MORE WONDERS FOR VP
(minor stuff, fixes, balances and gathering material for next bigger update)
This mod is continuation of similar work from @Infixo. Main goals of the mod are:(minor stuff, fixes, balances and gathering material for next bigger update)
- keep previous mod up to date with VP;
- increase number of available wonders and at the same time keep number of built wonders per game the same;
- spread World Wonders between different cities, instead of building stack of them in capital, using different combination of requirements;
- add less known World Wonders to the game;
- add new Natural Wonders, with balanced old ones, new abilities and tons of additional stuff;
- improve many minor things like: better UI, additional voicebanks, improved art etc.;
Download More Wonders for VP (v0.7 or older) - old link
Other versions of More Wonders for VP between v0.8 and the most recent download, presented below, are not available anymore.
Download the most recent More Wonders for VP (v0.17.3)
Github repository (v0.17.3)
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Support mods:
- if you're overwhelmed by the number of exisitng wonders, I recommend you to use improved and adapted by me to Vox Populi Wonder Planner for VP (originally by @whoward69);
- if you want to easily locate discovered Natural Wonders on the map, including new ones, I recommend fixed version of Small Resource Icons (originally by @whoward69).
Installation notes:
- starting from version v0.16, beside main mod folder, which has to be copied into C:\Users\***\Documents\My Games\Sid Meier's Civilization 5\MODS directory, there is also another folder with new 3D game effects used by some Natural Wonder's models. This folder must be copied as it is into C:\Program Files (x86)\Steam\steamapps\common\Sid Meier's Civilization V\Assets\DLC\Expansion2\DLC directory (or similar, depending on where your game was installed; for me it was default Steam directory);
- download link for new effects by @ghost toast;
- remember: you don't have to copy those effects each time you install new version of More Wonders mod - you do it only when:
- installing More Wonders mod for the first time;
- installing new version of More Wonders mod, that has changed those files (it will be mentioned in the latest changelog on this forum thread).
Current progress:
- added Neolithic World Wonders (7), which do not require any tech,
- added new Ancient (4), Classical (7), Medieval (12), Renaissance (12*), Enlightenment (0), Industrial (12), Modern (9), Atomic (11) and Information (5*) Era World Wonders;
- added new Natural Wonders (8);
- added new Resources (3);
- added new Buildings (2*);
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New unique optional stuff you can enable/disable adding verious gameplay experience:
- Outdated World Wonders Ⓡ:
- enabled by default;
- now you will be able to block wonders from two eras behind your current era (f.e. ancient wonder in medieval era);
- to disable it, find MW-SETTING-MAX-ERA tag in GlobalSettings.sql file and change "1" to "0";
- more info at #182;
- Flavoured Help Texts Ⓡ:
- enabled by default;
- these texts contain important numerical info, but also have some flavour instead of pure technical language (to better understand them, read the Key from below);
- to return to VP style (original) help texts, find MW-SETTING-HELP tag in GlobalSettings.sql file and change "1" to "0";
- more info at #290-291 - first attempts; now fully operational;
- Feminine Voicebanks:
- disabled by default;
- this mod adds voicebanks for each World Wonder quote; these voicebanks are available in two versions: masculine (default) and feminine;
- if you want to change the type of voicebank in your games to feminine, find MW-SETTING-SPEECH tag in GlobalSettings.sql file and change "0" to "1";
- Hard/Light requirements:
- Hard version is enabled by default;
- if you want to change the type of requirements to Hard, find MW-SETTING-REQUIREMENT tag in GlobalSettings.sql file and change "1" to "2" (do not set "0"!);
Spoiler Key for "Flavoured Help Texts" feature :
- single icon (+1
/
) - local bonus; in this city
- (f.e. +1
per each
Great Work in the City);
- (f.e. +1
- double icon (+1
/
) - global bonus; in the empire
- (f.e. +1
per each
Great Work in the Empire/all Cities);
- (f.e. +1
- number with single icon (+1
/2
) - local bonus per number of things
- (f.e. +1
per each 2
Citizens in the City);
- (f.e. +1
- number with double icon (+2
/5
) - global bonus per number of things
- (f.e. +2
per each 5
Citizens in your Empire/all Cities);
- (f.e. +2
- Terrain tile (the corresponding Terrain tile is marked blue);
- Feature tile (the corresponding Feature tile is marked green);
- +1
/
= +1
per each feature tile mentioned and marked in the text;
- +1
- Improvement tile (the corresponding Improvement tile is marked brown);
- Building (icon; icon; icon) - free Building granted by the Wonder with its main focuses listed out in parenthesis;
- Units, Promotions and Resources mentioned in the text;
Known issues (fixed/temporarily fixed/waiting for VP response/hope to fix asap/no need to fix/not going to fix) (v0.15):
- 43-civ version of VP is not working/is crashing:
- find in the mod folder Addons/43-civ/AssignStartingPlots.lua file. Copy/paste it and substitute existing file in 2.NaturalWonders/DefaultFiles folder.
- promotions "Trans-Siberian Railway" and "Bermuda Triangle" are not applied to some civilian units:
- included to the list via sql; VP ignored the topic and closed it; seems it will stay in this form;
- some Strategic View icons for new Natural Wonders overlaps the UI and other icons:
- we are working on that, but it's hardcoded stuff;
- Tern Egg/Sylvite monopoly is not present in the Monopolies window:
- its bonuses are tied to the Wonder; because resource does not appear on the map it is not shown in the Monopoly window; cause: VP; #314 and earlier;
- multiplayer modpack CTD:
- VP thread ended with nothing; topic closed; IS IT STILL ACTUAL?
- IsNoCoast restriction is programmed using lua; database is broken;
- VP thread ended with nothing; topic closed;
FAQ:
- Is this kind of Beta version or even Alpha?
- this is completely playable version of the mod, compatible with latest VP release and many other mods and overhauls. The only reason of the why there's "v 0." in the front of the version number, is the fact that mod lacks some stuff planned to be added in the main release and the mod itself is huge!
- I don't know how to use ModBuddy and Github version:
- What is an Isthmus?
- look here, but seriously, read the Google
- look here, but seriously, read the Google
- I don't like a (beep) World Wonder. Can you make lighter version of your mod:
- actually you can do this on your own. Open a file called 1.WorldWonders/SQL/MainRulesForWorldWonders.sql in your mod folder. Locate section named CONFIGURATION and read the instructions carefully. You can disable any WW you want.
- Is it possible to turn off (beep) Natural Wonder?
- change "OccurrenceFrequency" value for particular Natural Wonders to "0" in 2.NaturalWonders\XML\NaturalWondersLocations.xml file:
Spoiler OccurrenceFrequency :
- Is it possible to turn off any of the mod components completely?
- yes. Starting from v0.15 you can delete whole 1.WorldWonders or 2.NaturalWonders folder to get rid of the part you don't like and don't want to use in your games. It's much simplier than blocking one wonder or another, but also you delete all balance changes, fixes and other minor stuff that is part of this mod.
- How to make mod load order correct?
- unfortunately Firaxis had broken the thing, that should have been working since the beginning of the mod API (mod refrences), so we must "help" the game order the mods. The process I personally use and can confirm as working consist of few steps:
- open SQLiteSpy and: click "File" --> click "Open Database" --> find and open (this is my path) C:\Users\Adam\Documents\My Games\Sid Meier's Civilization 5\cache\Civ5DebugDatabase.db
- open "COMMUNITY" table (look at the picture below);
- if after f.e. "PO-MW" is "1", then it means the load order is correct; if there's "0", then:
- you must cut out this first mod (in this case PO) from the "Mods" folder;
- load the game with your mods;
- exit the game;
- paste the mod (PO) again to the "Mods" folder;
- finally load all mods together.
- repeat the process for all conflicting mods. Remember you can do that for few mods simultanuosly to save the time!
- good luck and enjoy perfectly compatible modmods!
- remember you must do it everytime your cache is deleted or the new version of VP is installed!
- unfortunately Firaxis had broken the thing, that should have been working since the beginning of the mod API (mod refrences), so we must "help" the game order the mods. The process I personally use and can confirm as working consist of few steps:
Spoiler COMMUNITY table :
Look on to the next post for more information!
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