[POLL] More Wonders for VP

What exclusive Enlightenment Era World Wonders you would like to see added in this mod (max. 3)

  • Wat Pho (Thailand) (around1688) tied to Economics

  • Buckingam Palace (England) (1703) tied to Navigation

  • Paro Taktsang (Bhutan) (1692) tied to EE-Flintlock

  • Bell Rock Lighthouse (Scotland) (1810) tied to EE-Wargames

  • Yellowstone National Park (USA) (1872) tied to EE-Wargames

  • Arc de Triomphe (France) (around 1830) tied to EE-Wargames

  • Bastille (France) (from XIV to late XVIII) (but as a prison) tied to EE-Fortifications

  • Taman Sari (Indonesia) (1765) tied to EE-Fortifications

  • Stone Town (Tanzania) (1830-1840) tied to EE-Fortifications

  • Bolshoi Theater (Russia) (1776/1825/1856) tied to EE-Romanticism

  • other (suggest in the thread, please)

  • Canal du Midi (France) (1681) tied to Navigation

  • Fontanna di Trevi (Italy) (1776) tied to Economics

  • Modlin Fortress (Poland) (1806) tied to EE-Fortifications


Results are only viewable after voting.
Adan, try the last version but I have no resources around my starting point. I restarted several times without success :undecide:.
Anyone having similar problem?
 
Adan, try the last version but I have no resources around my starting point. I restarted several times without success :undecide:.
Which map are you on? It seems to work fine on things like Pangea Plus; I haven't tried Communitas yet with the new patch, but I remember that MW broke its resource generation a few versions back so maybe it's the same bug?
 
Which map are you on? It seems to work fine on things like Pangea Plus; I haven't tried Communitas yet with the new patch, but I remember that MW broke its resource generation a few versions back so maybe it's the same bug?
Yes, I just saw that. I'm using Communitas Map from the latest VP version and this is the one that's causing the problem. By setting the Override AssignStartingPlots option to no, it seems to work. Thank you.
 
Yes, I just saw that. I'm using Communitas Map from the latest VP version and this is the one that's causing the problem. By setting the Override AssignStartingPlots option to no, it seems to work. Thank you.
If you don't override the AssignStartingPlots.lua file you may have problem with multi-tile wonders, and overall Natural Wonder number will be set back to default, and there might be some problem with spawning some wonders.


2.NaturalWonders/Lua/UniqueNaturalWondersAbilities.lua:181: attempt to index local 'pCity' (a nil value)
Thanks. This should be fixed on next version. May I ask, what was the situation? I suppose you set up a City that had Paektu in its 3-tile range, but not inside the borders?

First what I check is this:
Code:
local bHasNaturalWonderInRange = pPlayer:CountCityFeatures(g_tNaturalWonder[i]) >= 1
to make sure you have one in its borders, and then I do that for Paektu:
Code:
local pCity = Map.GetPlot(g_tNaturalWonderX[i], g_tNaturalWonderY[i]):GetWorkingCity()

I'm just curious why it was nil. Shouldn't be.
 
If you don't override the AssignStartingPlots.lua file you may have problem with multi-tile wonders, and overall Natural Wonder number will be set back to default, and there might be some problem with spawning some wonders
it's the AssignStartingPlots.lua from Communitas_Map that I set to 0, not this of MW.
 
Yes, I just saw that. I'm using Communitas Map from the latest VP version and this is the one that's causing the problem. By setting the Override AssignStartingPlots option to no, it seems to work. Thank you.
Same here with setting the Override AssignStartingPlots option to no, I'm doing this for a long time actually. 18 months maybe or there's no ruins or ressources except for deers or something like that. So I took the habit to put No always without thinking and I have great map generation actually...
 
During the game, I just encountered the Great Barrier Reef, what a magnificent job!!! And finally, you found how to color tropical fish, fabulous :love:.
All thanks go to @ghost toast.
 
Hi @adan_eslavo, I noticed the descriptions in Civilopedia don't match your natural wonder changes. It is inconsistent and would like to have it all in the Civilopedia, specifically for Mt. Kilimanjaro. Would that be possible? I wouldn't mind writing all world and natural wonder descriptions if I know where to look to change them for the mod.
 
Hi @adan_eslavo, I noticed the descriptions in Civilopedia don't match your natural wonder changes. It is inconsistent and would like to have it all in the Civilopedia, specifically for Mt. Kilimanjaro. Would that be possible? I wouldn't mind writing all world and natural wonder descriptions if I know where to look to change them for the mod.
To change the descriptions is easy, you just need to locate the XML/SQL file for the texts, and open it with text editor (preferably code editor.)
Or, if you are unable to do it yourself, you can put it here and someone could update that into the mod.
 
Hi @adan_eslavo, I noticed the descriptions in Civilopedia don't match your natural wonder changes. It is inconsistent and would like to have it all in the Civilopedia, specifically for Mt. Kilimanjaro. Would that be possible? I wouldn't mind writing all world and natural wonder descriptions if I know where to look to change them for the mod.
Depends on what do you need exactly, because now descriptions serve 2 roles:
  • they have flavour wikipedia-like texts to decribe what exactly they are, their history; this is an example;
  • they have additional information about what abilities those NW have in game; it was added because when you close NW popup window after discovery, then you had no more access to that info;
If you thought about first thing, where there are lots of TODO, then go ahead. I talked about that with @Hinin, but he's currently busy, so if he is ok with that you can cooperate with him as I have no time or motivation to add that part by myself.

If you think about second part, then it is updated already and it's waiting for the main release. Ideally I wanted to reactivate NW popup screen on demand and get rid of this information from there, but it's not so easy to add, so it will have to wait for another update.

So, both first part or second part you can see here:
1665053494246.png
Link in the main post of the thread.

1665053520273.png
Choose beta branch and look for this file.

1665053622163.png
Here are changes.

So if you have something you can change that directly on Github and push a commit there for me to check that, or pass me here the txt files with new texts and I will add that by myself. The most important part is to look there and confront what you know now with what is planned to be released.

If you write (new ones) or revise (original ones) flavours texts I would be more than happy! I wanted them to be expanded and described them better than Firaxis did. They just threw few words about each and finished. Those are Natural Wonders, so they require special care.
 
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I think i had a bug in my game.. World Congress Votes wasnt correctly counted.
I gone for Autocracy and had Anticabir, which should give me +1 Vote/Capital Controlled, and later i built Hall of Honour which should give me +2 Vote/Capital Controlled,
so it suppose to be total +3Votes/Cap but i had only one..
I thought maybe i had more votes from Wonders, but later, when i conquered new Capitol, only the number of Votes from Conquered Capitols were incremented,
and it was incremented only by 1.. so I basically lost lots of votes..
One of my oponnents also gone for Autocracy, and later he has correct number of votes from Hall of Honour, so i'm assuming Anitcabir was the problem.
I believe i built Anitcabir before the Hall of Honour, because the tech was earlier and i used Great Enginner.. Maybe the order matters..
 
I think i had a bug in my game.. World Congress Votes wasnt correctly counted.
I gone for Autocracy and had Anticabir, which should give me +1 Vote/Capital Controlled, and later i built Hall of Honour which should give me +2 Vote/Capital Controlled,
so it suppose to be total +3Votes/Cap but i had only one..
I thought maybe i had more votes from Wonders, but later, when i conquered new Capitol, only the number of Votes from Conquered Capitols were incremented,
and it was incremented only by 1.. so I basically lost lots of votes..
One of my oponnents also gone for Autocracy, and later he has correct number of votes from Hall of Honour, so i'm assuming Anitcabir was the problem.
I believe i built Anitcabir before the Hall of Honour, because the tech was earlier and i used Great Enginner.. Maybe the order matters..
Thanks for the report, but I wonder I can do anything. Better if you post that on VP github.
I checked database and it's correct. Anitkabir has 1 normal Vote, and 1 Vote per enemy capital, and Hall of Honor has 2 Votes per enemy capital. No more building uses that column. I used base VP stuff, it's not my own lua or something, so I think it might be dll problem.
It wold be good if you post there screenshots and detailed info about how many votes you have, wonders, capital etc. The more info you gather, the bigger chance they will resolve that.
 
Ok, do you remember previous plans for v0.16 update? Ok, then forget it. Those who follow discord channels may have know what's going on, so...

I present to you another update devoted to Natural Wonders:

GREATER NATURAL BALANCE UPDATE
aka v0.16

Download link.
IMPORTANT NOTE! Download and install additional effects from @ghost toast, all under this link. Instruction where and how are in the link, as well as in the op. This is required for the new Bioluminescent Bay model to work. For anyone having Antivir problem detecting it as mallicious (currently one report) I upload for you repacked version of my own (in attachment).

This update is probably even bigger that previous one. I do not add any new Natural Wonder (yeah, I know, that's a shame), but instead you get:
  • brand new model for Bioluminescent Bay;
  • new Natural Wonders Overview panel showing all Natural Wonders and some related stuff;
  • total rebalance of each exisitng Natural Wonder;
  • and many, many more.
When I say total rebalance, then it's huge. All yields were revised. There are revamped abilities and brand new ones, New promotions, new map interaction, new spawning methods...

During that update I met a huge problem, when I almost lost all of my files and changes, but I survived and thankfully I added all stuff I wanted to add and I hope I didn't miss anything important.

I will not be available for few days, but keep reporting broken stuff. This update is huge, many things were changed. When you notice weird spawn location - report. When you see missing yield - report. When you notice missing image - report. When you notice a problem with new panel - report. I heavily changed AssignStartingPlots.lua code for NW spawning, so there might be weird spots I'm not aware of. I was fighting with this last 3 weeks, but still I could miss something.


Op is revised. You have additional file, like always, in attachment.

REMINDER! Because people have missed this information I inform you that you can now, and you could do that also in v0.15, get rid of unwanted part of the mod (World Wonders, Natural Wonders) by deleting whole particular folder from the main mod folder (1.WorldWonders, 2.NaturalWonders). Everything should be fine, but be aware, that you will also get rid of any balance updates! No one reads the op. Seriously. When I write that op is updated, then it means I added something important.


Changelog:

Code:
- new:
    - added new model for Bioluminescent Bay (by @ghost toast);
    - added 3 new promotion icons, but only 2 are used for new promotions; 1 of them is reserved for different NW not added yet (by @gwennog)
    - added new panel in Diplo Corner (you can open it like the Wonder Planner) called Natural Wonders Overview (has unique icon):
        - now you can see all discovered Natural Wonders in one panel;
        - all Natural Wonders have additional info gathered in one table (icon and name, civilopedia link, current owner (without spoilers), distance with city that is closest to it);
        - you can sort Natural Wonders by each of those columns to get the most info from it;
        - at the bottom you can see additional information about the overall number of Natural Wonders discovered and how many left to find;
        - right clicking on Natural Wonder button centers map on its tile, so it's now easy to locate;
        - left clicking on Natural Wonder button... does nothing until I add something;
        - left clicking civilopedia button... does nothing until I add something;
- balance:
    - reworked number of base yields and yields per Era to be equalized between multi-tile NWs (now total of 27 at the end of the game for all sizes):
    (this will lower the initial yield inflation, especially for multi-tile NWs and even out the chances for players being near any-tile NW)
    (exceptions for now are:)
    (- Bermuda Triangle, because this is the wonder literally filled with bad effects (unlike the others), so this had to be at least slightly compensated)
    (- Salar de Uyuni, because tiles have different sizes, so yields are split in 2:1 ratio)
        - 1-tile NWs now have 6 yields and 3 yields per Era;
        - 2-tile NWs now have 3 yields per tile and 2 (or 1) yields per tile per Era;
        - 3-tile NWs now have 2 yields per tile and 1 yields per tile per Era;
    - now all multi-tile Natural Wonders have their abilities split between their tiles, so to access their full power, you must own all tiles;
        - Great Barrier Reef and Giant's Causeway code is now reworked to have its abilities split;
    - rebalanced NWs abilities:
    (to compensate yield nerfs, and also to balance strongest and weakest Natural Wonders, this was needed)
        - Barringer Crater (added something universal, because current ability was very, very late game only and focused on only one victory condition):
            - added new ability (10 GAP per Tech);
        - El Dorado (added some spice):
            - increased gold reward to 250 (was 100);
            - added new ability (+2 Gold to all Golds);
        - Grand Mesa (allowed better use of additional Supply Cap):
            - added new ability (+20% Production towards Mounted Units in Capital);
        - Krakatoa/Old Faithful (these two NWs below swapped their abilities; I really wanted to rework Krakatoa, and because Old Faithful also was bad then...):
            - (Krakatoa) deleted both abilities (I didn't like them at all);
            - (Krakatoa) added new ability (+2 Scientist points; from Old Faithful);
            - (Krakatoa) added new ability (+1 Food and Science to all Scientists);
            - (Old Faithful) deleted scientific bonus (moved to Krakatoa);
            - (Old Faithful) added new ability (-10% global Unhappiness modifier; moved from Krakatoa);
            - (Old Faithful) added new ability (+1 Science to all Engineers);
        - Lake Victoria (added something bigger than only Fresh Water and Internal TRs):
            - added new ability (-10% global Hurry Cost Modifier);
        - Mt. Kailash (supported very narrow Missionary promotion):
            - added new ability (+2 Faith to all Monumets and Temples);
        - Mt. Kilimanjaro (compensated great nerf made to promotion in previous update):
            - added new ability (+1 Culture to Ivory);
        - Mt. Sinai (added something simulating meeting with God on the mountain):
            - added new ability (50 Faith on gaining possesion on this NW);
        - Rock of Gibraltar (created defensive flavour):
            - deleted adjacent yields bonus;
            - added bonus defense on tile (20%);
            - added new bonus (+10% global city defense);
        - Uluru (expanded diplo flavour):
            - added new ability (+20% towards Diplomatic Units in Capital);
        - Salar de Uyuni (increased production flavour in place of food):
            - deleted total food bonus;
            - added new ability (+3 Production to all Factories and (any) Power Plants including Tidal PP from VP 2.7) split between both tiles in 2:1 ratio;
            - added new ability (+10% Production towards Spaceship Parts) split in 7:3 ratio;
        - Great Barrier Reef (because it is now proper multi-tile NW, abilities could be split):
            - two existing special abilities split between tiles: "Core" (+1 Science to Sea luxuries) and "Side" (+1 Food to all Fishing Boats);
            - swapped Jungle tile and Atoll chances (now Jugle will be more common), to decrease the situation when you cannot reach GBR tile;
        - Giant's Causeway (new promotion is to support second older ability):
            - added new promotion (Curiosity) used by Archaeologists;
            - decreased bonus Tourism from Landmarks to 20% (was 25%) and split it by half;
        - Mt. Everest (increased Tourism impact):
            - adjacent Tourism for Mountains increased to 2 (was 1);
            - added new promotion (Roof of the World) used by Recon units;
            - decreased global Tourism bonus to 5% (was 10%);
        - Lake Retba (made it more interesting):
            - added new ability (+10% Food during WLTKD);
            - added new ability (15 Tourism on Birth);
        - Bioluminescent Bay (spiced up a bit):
            - added Tropical Fish aside the Fish bonus;
            - added new bonus (25 Tourism for each Civilian unit creation; unique table use!);
    - Old Faithful is now placed on Hill (new method), but from the testing, it's not changing anything to the model;
    - now all Natural Wonders have 0 (yes, Z E R O) additional Happiness if their tile is claimed by the civ (was 2);
    - Buddhas of Bamyan now give also +2 Faith for each CS Ally (was only +3 GAP);
- fixes:
    - fixes in AssignStartingPlots.lua:
        - excluded top and botom row and east and west column of the map from NWs targetting if map is not wrapping;
        - totally disabled fertility check (now Oceanic, Mountanious and fully Desert NWs are possible);
            - because of that all NWs had to have their requirements revised (yup, again), but this time I did it more carefully and with more patience;
            - now all NWs have much more possible spawning plots than ever in this mod;
            - some of NWs have their additional lua methods revised or expanded; the most important parts changed are:
                - Salar de Uyuni now has small chance to spawn an Oasis around;
                - Mt. Sinai has new method creating Mountains and deleting features around;
                - GBR now shows only in equatorial area;
                - Bermuda is not seen near poles;
                - Mt. Paektu changes adjacent Snow to Tundra and places some forests around;
                - Retba has much wider range of possible plots;
                - Mt. Everest is much more accessible and profitable (less Snow, more Tundra around);
                - and many, many more which I don't enumerate, because it's too much;
    - fixed and expanded lua file placing Dummies for NWs:
        - regular building's booleans in lua are now checked on game load;
        - added a possibility to use dummy policies for Natural Wonders;
        - added a possibility not to use any dummy building at all (only dummy policy for example);
        - fixed "pCity=nil" bug of Mt. Paektu; reworked the code placing regular buildings for NWs;
        - small fixes in the code;
    - fixed NaturalWonderCustomMethods.lua file:
        - returned the code for harder spot conditions for Salar de Uyuni, while fixing potential "no resource on map" bug that old code could cause;
        - fixed crucial error for Mt. Paektu placing rivers outside of the map;
        - fixed crucial error for Lake Victoria (no possible mountains around);
        - fixed crucial error for Krakatoa (no possible spots for islands);
    - added temporary (I hope) fix for resolution buffing NWs (deleted it until new table is added to VP);
    - fixed the code for Rock of Gibraltar and Krakatoa yields per Era;
    - moved Sacred Steps (Sri Pada) promotion to different table and added missing Civilian unit types to its list;
    - small code fix in lua placing sv_icons for NWs;
    - World Wonder's part fixes:
        - fixed Thule "Operational Range" promotion icon and the promotion album size;
        - fixed CN Tower description after VP 2.7 release;
        - included missing Menin Gate's woman sound file;
    - fixed another bunch of text errors;
- miscellanous:
    - Mt. Paektu model is slightly scaled down (from 1 to 0.85);
    - simplified sql code for new Natural Wonder's promotions - now it's easier to add new ones;
    - simplified sql code for new Natural Wonder's regular buildings - now it's easier to add new ones;
    - reworked Natural Wonder popup screen:
        - moved Happiness info to the title to save some place and get rid of irrelevant stuff;
        - recoloured Natural Wonder name in Natural Wonder popup screen to gold (was cyan);
        - moved all abilities up, so now there's more place for more valueable text additions;
        - reworked/optimized the code for "map abilities"; now semi-automated;
        - reworked quotes:
            - few simple fixes and tweaks;
            - few quotes changed to something more related to the wonder (Grand Mesa, Sri Pada, Uluru, Bermuda Triangle, Dallol, Mt. Everest):
                - Mt. Everest got two new quotes (as second NW), to respect both men who climbed it's peak for the first time;
    - reworked civilopedia:
        - deleted old out of date Help texts (called Game Info);
        - added new "one liners" as Help texts for all NWs; these are sort of TL&DR version of wider civilopedia descriptions (yet not present for the new Natural Wonders);
        - deleted yields per Era and adjacent yields from the list (created github feature request for that);
        - fixed Technology color;
    - reworked mod main page:
        - updated and fixed crucial errors in the modmod main page;
        - added early version of "one liners" to each Natural Wonder;
        - fixed colouring and font of most important parts;
        - fixed spacing and added more important information;
        - added multiple icons to enrich the mod page;
        - split the op (Natural Wonders part) using new posts added by admins;
    - split Natural Wonders album onto two separate albums (Natural Wonders and Buildings related to them);
    - deleted unnecessary "Copy.txt" file;
    - deleted "the" article from Barringer Crater, Great Barrier Reef, Grand Mesa and Giant's Causeway;
    - added numerous print statements and comments for easier code reading and debuging;
    - updated NaturalWonders.ods file with new stuff (also planned), redesigning and recent tests;

Spoiler Pictures :

1665664057613.png
1665664862787.png


1665664096433.png

Note that this is one of the older versions of the model. Now is slighlty prettier :)



Credits:
- @N.Core for support, testing and suggestions;
- @ghost toast for new model;
- @gwennog for new icons.
 

Attachments

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It wold be good if you post there screenshots and detailed info about how many votes you have, wonders, capital etc. The more info you gather, the bigger chance they will resolve that.
I already deleted those saves, and my instant replay from this, so i cant do any print screen.. so.. yea..
I kinda, decided to do a "yolo" report any way.. Sory for that :/
 
I already deleted those saves, and my instant replay from this, so i cant do any print screen.. so.. yea..
I kinda, decided to do a "yolo" report any way.. Sory for that :/
Report anyways on github. Maybe they will look on the files and find something.
 
Could the natural wonders and the world wonders be split into different mods? I think they are both big enough to stand alone, and some people (me) like to play with 1 but not the other.
 
Could the natural wonders and the world wonders be split into different mods? I think they are both big enough to stand alone, and some people (me) like to play with 1 but not the other.
Then delete the folder you don't want. I described that in the op, that starting from v0.15 it is possible. @Hinin also demanded such a feature, as well as other players, so I fixed some issues and pulled common files outside the particular "World" or "Natural" part.

Remember, that when you delete the folder, you get rid of all balance updates, too. Instead, you can block either new World Wonders or new Natural Wonders in the config files (everything is in the op).

Splitting mods into two different repos is a nightmare, so it won't be done. It's easier for me to manage the stuff, too.

@pineappledan Let me know if it works as intended. I would be grateful for some feedback.
 
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