New Version - 4.19.1 (February 8, 2025)

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It's been longer than that patch, but I almost never have a 4-4 split. Most frequent is 6-2. Recently I've had 8-0 (separated by shallows) twice.
Yeah I'm playing a standard Communitu map right now and everyone spawned on one continent and there aren't any other landmasses. I'm probably going to switch to Continents moving forward because this is starting to just get unfun.
 
It's the same with Continents...
Just go lower the number at line 1868 of AssignStartingPlots.lua if you aren't worried about isolated starts.
 
It's the same with Continents...
Just go lower the number at line 1868 of AssignStartingPlots.lua if you aren't worried about isolated starts.
Thanks for the tip! I'll test this tomorrow when I have time, been really frustrating lately especially when AI gets Phoenicia and spawns alone borderline unplayable.
 
Try this out!
Untested, no guarantee it'll work at all. It'll reduce the chance of a given Continents-styled map being considered Terra (8-0) or Archipelago (no isolation check).
 

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I remember playing this mod a few years ago, when city strength was something pops cared about, i.e. they became unhappy if it was too low, and this could be addressed by putting a garison unit in the city, building Walls etc. I liked it, gave me a gameplay reason to keep units at home and invest in military infrastructure even in cities safe from foreign invasions. In fact I even played around with implementing a similar feature in Civ4, because it does seem silly that a few cavemen with clubs could maintain public order in a mordern metropolis. What's the reasoning behind removing this feature?

On a different but also happiness related note, I read somewhere that a city's pops become unhappy if its relevant yields (culture for boredom, science for illiteracy etc.) are too low compared to the global median. Does this include civs you haven't met yet? Because it does seem kind of silly that e.g. the people of early 1400s Tenochtitlan who have no knowledge of foreign cultures beyond the ocean would feel restless all of a sudden when a cathedral in Europe is completed or a Chinese author publishes their magnum opus.

At any rate, keep up the good work! After a long drought I've finally assembled a proper gaming PC recently and gotten back into gaming, and I couldn't even finish a single unmodded game of Civ5 before I thought, "Oh this is a bunch of nonsense, let me see what Vox Populi has been up to instead beforeI rip what little hair I have left off in frustration".
 
I remember playing this mod a few years ago, when city strength was something pops cared about, i.e. they became unhappy if it was too low, and this could be addressed by putting a garison unit in the city, building Walls etc. I liked it, gave me a gameplay reason to keep units at home and invest in military infrastructure even in cities safe from foreign invasions. In fact I even played around with implementing a similar feature in Civ4, because it does seem silly that a few cavemen with clubs could maintain public order in a mordern metropolis. What's the reasoning behind removing this feature?

On a different but also happiness related note, I read somewhere that a city's pops become unhappy if its relevant yields (culture for boredom, science for illiteracy etc.) are too low compared to the global median. Does this include civs you haven't met yet? Because it does seem kind of silly that e.g. the people of early 1400s Tenochtitlan who have no knowledge of foreign cultures beyond the ocean would feel restless all of a sudden when a cathedral in Europe is completed or a Chinese author publishes their magnum opus.

At any rate, keep up the good work! After a long drought I've finally assembled a proper gaming PC recently and gotten back into gaming, and I couldn't even finish a single unmodded game of Civ5 before I thought, "Oh this is a bunch of nonsense, let me see what Vox Populi has been up to instead beforeI rip what little hair I have left off in frustration".

Great points, you made me recollect that too. I actually wanted to made a thread about happiness difficulty in recent version as I came back to VP after a while too. I think I will do that, this thread will be locked and moved to archive in days, or minutes maybe, as it is old version thread.
 
I have patience - and understanding. But asking is not demanding 🙂
I've had my eyes on github and I see code added and some merge but no idea how much is left but looks like there is progress.
 
I've had my eyes on github and I see code added and some merge but no idea how much is left but looks like there is progress.
Yeah, that's what I saw too. But then it failed and I wondered what happened.

It's not do much a matter of getting the update finished quickly for me (why would I complain to the fantastic people who are giving me this great mods for free?), but a matter of understanding the process and where it is, as I abandoned my game last weekend due to AI issues.
 
It'll be ready when it's ready my friend

Have patience
bird-orly.png
 
I remember playing this mod a few years ago, when city strength was something pops cared about, i.e. they became unhappy if it was too low, and this could be addressed by putting a garison unit in the city, building Walls etc. I liked it, gave me a gameplay reason to keep units at home and invest in military infrastructure even in cities safe from foreign invasions. In fact I even played around with implementing a similar feature in Civ4, because it does seem silly that a few cavemen with clubs could maintain public order in a mordern metropolis. What's the reasoning behind removing this feature?

On a different but also happiness related note, I read somewhere that a city's pops become unhappy if its relevant yields (culture for boredom, science for illiteracy etc.) are too low compared to the global median. Does this include civs you haven't met yet? Because it does seem kind of silly that e.g. the people of early 1400s Tenochtitlan who have no knowledge of foreign cultures beyond the ocean would feel restless all of a sudden when a cathedral in Europe is completed or a Chinese author publishes their magnum opus.

At any rate, keep up the good work! After a long drought I've finally assembled a proper gaming PC recently and gotten back into gaming, and I couldn't even finish a single unmodded game of Civ5 before I thought, "Oh this is a bunch of nonsense, let me see what Vox Populi has been up to instead beforeI rip what little hair I have left off in frustration".

The mod used to have a more complex Needs system, iirc there were also modifiers for health, heresy, crime etc. etc. Might have even been before VP times, back when it was called CBP. Aanyway, I much prefer this streamlined version, and it still mostly covers those aspects: Walls and defense buildings reduce unhappiness from Distress, sanitation-related buildings reduce unhappiness from mm... the Food-related unhappiness (Hunger? Can't recall the name). I agree that it would make sense for garrisoned units to reduce Distress, but that’s also a policy (in Fealty, iirc), so it’d require some balance tweaks.

I don’t think the unhappiness system needs to be expanded though, if anything, simplifying it even further may be better. One valid criticism of VP is that city-building feels railroaded. It feels like you have to build everything in every city to keep unhappiness in check, which takes away from specialization. Not trying to put down VP’s design here as there are no easy answers to this. VP prioritizes better balance and tighter gameplay over more freedom and specialization in builds, which I cannot complain about really.
 
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