New Stable Version – 5.1.4 (February 10, 2026)

axatin

King
Joined
Jul 24, 2022
Messages
722
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/Community-Patch-DLL/releases/download/Release-5.1.4/Vox.Populi.5.1.4.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

New Hotfix - 5.1.4
Changelog
Code:
General:
- 5.1.4 has been declared a STABLE version; warning messages that don't lead to crashes have been turned off
- Improved unit cycle algorithm, reducing distances between units when cycling through them
- When a civilian unit is displaced to another location (for example because the tile it's on changes ownership), tiles with a friendly military unit will be preferred
- The notification "Your City is Starving" is no longer shown if it takes more than 100 turns to reach zero food

Bugfixes:
- Fixed CTD when a modded civ has no preferred religion
- Fixed Sacred Calendar increasing Great Person Rate in all cities
- Fixed "Route To Mode" not working
- Fixed Great Works not being removed from swap slots when the building containing the GW is destroyed (error message "Player offering a Great Work they don't own")
- Fixed error message "Combat unit is not expected to be assigned" when performing an air strike and attacked unit and interceptor are the same
- Fixed Diplomats from vassalage not being removed when the vassal is conquered
- Fixed Spies not being reset when a player is killed (causing issues if the player is revived later)
- Fixed Spain UA temporarily converting conquered cities to Spain's majority religion, triggering instant yields from Council of Elders
- Fixed a bug in the calculation of production modifiers and free XP from improvements
- Fixed incorrect tooltips in "Tech Researched" popup
- Fixed combat units never giving Great General auras (affected for example one of the Indonesia promotions in Community Patch only)
- Removed error message "Proposal has not been passed" when a modmod uses lua to enact a proposal
- Fixed resources from Even More Resources modmod not being connected when settling on resources before they're revealed
- In Multiplayer: Replaced diplo request with a notification when a player is met during auto-moves after turn end

Modmodding/Other:
- Fixed a bug in minidump generation, improved tagging of minidumps and CI artifacts

Online as of February 10, 2026, 1:22 pm. Save game compatible with 5.1 versions
 
Last edited:
Great, thanks !
What was this Zulu culture bug ? Because i was considering opening a post to show my current game where my planned CV is turning short because of a CRAZY zulu culture amount (absolutely ridiculous, despite a +25k tourism I'm still below 40% at T375 and rising slowly). They don't have any culture wonder, and it has been the case since I met them at Renaissance. They were not even snowballing militarily speaking before modern age).
I have since started a difficult invasion war to capture ulundi, but that may probably not be enough.
 
Zulu Iziko building was giving Culture scaling with Era when it wasn't meant to. So in Renaissance already 3x higher
 
Ok thanks.
Which is why i (sadly) will probably not win in time my game which i thought I had played well.
By the way, even not scaling with era, the bonus seems a bit OP. From military academy onwards, Zulu can produce units which start with 3 promo, so 6 culture per city and per unit (if i understand correctly). With a 25 cities empire (nor crazy for a warmongering civ) and let's say 15 new units per turn, that's 2250 culture per turn...
 
By that time units are expensive enough that it's not 15 units per turn, even if you produce no buildings, wonders and projects that's going to be 6-7 units. More, it's only possible if you constantly disband units, which AI doesn't do. I play now as Zulu in 4.22 and most of the time I'm close to unit limit. But yes, espesially when war goes on, you get more upgrade units, lose units, produce new and upgrade, it's substansial part of your culture.
By this time in Atomic era, playing as Zulu I lose not many units, I kill 6-8 AI units sometime more per 1 lost.
 
Well playing and winning a tough war against a 25 cities Zulu, I'm pretty sure he is building / buying more than 10 units per turn.
Besides killing highly upgraded impis requires up to 8-10 "shots" so that probably gives him additional level ups.
Being conservative that's probably at least 1000 culture guaranteed per turn, that's a lot.
 
Unique Projects in Civilopedia is bugged for me, I'm seeing it in every page
 

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Lua.log is full of

Code:
[68759.781] Runtime Error: C:\Users\---\Documents\My Games\Sid Meier's Civilization 5\MODS\(1) Community Patch\Core Files\VPUI\VPUI_core.lua:12: attempt to index a nil value
[68759.781] Runtime Error: C:\Users\---\Documents\My Games\Sid Meier's Civilization 5\MODS\(1) Community Patch\Core Files\Overrides\Includes\InfoTooltipInclude.lua:23: attempt to index local 'VP' (a nil value)
 
Either GameInfo is nil or BALANCE_CORE_JFD is gone from the CustomModOptions table.
 
Lua.log is full of

Code:
[68759.781] Runtime Error: C:\Users\---\Documents\My Games\Sid Meier's Civilization 5\MODS\(1) Community Patch\Core Files\VPUI\VPUI_core.lua:12: attempt to index a nil value
[68759.781] Runtime Error: C:\Users\---\Documents\My Games\Sid Meier's Civilization 5\MODS\(1) Community Patch\Core Files\Overrides\Includes\InfoTooltipInclude.lua:23: attempt to index local 'VP' (a nil value)
Similar for me:
\Sid Meier's Civilization 5\MODS\(1) Community Patch\Core Files\Overrides\Includes\TechButtonInclude.lua:287: attempt to index local 'kBuildInfo' (a nil value)

I saw that you've already created a ticket on Github, thank you!

And looks like azum4roll already has some ideas where could be the problem, thank you to you as well! :)
 
Unique Projects in Civilopedia is bugged for me, I'm seeing it in every page
Can you try if this fixes it? Put the file into (2) VP/Core Files/Overrides
 

Attachments

I've been noticing that on the tech splash screen, the details of researched items will not display when I hover over them? This is tested with the full 5.1 beta, and the full 5.1 beta with other mod mods but same result:

1767944121715.png
 
That explains it, the mod uses a custom version of CivilopediaScreen.lua which needs to be updated.


I've been noticing that on the tech splash screen, the details of researched items will not display when I hover over them? This is tested with the full 5.1 beta, and the full 5.1 beta with other mod mods but same result:
Known issue, is being investigated: https://github.com/LoneGazebo/Community-Patch-DLL/issues/12326
 
Playing with all of Hokath's mods, including 5/6uc, and Cities of Marble. I hope this is enough?
 

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Please fill out the github form, its too tough to coordinate and we might need more information, like the save game (and the mods to run it)
 
@Relatyve Mind, it would be great if you could describe this issue on GitHub


You will need to upload a (zipped) savegame the turn before the error happens (e.g., Autosave_Post_ savegame file), zipped Logs folder, and the above screenshot. Without Logs and especially a savegame the turn before, it may not be possible for developers to reproduce and fix this bug.
 
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