New Beta Version - August 19th (8/19)

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@Recursive AI seems to have their ship promotion logic backwards. Brazil tried a surprise attack on one of my cities using Targeting ships, and when those were rebuffed by my own ships he cycled them out and started attacking my ships with a ton of Bombardment frigates.

Also some of their diplomacy choices are... strange. Hiawatha has shown friendly the whole game, then abruptly went hostile and started building up near one of our borders, then asked for a DoF (that I accepted knowing full well he was was lying through his teeth), asked for a joint war declaration on America that I refused because I'm not quite that stupid, then a few turns later went full backstab with a denunciation.

Bug reports go on Github, please.

Hiawatha's behavior could be due to a number of reasons, I'm not sure whether I'd call that a bug - unless you're seeing this consistently.
 
Bug reports go on Github, please.

Hiawatha's behavior could be due to a number of reasons, I'm not sure whether I'd call that a bug - unless you're seeing this consistently.

I always run them by the board first, because 75% of the time what I think is a bug turns out not to be and I don't like cluttering up issues feeds.

Completely unrelated note, I'd like to give a shout-out to my automated workers for one of the best fort placements of all time. It's been instrumental in turning this war in my favor.

Spoiler :
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I don't have a Github account, but I noticed several things in one of my games.

First, I was in a shared war with the Shoshone, and they captured our enemy's capital after I captured one of the other cites. Once I vassalized the other civilization, I was getting negative "You captured their original capital" modifiers even though it was a different city.

Second issue is dealing with world congress. I saved my game and closed out of it. When I came back later, only one of the resolutions was showing as an option to vote on. The other two had been dropped.
 
Is this intended behavior? I've been getting spammed with variations on this ridiculous request for this entire game and it's gotten rather annoying.

Spoiler :
WjkgNfP.jpeg
 
Hello everyone!

I've played the Civ series since the Civ3, but in the same time I am very new to the forum. First I wish to congratulate the entire team behind the Vox Populi mod and its related content. It definitely improves over Civ5, which by the way is my favorite Civ game.

Forgive me in advance for my question, if it's not proper. Still, I would love to hear an answer. Is there any way to modify (decrease) the military supply cap? Frankly, as I am more or less keen on vanilla Civ5 war and military count, the huge number of units in the mod overwhelms me. I would greatly appreciate if there is a way to modify a text file or something in order to bring down the modifier for military supply cap by 50% or even by 70%. This way I will be able to enjoy all the great improvements of Vox Populi while in the same time keep war more similar to the vanilla Civ5.

Thank you in advance for any reply!
 
Hello everyone!

I've played the Civ series since the Civ3, but in the same time I am very new to the forum. First I wish to congratulate the entire team behind the Vox Populi mod and its related content. It definitely improves over Civ5, which by the way is my favorite Civ game.

Forgive me in advance for my question, if it's not proper. Still, I would love to hear an answer. Is there any way to modify (decrease) the military supply cap? Frankly, as I am more or less keen on vanilla Civ5 war and military count, the huge number of units in the mod overwhelms me. I would greatly appreciate if there is a way to modify a text file or something in order to bring down the modifier for military supply cap by 50% or even by 70%. This way I will be able to enjoy all the great improvements of Vox Populi while in the same time keep war more similar to the vanilla Civ5.

Thank you in advance for any reply!

VP has less unit supply compared to vanilla Civ 5, but anyway...

In the file (2) Community Balance Overhaul > Balance Changes > Difficulty > DifficultyMod.xml, find your chosen difficulty level and adjust these values:

ProductionFreeUnits - Base unit supply (increased by +2 per era if you start later than the Ancient Era)

ProductionFreeUnitsPerCity - Extra unit supply granted for each owned city

ProductionFreeUnitsPopulationPercent - % of total empire population added to unit supply (puppet cities count as half if you're not Venice)

Make sure to change these for the AI as well (HANDICAP_AI_DEFAULT).

You may also want to reduce the AIUnitSupplyPercent bonus that the AI gets on your difficulty level (a % increase to total unit supply).

Alternatively you could do something like remove Unit Supply from buildings like Barracks by modifying SQL/XML files, but that's more complicated.
 
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Is this intended behavior? I've been getting spammed with variations on this ridiculous request for this entire game and it's gotten rather annoying.

Spoiler :
WjkgNfP.jpeg

@Recursive Asked a question a couple posts up, would like to know so I can add it to Github if necessary.

The intended cooldown between offers from the same AI is 20 turns.

DIPLOAI_DISABLE_TRADE_OFFERS can be used to stop the AI's requests to buy/sell stuff.
 
The intended cooldown between offers from the same AI is 20 turns.

DIPLOAI_DISABLE_TRADE_OFFERS can be used to stop the AI's requests to buy/sell stuff.

Thank you, but I was referring to the hilariously low quality of the trade. Selling an AI 6 Aluminum for Open Borders is... never going to happen, ever. Same with the 6 Horses and Iron they were asking for when those were the relevant strategics.
 
Is there a place where we can see what bonuses the AI gets depending on difficulty? Ive noticed that deity AI and CS now get 2 free promotions for their units and it made me wonder that difficulty bonuses have changed a lot and there seems to be no clear place where it is all explained. Maybe there could be a page for that?
 
So... for the 6th time in a row me OR AI is winning by cultular victory. Just saying...

Is winning, or has won? A couple of civs (Brazil) can get influential very early, but they can't win until they can build the Citizen Earth Project.
 
Is there a place where we can see what bonuses the AI gets depending on difficulty? Ive noticed that deity AI and CS now get 2 free promotions for their units and it made me wonder that difficulty bonuses have changed a lot and there seems to be no clear place where it is all explained. Maybe there could be a page for that?

Difficulty modifiers are listed in DifficultyMod.xml, which is largely equivalent to CIV5HandicapInfos.xml from vanilla. Speciifcs on the file can be found on the wiki: https://civ-5-cbp.fandom.com/wiki/Customizing_Difficulty_Levels.

It seems here that the AI starts with 30 free XP on Deity, same as vanilla.
 
This is more of a modding question, but what would be the simplest way to buff AI units vs. cities? I've been thinking of adding a new promotion attached to a building granted by lua to AI capitals... but that seems a bit complicated.

The AI generally isn't bad at taking cities, but it does tend to feel rather slow at doing so. Part of it is the comp difference; the AI doesn't mass siege units like players tend to do, but regardless, it ultimately feels like AI vs. AI wars often drag on a lot longer than they should.
 
the AI doesn't mass siege

What AI are you playing against?! :eek: I usually have the AI completely lining its borders with siege units during wartime, particularly noticeable when attacking from the sea.

Also, do people mass siege units? I tend to build maybe four max and just take good care of them.
 
Is this intended behavior? I've been getting spammed with variations on this ridiculous request for this entire game and it's gotten rather annoying.

Spoiler :
WjkgNfP.jpeg


They want it, but they probably don't like you.

The AI knows that aluminum wins games.

G
 
Why do these barbarian horde events always trigger in multiple CS at around the same time?

Spoiler :
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EDIT: Like... really?

Spoiler :
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What AI are you playing against?! :eek: I usually have the AI completely lining its borders with siege units during wartime, particularly noticeable when attacking from the sea.

Also, do people mass siege units? I tend to build maybe four max and just take good care of them.

Yeah I only really build cannons to try and level them up for later better units. They really don't hit cities hard enough to be worth the effort most of the time. They have a pretty narrow window where siege units are good.
 
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