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But you are not getting punished. There is a difference here between the two things that is somehow lost on you. If you build a building, such as the library, you get a passive reward so to speak -- the +2 science income, the specialist slot, unlocks of another building (the university) etc. So you get a reward from here on until the end of the game for having built that building. If you improve a luxury or a strategic resource on the map you get a reward in that resource, you get something you can trade and the plot usually increases by a few points in some yield. Those are rewards. You did something and now you get rewarded.

If you complete a quest you get a reward for having done something, it's a one time payout and then it's done until you finish the next quest. They are not supposed to be retroactive. You have done something here and now and here is your reward for doing that. They want that wonder, luxury, strategic resource NOW and they'll reward you for it. Not that you have ever built it or done it sometime in the past.

This is the thing, in game as in reality -- People want new things! Things that they do not currently have. This shouldn't be an alien concept.

But for some reason that I think is still somewhat unclear you can't explain how completing a quest in an exploit. Not to mention that you are somehow fine, or want, to get rewarded for things you have already done even tho said action you took have already been rewarded by the game. So you want double rewards for something already done? That isn't exploitative and gamey? Is the exploit that you chose to wait hoping for a better reward at a later time? If that is the case then you shouldn't even have an option, the AI should just say "Here have some luxury and you are going to like it and you can't refuse!". On top of that by turning down their gifts or letting the city-state quest stay there for a bit before I try to complete it I'm not getting any reward. I'm getting nothing. I run the risk of the quest going away, there could be a war and for some quest someone else could beat me to the goal. If I turn down the gift I don't get anything, I get a diplomatic penalty on top of that for refusing their gift. Then there is the added risk of when I actually want the luxury (or whatever) it's not available anymore; perhaps the AI gave it to someone else or now they hate me for turning down their offer.

If you can't trigger a WLTKD within a reasonable amount of turns you are doing something wrong.
Again, the punishment is limiting resources that cloud appear on the CS quest or WLTKD. This is why you sometimes not want a resource. To avoid this negative aspect of having a resource.

I've never said that completing a CS quest is an exploit, so please don't twist my words. I said that avoiding requiring a resource just to get easier quests is unnatural, gamey and probably alien concept to AI that could give advantage to the player. Hence I call that exploit.
 
Unit Movement (Ocean) - Medieval era ships that could not enter the ocean can now travel through the ocean at half speed
Very interesting evolution, especially since it goes well with my Brittany mod :). However, the Admirals that spawn in the medieval era don't have the Shallow draft promotion which produces a bit of a weird situation, I think, and prevents the AI from protecting its admirals.
 
The conversation about WLTKDs and people waiting for connecting luxuries until they have a trigger demonstrates how little people care about the happiness component of luxuries these days. Luxuries used to be the main way you could keep your empire happy and expanding in vanilla, in VP they just don’t really matter.

If something were not to be changed with luxury happiness values, then I think the WLTKD scaling sounds like a nice alternative. You could make WLTKDs 10 turns base, +1 turn per unique luxury. Easy.

Yes, No, Both. If you are happy, or have enough, you can wait for a better opportunity or reward. Going from X% to X+1% happy doesn't really change much. So you wait for a better reward. But if you are unhappy and a luxury would help you are going to grab the luxury. So they do matter but as you note there are other ways to make the system work for you to. But it's not like you can be without any luxuries at all. Certainly not in the early game, first couple of eras. They are usually what drives where I will put my cities etc. In the late game you can combat a lot of unhappiness by just being large and productive, or being larger and more productive then your foes that is.
 
Very interesting evolution, especially since it goes well with my Brittany mod :). However, the Admirals that spawn in the medieval era don't have the Shallow draft promotion which produces a bit of a weird situation, I think, and prevents the AI from protecting its admirals.
What happens in Classical when you get a Great Admiral? Can they also go into the ocean?
 
What happens in Classical when you get a Great Admiral? Can they also go into the ocean?
Yes. Great Admirals can enter ocean tiles from the get go.
 
I don't really see a problem here, aside from the already reported issue of Admirals and Generals moving into unprotected locations.
 
Yes, No, Both. If you are happy, or have enough, you can wait for a better opportunity or reward. Going from X% to X+1% happy doesn't really change much. So you wait for a better reward. But if you are unhappy and a luxury would help you are going to grab the luxury. So they do matter but as you note there are other ways to make the system work for you to. But it's not like you can be without any luxuries at all. Certainly not in the early game, first couple of eras. They are usually what drives where I will put my cities etc. In the late game you can combat a lot of unhappiness by just being large and productive, or being larger and more productive then your foes that is.
I've never need to buy any luxury early game. The ones already in my territory are sufficient to keep my happiness high enough.
 
Yes. Great Admirals can enter ocean tiles from the get go.
I don't really see a problem here, aside from the already reported issue of Admirals and Generals moving into unprotected locations.
There is no bug, actually, just something that I don't find logical. I thought that in this version you had integrated the same logic into an Admiral as into the ships he leads. That's not the case, too bad.
 
I'm getting random fishing boats spawn in my capitol. In my current game, I haven't even researched fishing yet. Anyone else seeing this behavior? I'm not allied with any CS and can't think of anywhere else these would come from. The in-game log doesn't show any notes either. Right now I'm deleting them for 10 gold, but it is an annoyance.
 
I'm getting random fishing boats spawn in my capitol. In my current game, I haven't even researched fishing yet. Anyone else seeing this behavior? I'm not allied with any CS and can't think of anywhere else these would come from. The in-game log doesn't show any notes either. Right now I'm deleting them for 10 gold, but it is an annoyance.
Any modmods?
 
More unique components, Unique City States and Infoaddict
Based on my play I'm pretty sure it's Unique City States. Best I can tell Maritime friends/allies can give you Workers and Workboats and Religious can give you Missionaries (including before you found a religion, making them worthless). Not sure if Cultural CS give anything.
 
Is it just me, or is anyone else having trouble getting stuck in the event notification? There's nothing to choose from, and I can't get through the shift either, and that happens after the Renaissance Era. I've been looking for bugs, but I haven't found anything. I am using only CP(1) and VP(2) without EUI only with the VPUI. Does anyone know how to fix this?
 
My son and I like to play Hot Seat for multiplayer. Since Vox Populi seems to focus on single player (and we couldn't figure out a way to even try Hot seat with Vox Populi) we decided to play regular. We started an immediately noticed that the whole list of status line across the top is either vacant or "=0". Hmm. We played anyway, you can click on those listed and get summary totals but ... It has not been certain that the reported totals there really reflect the game conditions.

Could the presence of the Vox populi files have "corrupted" the standard files, so the standard game doesnt work right, at least for the status line?

Would Hot Seat be any easier to implement than the full multiplayer version of civ 5 for Vox Populi? I understand the reported difficulties, just hoping that this one is easier.
 
Well, it took a few years, lol. one son out of 3 sons and 7 daughters. one grand-daughter out of 36 grandchildren. You have my sympathy but .... there's hope. I do have a grand-daughter who will play with me. You just have to wait longer. lol
 
Well, it took a few years, lol. one son out of 3 sons and 7 daughters. one grand-daughter out of 36 grandchildren. You have my sympathy but .... there's hope. I do have a grand-daughter who will play with me. You just have to wait longer. lol
Oh wow. Slight derail of thread but you sir certainly won the life lotto. Congrats. :)
 
Resources
- Added new bonus resources: Maize and Rice, which can be improved with Farms
- Map placement logic for the new resources has been added as well
Rice can spawn on Marsh & Grassland tiles in tropical regions
Maize can spawn on any Grassland or Plains tile as well as Flood Plains in tropical regions
Wheat can now spawn on non-tropical Plains as well as non-tropical Desert tiles with fresh water

Do these resources spawn on maps belonging to the YnAEMP map pack as well? Or only on the random in-game maps?
 
Where do I get 5 extra coal from? My two deposits make 5+5=10 coal, but for some reason I'm having 5 extra. None is given by the CSs as far as I can see, nor do I own any refineries or the Slater Mill.
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