New Beta Version - August 16th (8/16)

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Hey guys,

I’ve been a lurker for a year, but I just wanted to say thank you for making the best civilization mod I’ve ever played! I’ve played Civ 4, Civ 5 (base), and Civ 6 and I still feel like Vox Populi is the definitive civilization experience. I haven’t played any other game for 12+ hours in an entire day except for Vox Populi. Such an awesome experience, so thanks for all your hard work! I’m hoping to play some betas and test for you guys if you want!

Sincerely,

Flamezone
 
Not sure if this is correct place to post it. In some of my games (last 2 actually, don't have screenshot from the other one) AI seems extremely passive for settling. Is it my map settings doing that? (huge, 15civ/25 cs, epic speed, immortal, rage barb, all the rest standard, communitu 1.17, the only thing I've forgot this time was force circumnavigation path ON so I guess there is none). As you can see huge continent not touched, smaller barely, also in down right corner is a tundra/mountains spots but with many resources. Do you remember those games when AI was mid/late game settling even the smallest map spots, 1t islands, or next to you borders if u forget to block it?
There is only one progress and its small Russia, all of them are Tradition like me or Authority (top dog is Authority America with 23 cities)
 

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Not sure if this is correct place to post it. In some of my games (last 2 actually, don't have screenshot from the other one) AI seems extremely passive for settling. Is it my map settings doing that? (huge, 15civ/25 cs, epic speed, immortal, rage barb, all the rest standard, communitu 1.17, the only thing I've forgot this time was force circumnavigation path ON so I guess there is none). As you can see huge continent not touched, smaller barely, also in down right corner is a tundra/mountains spots but with many resources. Do you remember those games when AI was mid/late game settling even the smallest map spots, 1t islands, or next to you borders if u forget to block it?
There is only one progress and its small Russia, all of them are Tradition like me or Authority (top dog is Authority America with 23 cities)

That must be because you use the Terra - Largest continent setting on communitu (it's the default setting, for some weird reason, since communitu 2.0 has been integrated into VP) : it creates a sort of "New world style" scenario where all civs are concentrated in one hemisphere, and another part of the map is free to settle later in the game. It's a really fun setting, but I understand that it can be surprising.

That said, the fact that no AI decided to settle at least one city on that part of the map when you are in the industrial era is indeed a bit strange.
 
Yes. No need extra mods for more GMs and GAs.


More GWs in the next version.

All Great Works have been carefully selected and compiled for VP.
GWs should come with vocal quotes.

:yeah: If anyone is willing to record voice quotes properly, PM me please :yeah:

NEWS UPDATE

A next version of the "MoreGP" module is almost ready with 475 new GPs of all kinds.
What you need to know is that @adan_eslavo, @Hinin and @pineappledan are working together to produce good quality recordings of literary quotes (GW)
I can tell you they are doing it very seriously...
 
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Not sure if this is correct place to post it. In some of my games (last 2 actually, don't have screenshot from the other one) AI seems extremely passive for settling. Is it my map settings doing that? (huge, 15civ/25 cs, epic speed, immortal, rage barb, all the rest standard, communitu 1.17, the only thing I've forgot this time was force circumnavigation path ON so I guess there is none). As you can see huge continent not touched, smaller barely, also in down right corner is a tundra/mountains spots but with many resources. Do you remember those games when AI was mid/late game settling even the smallest map spots, 1t islands, or next to you borders if u forget to block it?
There is only one progress and its small Russia, all of them are Tradition like me or Authority (top dog is Authority America with 23 cities)
I share this feeling. In my games there is max one progress AI and it doesn't even settle a lot compared to what I used to see in previous patches.
 
Hey, is there a chance that what gives unhappiness in cities can be viewed within the city screen?
Moreover, can there be an indication on how many specialist free (in terms of unhappiness) can a city hold?

Thank you so much :]
 
Hey guys,

I’ve been a lurker for a year, but I just wanted to say thank you for making the best civilization mod I’ve ever played! I’ve played Civ 4, Civ 5 (base), and Civ 6 and I still feel like Vox Populi is the definitive civilization experience. I haven’t played any other game for 12+ hours in an entire day except for Vox Populi. Such an awesome experience, so thanks for all your hard work! I’m hoping to play some betas and test for you guys if you want!

Sincerely,

Flamezone
Reports always welcomed. Especially when they are so polite.
 
Capitals not having ABC food results in strange situation where some AI expansions have same or even higher population than the capital.

Honestly, I was seeing that in previous versions as well.

Edit: no more balance commentary for me. Happiness feels fine in my games but I'm not super invested in that discussion tbh. I did want to show off my desert empire using Indonesia + Spirit of the Desert synergy though :).

Spoiler :
20200904014115_1.jpg
 
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Hey, is there a chance that what gives unhappiness in cities can be viewed within the city screen?
Moreover, can there be an indication on how many specialist free (in terms of unhappiness) can a city hold?

Thank you so much :]
Above the specialists it says "1 Urbanization per new specialist" If you have taken all of your free Urbanization. Other wise it says something like "X Free specialists without Urbanization"

If you hover over the happiness you can also see what is giving unhappiness.
 
The latest hotfixed version is a blast to play. The AI is aggressive but smart, and competes for all the Wonders now. The only downside I've noticed is the civilian-capture bug. I've noticed that you can kill GP and maybe even settlers after you're at war, but not right when you DOW... is that right? Has anyone figured out what works and doesn't here?
 
In 9-2 version AI still doesn't protect it's religion enough. This game I didn't pick CoE or Orthodoxy because I thought it wouldn't work that well on Continents - just Churches and Synagogues. But around turn 200 I already passively converted 95% of my continent, including 2 other founders. This lack of religious defense makes CoE overpowered and I now regret I picked Apostolic instead of CoE.
 
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I'm also going to point out something obvious that I'm sure has been brought up before, but building a PW means hammers lost towards constructing any other buildings and/or units, so they definitely need to bring value.This is arguably the thing leaving me the most perplexed about the entire happiness system. I'll have a city with reasonable pop and the majority of, if not all infrastructure, but will still be suffering unhappiness in some weird ways (e.g., lots of poverty despite me having the most gpt in the game with all contemporary poverty reducing buildings already constructed across my empire). I know the system was designed to keep civs reigned in a bit, but this aspect is puzzling a lot of times.

Yeah, to be honest I find the happiness system feels like a game of whack a mole. Its like a mini game that's not very fun. Either I have an unlimited amount of it or I can barely maintain it no matter what I do and i spend 50% of my time checking what building to build next specifically to increase local happiness. Not sure how I would do it differently, but in its current state it feels like a chore.
 
I always thought that the poverty unhappiness is incredible strange... You might be the most powerful economy by far, your cities could be producing huge amounts of gold, you could have all the Happiness bonuses towards Poverty + Freedom... And your cities will still produce unhappiness thanks to it lol.
 
My current game is very strange.
Playing as Maya and having crazy high science, I'm seeing several others AI having same number of techs as me (in Industrial now). The only change on my side from the previous Maya games is that I enabled tech trading. So either AIs now trade tech all the time or this time their ABC crap went off limits. With this science I should be at least 3-5 techs ahead normally. I can only imagine how miserable it would be if I played a non-science civ.

Regarding AI aggression. There are still many fake wars and many AI are mostly peaceful, even Authority ones. I have 2 Authority neighbors: England and America. They never went to a real war (not that I'm aware of). America conquered only 1 city state. They were friends with me 2/3 of the game, and England got DP with America. Now America citadeled both me and England but they can't even retaliate because of the DP. LOL
So I guess they lack strategic planning - don't make friends and DP with your only military targets.

Zulu who I picked to test their performance were stuck with 3 cities in the early game. Now they are at the bottom of the scoreboard.
 
Few comments from my game (Netherlands, Immortal, Epic, 15 player Huge, 8/23 I think) mostly about the late game and the road to victory.

Progress->Statecraft->Rationalism->Autocracy

Policies;
-The Netherlands UA fixes Progress' culture issue rather well, I've been happily reaping the boons that the tree offers all game long without being restricted by it's lack of culture. The policies help create a really robust state
-Personally, I separate the branches into active and passive. The active branches require the player to take a few extra steps and initiative to unlock their fullest potential, while the passive ones just provide their bonuses by playing the game in any way. I consider Authority, Statecraft, Imperialism and Autocracy the active policy trees. An active tree is also better when fewer players have picked it, the less other players with boosts to Combat/City-States/Conquest, the easier it is for the ones that picked the active tree to dominate in the appropriate sector.
-This was a game where few civs picked Statecraft, and two of the three others that picked it, happened to be neighbors and of same religion. It was therefore really easy to dominate the World Congress, especially after vassalising them. The Statecraft tree, even with the nerfed yields, provided huge rewards in this game through active city state play.
-Rationalism I rarely pick, but since I felt good with my culture and gold (and gold is also hammers). It worked okay, it did not make absolutely dominate in science as I was expecting, but it's boosts were fair and noticeable.
-I am extremely pleased with how Autocracy feels. It definitely gives you the tools to play actively and rewards active play accordingly, either diplomatically or tourism wise (or domination but that ain't happening in Huge maps). Statecraft+Autocracy is also the only consistent way to get strategic resource monopolies in huge maps. Also worth noting that Autocracy seems the best choice for civs with Unique Improvements; between getting 4 :c5food:, 3 :c5production: or 3 :c5science: to all the UIs, I think the science is the best. I really did want to pick every tenet, especially Tier 2 were really hard choices. Also worth noting that Prora is by far the best ideology tied wonder, the culture gain can be insane and it's really fun with the Autocracy's and Progress' worker improvement speed boost. (probably better on a Huge map that has more tiles to pillage)
Spoiler Prora Culture Yields :
1.jpg

Path to victory;
-The AI felt more competent than past versions, I could not establish a cultural, scientific, growth or production lead until very late into the game by conquering my continent with Autocracy, in fact, I was never first at tech, with the Maya pushing for science victory, with the Industry-Order combo. And it also did quite well culturally, Morocco especially seemed very threatening tourism wise, though the travel ban that I enacted, the late game instant culture yields and the fact that most of the big tourism wonders were taken by other civs, really worked against Ahmad, it seems that CV is still tied to heavily snowballing civs for the AI. In general, even the smaller civs were very competent in Science.
-Still I am surprised how other civs never tried to Decolonise me. Not that I complain, it's an extremely annoying resolution, but it's just a little weird, especially since someone did try to vote to Decolonise the Maya, you'd think they'd do it for me after I became hated.
-The warmonger penalty feels a bit too heavy handed for Huge map games, they have more cities, the penalty does not scale with map size.. Not sure if it'd be appropriate to tweak it.. maybe not.
Spoiler Final Session :
3.jpg

Warfare;
-It seems to me that in order to make conquests at a reasonable speed, a few appropriate policies have to be picked. This also feels true for the AI, as only those that picked Authority managed to make meaningful gains. Autocracy, however, really enables conquest as well.
-Ironclads can be absolutely devastating in city attack (I made them by upgrading Sea Beggars that have their own City Assault boost). Harbor cities are extremely defensible until the Ironclads come online.
-Air warfare this game has been the most involved yet. I am ashamed to admit that I did not know precisely how Air Sweep works, simply because I never needed it... until now! This was the first game where I HAD to build a substantial number of Fighters, both in order to Intercept enemy Bombers, and to clear the way for my own. Autocracy's Finisher was stellar in that regard (loved Autocracy this game)
-Let me tell you though, I understand the Air Defense nerf to Military Bases. They SHRED bombers, two-three runs and they're busted and have to repair. Basically made me use a nuke to weaken a strong capital. I think this might have went under the radar when the AI was lobotomised when it came to using planes, but now it became pretty obvious. Hopefully I'll get to test the new values in a future game.
-My Submarines kept getting slaughtered. It's not a great unit.
-Okay now hear me out, are Nukes maybe a bit too expensive to build? 10700 production... that's a lot. The Hubble is around 7k and it wins you the game... not to mention you can engi-rush it... 19 turns on a capital, at that point in the game techs are done in 7 turns, plus Great Scientists, the Nuclear Bunkers come few techs before them. I'd like to hear if anyone has HAD to build them to win lately, and not just for fun. I guess they are the only way to prevent the enemy from winning in some cases. I just feel like they are not really usable at this stage. Not that it's necessary that they should be, thermonuclear war is never a good prospect
Spoiler Unreasonably Priced Nuke :
2.jpg

Misc;
-Public Works were a lifesaver after getting Sanctioned, as well as after making a lot of conquests. I really have no problem with them as they are. They are situationally great. Of course I built them after other more convenient building that give boosts other than happiness as well. But they did come into play.
-Cut down on the corruption event, pretty please?? Not too much just a little.
 
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Playing as Maya and having crazy high science, I'm seeing several others AI having same number of techs as me (in Industrial now). The only change on my side from the previous Maya games is that I enabled tech trading. So either AIs now trade tech all the time or this time their ABC crap went off limits. With this science I should be at least 3-5 techs ahead normally. I can only imagine how miserable it would be if I played a non-science civ.

Same happen to me, without tech trading. In my last two games I produced way more science than the AI (according to InfoAddict) but in the Modern Era I was already 5 techs behind, and in the Information era, 10 techs behind from all civs (still producing more science) and having consecutive golden ages.
 
Not sure is considered a bug or a set feature but if possible could you make it so you can offer or request upwards of 9999 gold in trades. It wont let me add more then 4 numbers.
 
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