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whenever should give happiness comments, they should note how many cities they have, as it makes a big difference.

For example, with 6 cities I was at 40-45% happiness after buying every lux the AIs would give me. At 8 cities I'm at 37%. So happiness feels steep to me right now.
Also policy trees taken
 
whenever should give happiness comments, they should note how many cities they have, as it makes a big difference.

For example, with 6 cities I was at 40-45% happiness after buying every lux the AIs would give me. At 8 cities I'm at 37%. So happiness feels steep to me right now.
Also policy trees taken
I play on a Large map, have 5 cities and I'm about to settle a 6th one if Attila doesn't screw me with his own settler. I'm 5 policies into Tradition. I was struggling a bit earlier but I'm now at 100% happiness and trying to expand more. My point was just that I had to buy luxuries from someone else for the first time in a while.
 
Yea the nerf to granary and herbalist are pretty rough, while the new lodge building got very good value.
Forested tundra is almost a guaranteed game winning start if you can roll it, as deer is significantly buffed with the new lodge so early in the game.
Herbalist just doesn't worth building anymore except for certain forest/jg-centric civ (Iroquois, Aztec, Brazil...)
Granary also doesn't worth building unless you have the start for it. Thus early-on there's almost no good building to build compared to units/workers, which is an in-direct buff to early aggression civ.
 
Chieftian Difficulty Huge map

Spoiler Pic :
civ5.jpg


I havent played enough games at 2.7 early indications its only slightly more difficult I have 5 cities im going for traditon/Artistry/ at moment AI has improved slightly 21 illitracy is a little high but other than that its sound will provide more feedback



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Chieftian Difficulty Huge map

21 illitracy is a little high but other than that its sound will provide more feedback
Keep in mind that not all of the 21 Illiteracy is actually being counted. Local Unhappiness can't exceed a city's Population.
 
The new GE bulb rules are kind of a stealth nerf to Tradition. Your first GE is no longer really in range of a wonder at all and is usually quite disappointing, no real choice but to make a manufactory with it. And this also hurts Beauty pantheon by extension.
 
I just want to say that I LOVE the change to happiness shuffling.

The new GE bulb rules are kind of a stealth nerf to Tradition. Your first GE is no longer really in range of a wonder at all and is usually quite disappointing, no real choice but to make a manufactory with it. And this also hurts Beauty pantheon by extension.
Yea I noticed this too. You'll have newly settled cities that averaged like 3 production a turn which kills your 4 city average.

A humorous implication of this is that having just 1 city makes your great engineers a lot stronger.
 
Even though I don't agree with all the changes I do believe the happiness system is in a better shape now. For the first time in a while I was forced to buy luxuries from the AI for expanding more and not just to trigger WLTKD.

Also, I believe the AI being too passive during war is no longer the case now. Attila declared war on me and he properly tried to capture one of my cities, and he did so until I had enough units in the area to make him reconsider.

I like the addition of the lodge building, but I feel the herbalist is now a bit too expensive to build for what it has become unless the city has a lot of trees tiles, and the nerf to granary is very noticeable.

With the VP Congress now open, if you don't agree with the changes you are welcome to propose that they be changed, how they should be changed, and explain your rationale. Glad to hear you like some of the changes though! :king:

I just want to say that I LOVE the change to happiness shuffling.

I'm glad! I thought it would be appreciated. :)

One other thing I forgot to mention in the changelog is that yields in a city from trade routes now count towards unhappiness management, but don't impact the global medians. This makes trade routes a viable tool for unhappiness management. Added that to the changelog.
 
One other thing I forgot to mention in the changelog is that yields in a city from trade routes now count towards unhappiness management, but don't impact the global medians. This makes trade routes a viable tool for unhappiness management.
Of course what this really means is....you will be looking great on happiness, 3 AIs will declare on you, pillage all of your TRs, and suddenly you will be catapulted into insane unhappiness, now taking military penalties, and you won't know why!:)
 
Of course what this really means is....you will be looking great on happiness, 3 AIs will declare on you, pillage all of your TRs, and suddenly you will be catapulted into insane unhappiness, now taking military penalties, and you won't know why!:)
Hah. I doubt it will be that dramatic. In any case, the standard approach still works.
 
I also agree that the new Great Person expenditure calculation will cause incentives that will make things very 'gamey'.

Because the last 10 turns of 4 cities are used, then it would be in my interest to:

*Keep top 4 cities on the science/culture/gold process for 10 full turns before a great person was expected. this seems unnatural and gamey

*Do city bonuses count? Such as clearing a barbarian camp or a +X resource in a city event? If so, then timing those before expending a great person is incentivized. This could also lead to weird exploits like saving a bunch of writers and expending them all at once.

*Not settle new cities


So every aspect of the game would be affected by this one change

Edit: Also, this would mean civs that are way in the lead already would get the most benefit from expending great people. In my opinion, great people should be a way for civs that are behind to dig themselves out of a hole. If a civ is barely making any money then a great merchant will have no benefit? But if you're making tons of money then the merchant will give you lots more? That sounds backward
 
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I havent noticed anything massive early game I felt happiness management was a little off but now seems to be ok, The science seems a little off, im leading the pack by about 1-3 tech but is 1890 and im just getting the last industrial tech Archeology although im winnning it seems a little out i should be taking modern techs by now lets see how i finish the game still got the same 5 cities as earlier.
 
I havent noticed anything massive early game I felt happiness management was a little off but now seems to be ok, The science seems a little off, im leading the pack by about 1-3 tech but is 1890 and im just getting the last industrial tech Archeology although im winnning it seems a little out i should be taking modern techs by now lets see how i finish the game still got the same 5 cities as earlier.

We may need to adjust the game turn for time victory, now that I think about it.
 
Hotfix 2.7.1 has been posted. Link in OP has been updated.

Code:
Fixed incorrect text on Granary, Zoo
Fixed a bug in the WorldBuilder tool which caused it to assign major civ player numbers to City-States (return of Putmalk!)
Changed names of power plants:
- Hydroelectric Power -> Hydroelectric Power Plant
- Nuclear Power -> Nuclear Power Plant
- Tidal Power -> Tidal Power Plant
- Solar Power -> Solar Farm
- Wind Power -> Wind Farm

Online as of 6:28 PM CST. Savegame compatible.
 
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whenever should give happiness comments, they should note how many cities they have, as it makes a big difference.

For example, with 6 cities I was at 40-45% happiness after buying every lux the AIs would give me. At 8 cities I'm at 37%. So happiness feels steep to me right now.
Ouch. I seem to recall many versions back the happiness was this harsh. What difficulty you on?
 
With the new version released, I thought I'd try VP again (for about the 5th time). I always end up deleting it after one partial game and go back to using mods (Smart AI, etc.), as VP hasn't functioned well for me, but I want to really try this time and see if I can get it to work. There are a lot of annoying issues that hopefully you all can help me fix.

1) There are no ancient ruins on the map (I have double checked to make sure the box wasn't checked in setup, and have even started new games and loaded the IGE mod to check)
2) The social policies and happiness are always listed as OFF (see attached screenshot), and when I hover over them, it displays faith for both.
3) There is no turn counter or year (see screenshot)
4) I still start with a warrior (I thought it was supposed to be a pathfinder now)

All of these issues have always existed for me with VP, no matter which version. I have even (more than once) completed deleted all Civ 5 files, uninstalled and reinstalled the game with only VP, and all of these same issues are always there. Thanks in advance for any help with these.

Without any guarantees I will be able to help you:
1. Are the installation directories when you try to install VP correct?
2. Are you able to confirm that the base game's installation directory has the /Assets/DLC/UI_bc1 folder, and that it is indeed the one from VP?
3. Is there any activity on your antivirus' activity logs that seem to interfere with the installation?
 
Without any guarantees I will be able to help you:
1. Are the installation directories when you try to install VP correct?
2. Are you able to confirm that the base game's installation directory has the /Assets/DLC/UI_bc1 folder, and that it is indeed the one from VP?
3. Is there any activity on your antivirus' activity logs that seem to interfere with the installation?
Thanks for replying, I just saw this after I deleted my original post. I was helped in another forum with a different question actually...but basically I didn't realize all of VP still act as mods and you have to load them as mods every game (which is a bit disappointing). But I should be able to create a DLC with them easy enough. The biggest thing is that I never saw ANYWHERE is that I needed to load these as mods before playing a game. Maybe that was listed somewhere initially, or is intuitive to others who have been using this for awhile. But I'm just now finding this (since it isn't listed on Steam as a mod), and assumed that since I had to run an executable file, that it would automatically load as a DLC. So maybe have a line listed prominently somewhere next to the download that you need load these as mods (and what the names are)?

Btw, LOVING Vox Populi so far (big thanks to all those involved in the making of), I just wish there were clear directions so I could've been playing this when I first tried it awhile back.
 
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