water-city-citadel-water not working?It has to be next to a water tile to function as a canal. This is intended behavior.
water-city-citadel-water not working?It has to be next to a water tile to function as a canal. This is intended behavior.
That should work, canals can be two tiles long if there's water on both sides.water-city-citadel-water not working?

You can use a mutliplayer modpack (VP Modpacks) , it's the same thing.Just quick random question, is the instalation as DLC staying with us? I must say i like it, no more waiting forever to generate the map with new settings, and no more problems
with last game settings being kept.. Thou half of the time im catching myselve to looking at empty mod list![]()

IIRC that's the way it's worked for a while. Once you agree to war, you get auto-called in once they declare.I just had a weird diplo interaction. Indonesia asked me to declare war on the Iroquois, to which I replied give me 10 turns to prepare. The next turn, however, the Iroquois preemptively declared war on Indonesia which caused me to automatically declare war on the Iroquois. Is this intended?
Ohh thanks. I should've check github first.It's a bug, will be fixed next version.
If in doubt, you can check the github issues page. Here is your one,
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Tooltips no longer show when hovering over UC when selecting leader · Issue #12040 · LoneGazebo/Community-Patch-DLL
1. Mod version 5.0-alpha.01 2. Installed Components Vox Populi with EUI 3. Describe the Issue Click setup game Hover over any of a civ's UC. No tooltip ever appears explaining what the UC is. It ju...github.com
But my ally didn't declare, it was the enemy. It was almost like a mini defensive pactIIRC that's the way it's worked for a while. Once you agree to war, you get auto-called in once they declare.
Yeah that's more I think what they meant. To my knowledge if you say give me 10 turns they won't declare war themselves until the 10 turns, but if they get war dec'd on it does act like a 10 turn defensive pact against that civ. Has worked like that for a while and I at least assume it's intendedBut my ally didn't declare, it was the enemy. It was almost like a mini defensive pact
For the beta versions the standard way of installing VP will be using the autoinstaller again. But as Agiwan said, everyone can build their own modpack including all the mods they use, and the modpack thread contains a lot of pre-built ones.Just quick random question, is the instalation as DLC staying with us? I must say i like it, no more waiting forever to generate the map with new settings, and no more problems
with last game settings being kept.. Thou half of the time im catching myselve to looking at empty mod list![]()
The installation looks correct. What happens when you start a new game?new game installation ALL!
there is nothing hmmm?
Start a new game. You aren't supposed to be loading saves from older versions.new game installation ALL!
there is nothing hmmm?
Im going to block them.I am always grateful to the people who dedicate themselves to countless hours so that we still play a 15 years old game. God bless you.
Just one question: how these adding more CS would impact to @adan_eslavo unique states modpack? If I understood well, adding 42 new CSs, does not provide the uniqueness that the "unique city states" bring, correct? So do we need to add adan's modpack or does it even suitable for 5.0?
Report it on github pleaseWell, short fun here. 100 turns and i get this error. I tried a second game and it crashed around the same turn
Maybe walk us through one of your installations step by step?I have tried uploading several different versions of the new VP and it simply doesn't work, despite following the instructions at the beginning of this thread. Has anyone any idea what I'm doing wrong? I installed a previous version of VP last year and it worked perfectly so not sure what is happening here.