New Version – 4.21.1 (May 3, 2025)

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If I remember correctly, that is the intended behaviour. Otherwise the ramifacations of loosing a settler would be doubled if another player could simply free it and use it for themselves.
But that is only if the barbarians take your settler. When you take it back you should get a settler back. When someone else takes it then they get a worker. If they get a settler then that would be new, and interesting.
 
New hotfix: 4.21.1

Code:
- Fixed free policies increasing the cost of subsequent policies
- Fixed excessive logging of plot yields (the log file BuilderTaskingYieldLog.csv may have become quite large if you played on 4.21, you can safely delete it)

Download link: https://github.com/LoneGazebo/Commu...download/Release-4.21.1/Vox.Populi.4.21.1.exe

There seem to be no crashes or other game-breaking bugs in 4.21, and 4.21.1 has only minimal changes, so I declare this version to be stable. We will now focus on the 4uc implementation and start integrating the additional components into the main mod, so there won't be any further 2uc releases. Version 4.21.1 is the final 2uc release. It will take some time until the first 4uc version is ready as there's still a lot to do, we'll keep you updated on the progress of the 4uc integration in this thread.


Online as of 5/3/25, 02:05 a.m. CDT. Save game compatible with version 4.21 .
 
New hotfix: 4.21.1

Code:
- Fixed free policies increasing the cost of subsequent policies
- Fixed excessive logging of plot yields (the log file BuilderTaskingYieldLog.csv may have become quite large if you played on 4.21, you can safely delete it)

Download link: https://github.com/LoneGazebo/Commu...download/Release-4.21.1/Vox.Populi.4.21.1.exe

There seem to be no crashes or other game-breaking bugs in 4.21, and 4.21.1 has only minimal changes, so I declare this version to be stable. We will now focus on the 4uc implementation and start integrating the additional components into the main mod, so there won't be any further 2uc releases. Version 4.21.1 is the final 2uc release. It will take some time until the first 4uc version is ready as there's still a lot to do, we'll keep you updated on the progress of the 4uc integration in this thread.


Online as of 5/3/25, 02:05 a.m. CDT. Save game compatible with version 4.21 .
Your link works but the one at top post is messed up, it got shortened in the middle
github.com/LoneGazebo/Commu...download/Release-4.21.1
 
New hotfix: 4.21.1

Code:
- Fixed free policies increasing the cost of subsequent policies
- Fixed excessive logging of plot yields (the log file BuilderTaskingYieldLog.csv may have become quite large if you played on 4.21, you can safely delete it)

Download link: https://github.com/LoneGazebo/Commu...download/Release-4.21.1/Vox.Populi.4.21.1.exe

There seem to be no crashes or other game-breaking bugs in 4.21, and 4.21.1 has only minimal changes, so I declare this version to be stable. We will now focus on the 4uc implementation and start integrating the additional components into the main mod, so there won't be any further 2uc releases. Version 4.21.1 is the final 2uc release. It will take some time until the first 4uc version is ready as there's still a lot to do, we'll keep you updated on the progress of the 4uc integration in this thread.


Online as of 5/3/25, 02:05 a.m. CDT. Save game compatible with version 4.21 .
Hi axatin, is it possible to just replace the .dll for this one ?
 
I dont claim AI is easy to code on the contrary this sort of shows how difficult it is with the crazy amount of options in civ, still I think this was a bit funny.

Spoiler :

1746434594942.png



Renewal was already claimed and the ai is crazy for open sky and tutelary goods, sort of rare to see open sky go as 4th (my pantheon included).
 
Seems to be an issue with plantations. Discovered calendar, was given no option to create one on the non-swamp/marsh tile. Even tried the hotkey (ctrl+P/alt+P?)
 
Seems to be an issue with plantations. Discovered calendar, was given no option to create one on the non-swamp/marsh tile. Even tried the hotkey (ctrl+P/alt+P?)
No problem for me, was it a forest tile before bronze working?
 
Screenshots of Before/After Calendar Tech
Spoiler :

1746463183616.png

1746463276682.png

 
Last edited:
Apologies for the large images, not quite sure how to reduce those.
Please let me know if I've overlooked anything. Hovering over it, the tooltip only suggests a customs house and town as improvements.
Use spoiler tags so pics dont auto load until you click on them.
Code:
[spoiler]
picture(s) here
[/spoiler]
 
I've been testing a lot of Hun and things look a bit fishy, Im not sure the army supply malus works as intended or if it by accident affects all AIs or something like that.
Basically (compared to playing other civs) they show up with very little army.
Will try test some on immortal because entire world just falls apart on emperor.
(the +10 for every consecutive attack and gold/culture on city attacks are sooo strong but that works as intended)
 
I'm having a great experience with this version so far, just one question. Was the global notification for denouncement removed at some point? I had a notification that two AI ended their friendship, but the following turn one denounced the other and there was no notification, I could only see by checking the leader information.
 
I'm having a great experience with this version so far, just one question. Was the global notification for denouncement removed at some point? I had a notification that two AI ended their friendship, but the following turn one denounced the other and there was no notification, I could only see by checking the leader information.
I'm having notifications for AI denouncements, albeit I'm not checking all, maybe I also miss some.

There is an option in ...\Sid Meier's Civilization 5\MODS\(1) Community Patch\Database Changes\NewCustomModOptions.xml:
1746812013657.png

maybe you can try to turn off this one.
 
ok I'm a dork.... I see that 4UC is a modmod for unique units/buildings etc. What is 2UC that is integrated into VP 4.21x ?
 
ok I'm a dork.... I see that 4UC is a modmod for unique units/buildings etc. What is 2UC that is integrated into VP 4.21x ?
UC means unique components, so the rationale is that each civ should have 2UC each and the most imbalanced or crappy ones have been reworked.
You can see all ingame, this page https://civ-5-cbp.fandom.com/wiki/Civ5_CBP_Wikia has most info but its a bit outdated.
edit: 4uc was/is a modmod that extends this to 4 per civ.
 
I mentioned the Huns in a previous post and here is one part why things go overboard.
Once upon a time they had the UA unit capture ability (now its a French UA) and UU horse archer with focus fire, now they have the to old french UA ability which is same as horse archer focus fire.
However that was not the only Hun UA they also have gold+culture on city attack and extra war weariness, so basically 3xUA.
Its sort of easy to just kill all opponents with mass horse archer > heavy skirmishers (on emperor).
With city healing and amount of hp the gold/culture from city attack is massive.
Attack enemy with a bunch of horse archers and then go with the siege last for massive extra bonus.

So the horse archers double dip, as you see in picture, second horse archer gets +20 (+10 from UA and +10 from UU), this is correct but maybe the horsearcher promo was forgotten when the UA got swapped around.
I may be incorrect or overthinking and things will probably go bonkers with 4UC anyway but maybe put 3xHun UA on a list of things to oversee.

Spoiler :

1747001023614.png
{
 
Got another AI capture AI settler not transforming to worker, posted on github.
 
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