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New Version - 4.7.3 (April 28, 2024)

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Hey all,

New version inbound. Bundles @L. Vern's Squads mod with VP, which allows convenient movement of groups of units. Direct any queries or lawsuits about it to him.

It will be replacing the Promotion Tree modmod, which I have elected to remove because 1) its original developers are retired or long gone, b) it has bugs, such as not being able to display all of the promotions and lacking a scroll bar, and III) no one knows how or has any interest in fixing it.

Also contains some bugfixes, including a fix for the nasty infinite laborer bug and several crash fixes.

Changelog:
Code:
General
- Added (4a) Squads for VP by Vern
- Removed Promotion Tree for VP
- Made CanSaveUnit a TestAny event

Balance
- Gave Polynesia a 99% discount on producing Work Boats until their AI is taught to use the free Work Boats from their UA
     Should make Polynesia a tad more competitive for the time being
     Yes, this will also impact Offshore Platforms, but Work Boats cost basically nothing at that point in the game anyway

UI
- Owned Strategic Resources are now shown in the Top Panel even if they're not revealed on the map yet
- Text fixes

Bugfixes
- Fixed a crash when spies discover intrigue
- Fixed a crash in Builder AI where the game tries to pull data from a nonexistent tile
- Fixed infinite Laborer creation bug
- Fixed +20% vs. blockaded cities not being displayed in the enemy unit panel
- Fixed automated Workers skipping the turn of human combat units on the same tile
- Fixed a bug in the Trade Overview preventing the creation of Trade Routes

Link: https://github.com/LoneGazebo/Commu...s/download/Release-4.7.3/Vox.Populi.4.7.3.exe

Online as of 8:45 PM CDT. Not savegame compatible.

---
Version 4.7.1 has been released. Link above has been updated.

Changelog:

Code:
- Fixed broken EUI

Online as of 9:56 PM CDT on April 25. Savegame compatible with 4.7 versions.

---
Version 4.7.2 has been released. Link above has been updated.

Changelog:

Code:
Celtic Pantheons
    Epona, the Great Mare
    - Now gives 8 Food, Production, Culture and Science on border expansion, scaling with era (was +10 Food, Science, Culture, scaling with era)

     Lugh, the Skilled One
    - Added +2 Culture and Tourism from World Wonders

     Manannan, Son of the Sea
    - Removed "+1 Production and Gold for every 2 worked water tiles"
    - Added "+1 Production to all Water tiles"
    - Added "+1 Gold from Fishing Boats"

     Ogma, the Learned
     - Great Works now grant +1 Science and Culture (was +1 Production)

     Dagda, the All-Father
     - Renamed to Bran, the Sleeping Guardian
     - Healing in friendly territory increased to +10 (was +5)
     - Added "+25% city RCS"

     Bran, the Sleeping Guardian
     - Renamed to Dagda, the All-Father
     - Removed "+25% city RCS"
     - Now gives 12 Culture, Production, and Gold on citizen birth, scaling with era (was +15 Culture and Gold, scaling with era)

     Cailleach, the Queen of Winter
     - Newly added
     - +1 Food and Production for every 2 worked Tundra tiles
     - +1 Food, Production, Science and Culture from Snow tiles with resources
     - +1 Gold and Culture from Quarries and Mines on resources
     - +5 Tourism from Ceilidh Hall

Bugfixes
- Fixed kidnap specialists mission not expiring when Enable Event System game option is disabled
- Fixed AI repeatedly paying to repair a City-State's pillaged tile while it's still under attack
- Fixed mounted Juggernauts being given the wrong March promotion
- Fixed the Defense process increasing city RCS (instead of only CS)
- Fixed a minor bug in the internal City-State "status" calculation
- Text fixes

Online as of 10:59 AM CDT on April 28. Savegame compatible with 4.7 versions.

---
Version 4.7.3 has been released. Link above has been updated.

Changelog:

Code:
Bugfixes
- Fixed unit promotion text database error
- Fixed being unable to add units to the production queue of automated cities
- Added back deprecated FindPathLength function for now to restore compatibility with Wonder Planner
- Text fix for Tradition policies

Map Generation Changes from azum4roll
- Fixed non-water regional luxuries not being placed for rectangular division maps
- Raised jungle/forest/hills percentage needed to classify a region as jungle/forest/hills region (Jungle: 20 -> 28%, Forest: 25 -> 28%, Hills: 30 -> 37%)
- Forest regions also can't have too many Tundra tiles
- Slightly decreased minimum distance between regional luxuries
- Rebalanced the probabilities of Luxury Resources being distributed in particular region types as follows:

    Tundra
    - Furs weight increased to 60 (was 50)
    - Amber weight increased to 35 (was 10)
    - Silver weight decreased to 30 (was 40)
    - Copper weight increased to 20 (was 10)
    - Salt weight decreased to 15 (was 40)

    Jungle
    - Citrus weight decreased to 35 (was 40)
    - Cocoa weight decreased to 35 (was 40)
    - Cinnamon weight decreased to 35 (was 40)
    - Sugar weight decreased to 35 (was 50)
    - Truffles weight decreased to 15 (was 40)

    Forest
    - Truffles weight increased to 40 (was 10)
    - Silk weight decreased to 35 (was 40)
    - Dyes weight decreased to 35 (was 40)
    - Citrus weight increased to 15 (was 10)
    - Cocoa weight increased to 15 (was 10)
    - Cinnamon weight increased to 15 (was 10)
    - Whales weight decreased to 8 (was 10)
    - Crab weight decreased to 8 (was 10)
    - Pearls weight decreased to 8 (was 10)
    - Coral weight decreased to 8 (was 10)

    Desert
    - Incense weight decreased to 35 (was 40)
    - Lapis weight decreased to 35 (was 40)
    - Gold weight decreased to 20 (was 40)
    - Salt weight decreased to 15 (was 40)
    - Jade weight increased to 15 (was 10)

    Hills
    - Gold weight decreased to 20 (was 30)
    - Copper weight decreased to 20 (was 30)
    - Gems weight decreased to 20 (was 30)
    - Jade weight decreased to 20 (was 30)
    - Salt weight decreased to 10 (was 30)
    - Amber weight decreased to 10 (was 30)
    - Lapis weight decreased to 10 (was 30)
    - Whales weight decreased to 6 (was 10)
    - Crab weight decreased to 6 (was 10)
    - Pearls weight decreased to 6 (was 10)
    - Coral weight decreased to 6 (was 10)

    Plains
    - Incense weight decreased to 20 (was 40)
    - Cotton weight increased to 20 (was 10)
    - Salt weight increased to 15 (was 0)
    - Tobacco weight increased to 15 (was 10)
    - Tea weight increased to 15 (was 10)
    - Perfume weight increased to 15 (was 10)
    - Whales weight increased to 11 (was 10)
    - Crab weight increased to 11 (was 10)
    - Pearls weight increased to 11 (was 10)
    - Coral weight increased to 11 (was 10)

    Grassland
    - Tobacco weight increased to 50 (was 40)
    - Tea weight increased to 50 (was 40)
    - Perfume weight increased to 50 (was 40)
    - Cotton weight decreased to 35 (was 40)
    - Wine weight increased to 20 (was 10)
    - Olives weight increased to 20 (was 10)
    - Coffee weight increased to 20 (was 10)
    - Gold weight increased to 10 (was 0)
    - Whales weight increased to 14 (was 10)
    - Crab weight increased to 14 (was 10)
    - Pearls weight increased to 14 (was 10)
    - Coral weight increased to 14 (was 10)

Online as of 9:00 PM CDT on April 28. Savegame compatible with 4.7 versions.
 
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I saw a younger man playing Civ V on his laptop as I walked by him on the train home this evening. I stopped to inquire, and sure enough he was playing VP.

I never imagined the heights this project would reach, and I can't thank the team -- old and new -- enough for the tremendous work they've graced us all with.

Kudos, from the top down.
 
Version 4.7.1 has been released. Link in OP has been updated.

Changelog:

Code:
- Fixed broken EUI

Online as of 9:56 PM CDT. Savegame compatible with 4.7 versions.
 
I saw a younger man playing Civ V on his laptop as I walked by him on the train home this evening. I stopped to inquire, and sure enough he was playing VP.

I never imagined the heights this project would reach, and I can't thank the team -- old and new -- enough for the tremendous work they've graced us all with.

Kudos, from the top down.
Hehe, anecdotes like that warm my heart. :grouphug:
 
Btw, how would you want it to be "fixed"?
I dunno, maybe visualize the Promotion system correctly? The promotion system is flexible and that modmod limits it severely.
 
The "unit" mode should be easier to fix. The "UnitCombat" mode though... Promotions available can vary between units of the same UnitCombat.

It's a great visualization mod (for making proposals). I just don't need it during normal game play.

Guess I can switch to drawing the tree myself though, like I did in PromotionChanges.sql.
 
It IS good for new players if fixed since there's no easy way to know what each promotion leads to when your unit levels up.
 
It IS good for new players if fixed since there's no easy way to know what each promotion leads to when your unit levels up.
I mean, sure. But if you are already familiar with base Civ V promotion gameplay, it shouldn't be that hard to familiarize yourself with VP's promotion gameplay.
 
You're presented with 2 choices on level up - Barrage I and Accuracy I. You won't know which one leads to promotions you want, until you try it out.

But of course, upgrading to the latest EUI also fixes this problem...
 
Does removing the promotion tree in 4.7.1 makes the
(text) Promotion Overhaul for VP (v47) modmod obsolete or not compatible?
Thanks
 
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Also (over) More Unique Components for VP (v 87) seems to have a dependency on the removed promotion tree.
Removing the dependency is simple but will there be side effects to the modmod? does it need to be updated?
 
This released when it was night for me, but as I don't see it in the changelog, I assume my issue from 4.6.2 persists. So I started a game on marathon yesterday and got two faith ruins on turns ~40 and ~50, allowing me to be the first to found a pantheon with no effort. I seem to remember the faith being blocked until a certain turn to prevent this very thing from hapenning. I later tested in a game with only VP and got a faith ruin on turn 34. If I'm not crazy and such a restriction indeed exists, then it seems the turn number doesn't scale with game speed. Can anyone confirm that this is a bug, so I can report it on GitHub?
 
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