New Version - 3.7.12 (August 4, 2023)

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Trade Hub doesn't sound right?
The tooltip text is the one for a Great Merchant. Envoys do not generate any money when they complete their diplomatic mission, only influence. (At least in my game - I play with a lot of mods, but as far as I can see, none of them changes the diplomatic mechanisms of Vox Populi.)
 
They share the same tooltip because they're literally the same mission.
 
They share the same tooltip because they're literally the same mission.
Are they?
Envoy doesn't create a trade hub and doesn't provide a sum of money.
Great Merchant does.
Since when do Envoys and Great Merchant perform the same mission? I'm confused now.
 
Are they?
Envoy doesn't create a trade hub and doesn't provide a sum of money.
Great Merchant does.
Since when do Envoys and Great Merchant perform the same mission? I'm confused now.
It uses the same code. The DLL simply sets Influence and Gold totals. Diplomatic missions have 0 Gold.
 
It uses the same code. The DLL simply sets Influence and Gold totals. Diplomatic missions have 0 Gold.
I see. But why can't we correct the mission text description? IIRC Great Merchant's mission has different wording, i.e. they don't use Envoy's text.
 
I see. But why can't we correct the mission text description? IIRC Great Merchant's mission has different wording, i.e. they don't use Envoy's text.
It is corrected in VP. "Trade Hub" isn't in the VP text files. :)
 
CS giving quest for trade routes while CS sanctions are active.
As intended or is this an old returning feature?
Spoiler :

1688202150656.png



Moderator Action: Spoilered large image. - Recursive
 
Last edited by a moderator:
Another thing I noticed is that all wonders, when the info about their completion appears, are identified only by the placeholder "wonder's name" title:

wonders.jpg


Again, I don't know whether it is Vox Populi or another mod which distorts it.
 
Version 3.7.5 released. Link in OP has been updated.

Changelog:
Code:
- Fixed more desync issues in multiplayer
- City-State Sanctions resolution now invalidates City-States' Trade Route quests

Online as of 3:41 PM CST. Should be savegame compatible with 3.7 versions.
 
Okay first off this mod is AMAZING nuff said, but just a minor text error is some wonders say X amount of national citizens required. Should it not say "X amount of national WONDERS required"?
 
Okay first off this mod is AMAZING nuff said, but just a minor text error is some wonders say X amount of national citizens required. Should it not say "X amount of national WONDERS required"?
Why? You need a certain amount of population to build the National Wonders.
 
Okay first off this mod is AMAZING nuff said, but just a minor text error is some wonders say X amount of national citizens required. Should it not say "X amount of national WONDERS required"?
In VP, to build National Wonders, you need a certain amount of population in the Empire (plus additional requirements such as a building or terrain.) The requirement number dynamically changes depending on the number of cities you own.
 
The wording "The wonder requires X more national citizens to be constructed" is really not good. We should change it to "This wonder requires you to have X more citizens in your empire" or to "Additional citizens needed in empire: X".
 
The wording "The wonder requires X more national citizens to be constructed" is really not good. We should change it to "This wonder requires you to have X more citizens in your empire" or to "Additional citizens needed in empire: X".
I said that years ago.
:mischief:
 
The wording "The wonder requires X more national citizens to be constructed" is really not good. We should change it to "This wonder requires you to have X more citizens in your empire" or to "Additional citizens needed in empire: X".
What, is that really what it says?
1688286978902.png
 
I always forget to think about this, overexpand and struggle to have enough pop for them.
 
wait so i dont need to have the mod of national wonders for having the national wonders?
 
In VP, to build National Wonders, you need a certain amount of population in the Empire (plus additional requirements such as a building or terrain.) The requirement number dynamically changes depending on the number of cities you own.
That is entirely my fault. Thanks so much for clarifying that I was so confused and believe me I didn't just hop on here and ask right away. I was digging through the civlopedia trying to figure it out. Glad the moderator acknowledged the wording too though could be changed.
 
New Rome feels a lot better balanced, its easy to capture CS but its not a free one turn affair.
A question I came to think of "conquered city states provide rewards as if they were allies", this doesnt seem to affect chancery and other diplo buildings, what is the intention here?
Im not sure Rome needs more but it looked wrong when I compared description to ingame yields.
I also would assume the psuedo allied CS also doesnt provide any votes.
 
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