venice when constructing Pyramids

Link: https://github.com/LoneGazebo/Community-Patch-DLL/releases/download/Release-4.10/Vox.Populi.4.10.exe

Online as of 11:36 PM CDT. Not savegame compatible.

Spoiler Versions 4.8.1 to 4.9.1 :
Version 4.8.1 has been released. Link above has been updated.

Changelog:
Code:
- AI can now use Great Generals to plant Citadels during wartime
- Fixed a crash
- Fixed unit panel breaking for EUI users with small screens
- Fixed City-States being best friends forever
- Fixed Carthage's new UA triggering in every city instead of just the capital + triggering for imported luxuries
- Fixed being able to build Stone Works in any city except for those with Stone, and related issues (lol)
- Fixed a performance issue with new Worker AI changes

Online as of 4:43 PM CDT on June 12. Savegame compatible with 4.8 versions, but note that the Carthage UA will not trigger if the stored "highest resource quantity" value (including imports) was higher than your current quantity (which now excludes imports). If this is the case, the yields (probably more than you were supposed to get) were already awarded, though.

---
Version 4.9 has been released. Link above has been updated.

Changelog:
Code:
- Vassalage now creates an actual Diplomat in the Espionage Overview with all normal Diplomat benefits
    The Diplomat starts with 0 NP, gains NP normally, and cannot be moved to other cities
    Any spy already in the city will be moved out
    This means masters can't use spies offensively against vassals' capitals anymore
    If the vassal's capital changes, the Diplomat will instantly move there as well (resets NP)
    Previously a pseudo-Diplomat was used which didn't show up in the UI
- Reduced AI valuation of strategic resources for units during wartime; was too high
- Fixed Carthage's UA yields not scaling with era, not counting exported luxuries
    Should be functioning as intended now!
- Fixed multiplayer desync caused by unit cycler
- Fixed crash when loading savegames (issue with river serialization)
- Fixed Conquistadors being unable to settle cities
- Fixed World Congress votes from Reformation Wonders not being added
- Fixed incorrect yields from clearing Barbarian Encampments
- Fixed some issues involving AI peace willingness with City-States
- Improved the autoinstaller compiler to make new releases a little easier to create (thanks, N. Core!)
- Code cleanup
- Text fixes

Online as of 6:46 PM CDT on June 15. Not savegame compatible.

---
Version 4.9.1 has been released. Link above has been updated.

Changelog:
Code:
- Fixed a crash
- Fixed multiplayer desync with Squads variables (they shouldn't be synced)
- Fixed multiplayer desync in the number of unimproved resources
- Fixed new Historic Event from Divine Right (Fealty) not working
- Fixed AI offering free money AND an embassy to all players in exchange for their embassy
- Fixed replacement spies not being able to move until the game is reloaded
- Fixed a longstanding tactical AI simulator bug
- Minor UI bugfix with AI opinion table (backstab timer)
- Minor performance optimization
- Code cleanup

Online as of 11:06 AM CDT on June 21. Savegame compatible with 4.9 versions, although the Fealty policy will still not function in saved games if it was previously adopted.

Version 4.10 has been released. Link above has been updated.

Changelog:
Code:
Observer Mode Improvements
- A built-in debug mode that has been reworked by axatin to be more accessible to both developers and non-developers
- Observer Mode can now be toggled on (in single player) by anyone without the use of FireTuner / the Civ 5 SDK
- Observer Mode is now split into two modes: Local Observer Mode and Global Observer Mode
- ilteroi readded functionality to allow the game to pause between players' turns using an external script (ask him for details)

  Global Observer Mode
  - Press Ctrl+Shift+O to enter Global Observer Mode
  - The AI will take control over your civ (using the AI difficulty level), and the turns of all players are processed automatically
  - The map is completely revealed and all cities' City Screens and current production become visible
  - If Quick Movement is turned off, the camera will switch to the capital of each player at the start of their turn
      If Quick Movement is turned on, the camera will remain stationary
  - If Quick Combat is turned off, the combat animations for all units on the map are shown
  - The top panel is shown for the player that's currently active (major civs only)
  - Likewise, the active major's tech tree and policy panel can be accessed from the top panel
  - Pressing Ctrl+Shift+O while in Global Observer Mode will give the human player control of the AI civilization whose turn is currently being processed

  Local Observer Mode
  - Press Ctrl+Shift+L to enter Local Observer Mode
  - The AI will take control over your civ (using the AI difficulty level), and the turns of all players are processed automatically
  - The world map, city banners, and top panel will continue to be shown from the perspective of the your original civ
  - Pressing Ctrl+Shift+L while in Local Observer Mode will give you back control over your civ (after the other AI players' turns have been processed)


Player Swapping
- Press Ctrl+Shift+P to switch to the next AI player (only works in single player); no longer requires IGE or FireTuner
- Can only be used when not in observer mode and when it's the turn of the civ you're playing
- The AI will take control over your civ
- You will take control over the AI civ next in the turn order


Bugfixes
- Free Missionaries or Inquisitors from buildings or policies will now start with the state religion, not the city's religious majority
    This fixes an issue where atheistic Missionaries could be created
    If there isn't a state religion, the city's religious majority will be used
    If there's also no city religious majority (which should never happen), the unit won't spawn
    They also won't spawn anymore if religion is turned off by RAS / Advanced Start
- Fixed Great Cothon adding a Harbor to inland cities
    Buildings that give a free building in all cities will now only do so in valid cities (checking terrain requirements)
- Fixed Hospital giving Food to Specialists in all cities instead of locally
- Fixed yields from Chanceries and such not being applied
- Fixed a crash in Global Observer Mode
- Fixed issues with new Great General citadel logic
- Fixed Influence incorrectly changing during City-State resurrection
- Fixed City-States giving default units of unused unit classes in modmods such as 4UC


Other
- Modified SpySecurityModifierPerXPop column implementation to be more versatile (base 360 instead of base 2)
- Very minor performance improvement

Known issues/limitations of the new Observer Mode features:
  • The minimap is sometimes not shown correctly. Can't be fixed
  • Some UI screens, like espionage screen and military overview, don't display anything
  • Unrevealed resources are always shown in observer mode
  • A game saved in Local Observer Mode will be loaded as a game in Global Observer Mode
  • First turn on Global Observer Mode is always slow because of the capital settling animations, which aren't sped up by Quick Movement

Online as of 3:13 PM CDT on June 25. Not savegame compatible.
 
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A poll will be opened tomorrow for the vote on whether or not we should integrate the 4UC mod into Vox Populi. If it passes, this would be one of the most significant changes in the mod's history, so it's a rather dramatic vote.
Is it possible to make it optional somehow? In case the vote passes.
 
I can't test this because game breaks upon any reload except autosaveinitial, the units UI simply disappears (so without knowing keyboard shortcuts it's impossible to build improvements or settle... I can move and attack with mouse clicking but it's basically unplayable).
 
Is it possible to make it optional somehow? In case the vote passes.
Very possible. Removing components is way easier than adding them.
 
Damn, i love very long patch notes :)
Over all very interesting changes, personally im very curious how Tradition adn Authority changes turn out.

Authority Scaler - Removed +1 Production to all cities
Authority Dominance - Added +1 Production to all cities for every 10 military units in empire
I have feeling, that for the purpose of early game, this will be treated basizally as 1. Since +2 will come too late.
And since Authority get yields by using units, trying to make it work, may leave you bhind in terms of city developement.
Tradition will now have more citizens increasing its production potential.
Hmm, would have to run the game to check everything but wouldnt change the order on right side of authority, would give
you immediate access to second settler? Hmm.. That gets interesing
Fealty Scaler - Added +1 Faith in all cities
Fealty Serfdom - Gains +1 Faith for every 4 non-specialist citizens
I have a feeling Fealthy will be now Faith powerhouse, making non-Fealthy Civz unable to keep their religions
in the long run. And with larger empires few additional Great Prophet improvements will add to snow ball potential.
Tradition Scaler - Added +1 Food in all cities Removed
Tradition Scaler - +5% Growth in all cities
This might be very big early game buff, but then again going too wide, should make big happiness problems.
I wonder if this might break games on higher difficulties, where AI have easier time to manage happiness.
Maori Warrior - Now a unique Scout instead of a unique Longswordsman
That would kill their "Steel" Power spike, doesnt it? Which was very strong, i have a feeling that make them much weaker over all..
 
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- PressureMod column (Policies) now gives bonus pressure to cities following the state religion, instead of a bonus from cities which do towards cities that don't (see Organized Religion, below)
I really wish this had been added as a separate column rather than cannibalizing an existing ability column. This was a unique ability, and a modmodder could have approximated the new effect of a straight pressure modifier using a dummy building with the Notre Dame global pressure ability. By doing this a unique mechanic has just ceased to exist.
 
Is it possible to make it optional somehow? In case the vote passes.
If it does pass, it shouldn't be too difficult to make a modmod that deletes the extra two components from each civ, but any such mod will be the responsibility of its maintainer.

I can't test this because game breaks upon any reload except autosaveinitial, the units UI simply disappears (so without knowing keyboard shortcuts it's impossible to build improvements or settle... I can move and attack with mouse clicking but it's basically unplayable).
Make a bug report on GitHub and include your lua.log, please.
 
If it does pass, it shouldn't be too difficult to make a modmod that deletes the extra two components from each civ, but any such mod will be the responsibility of its maintainer.
It also means:

1) All balance discussions would assume 4UC
2) If you had any bugs and were running this modmod that removed 4UC, you may not have the same level of bug fixing support as you would normally. In other words, the system may start to "rely" on code introduced in 4UC, and if its removed that could generate bugs.


I truly think people need to get out of the optional mindset here. If we go this direction, then it will be full steam. There is no "maintaining two different versions here". A non-4UC version would be a side project, unsupported from the main dev team. So vote carefully, as Recursive said this would be a large shift.
 
I have feeling, that for the purpose of early game, this will be treated basizally as 1. Since +2 will come too late.
And this is what you get late game.
1718204041326.png
 
I really wish this had been added as a separate column rather than cannibalizing an existing ability column. This was a unique ability, and a modmodder could have approximated the new effect of a straight pressure modifier using a dummy building with the Notre Dame global pressure ability. By doing this a unique mechanic has just ceased to exist.
I don't see a use case of that. It's a policy effect which doesn't help the player and only exists to cause harm in rival cities. It doesn't fit the column name either.
 
For people who aren't modding literate and might be concerned about how hard it is to go back to 2UC: It is very easy to delete unique components and we do it all the time in custom civs that have 4UC compatibility.
Namely, you delete from the Civilization_BuildingClassOverrides and related tables the entry you don't want.
That means just 1-line of code per thing.
N.B. this leaves the component in the civopedia, and possibly as a city state gift, but not buildable for the player.

If someone wants this and doesn't know how, just message me.
 
For people who aren't modding literate and might be concerned about how hard it is to go back to 2UC: It is very easy to delete unique components and we do it all the time in custom civs that have 4UC compatibility.
Namely, you delete from the Civilization_BuildingClassOverrides and related tables the entry you don't want.
That means just 1-line of code per thing.
N.B. this leaves the component in the civopedia, and possibly as a city state gift, but not buildable for the player.

If someone wants this and doesn't know how, just message me.
I think the fear would be that 4UC would introduce some new mechanic which is stored in those files, and then later on a dev decides to use that code for a different function. Fast forward a few months and now you have code dependent on the 4UC code so it can't be easily removed.

Now perhaps in the integration the dev goal is to remove all of that from the 4UC sections themselves and integrate it into a more "core" area of the mod, in which case then I would agree it should be pretty easy to do. In other words, when the integration is done:

1) The core mod should contain all mechanical functions that provide "abilities".
2) The 4UC files would simply reference the core files to acquire their needed abilities, and none of that would be contained within the 4UC files themselves.
 
I don't see a use case of that. It's a policy effect which doesn't help the player and only exists to cause harm in rival cities. It doesn't fit the column name either.
It would have been extremely nice to have for a new devotion ideology
 
Now perhaps in the integration the dev goal is to remove all of that from the 4UC sections themselves and integrate it into a more "core" area of the mod, in which case then I would agree it should be pretty easy to do. In other words, when the integration is done:

1) The core mod should contain all mechanical functions that provide "abilities".
2) The 4UC files would simply reference the core files to acquire their needed abilities, and none of that would be contained within the 4UC files themselves.
This is indeed how it would be implemented.
 
I don't want to register at the GitHub for bugreport so i'll report here: (BETA 4.8) Unit screen is disappeared when a load any save!
 
Industrial City Connections (ICCs) - New type of City Connection - ICCs require a FULL rail connection to the capital, a Seaport, or a full rail connection to a city with a Seaport - ICCs have a special icon, made by gwennog - Benefits: Provides Production in the city, equal to the amount of Gold given by a City Connection Machu Picchu & Colosseum also increase Production given by ICCs Gives +1 Production and Gold to Villages under them (+2 if a Trade Route passes through them) This bonus only works for a full connection - no more patchwork road/railroad systems Unlocks Train Station, which has been renamed to Coaling Station See Train / Coaling Station and Seaport entry under Buildings for other balance changes
I'm a bit confused, don't we already have this in the game with the railroad connections providing enhanced production? Or is this more of a formalization that allows additional mechanics to be built on top of it?
 
Railroad connections gave +25% production in vanilla.

VP removed that bonus and added a building called the train station that gives 25% prod in the city and requires a rail connection. The building also required coal. So you had to pay a build cost, maintenance per turn, and 1 coal for something that was automatic in the base game.

The new change brings back an automatic bonus for railroad connections, but it is substantially weaker
 
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