[Extension] [POLL] More Wonders for VP

What is your opinion on Flavoured Help Texts unique for More Wonders mod?

  • I like them and I use them every game

  • I use them from time to time to check how they perform

  • I use them only to give some feedback to the author

  • I prefer original version, but I don't mind them

  • I prefer original version, but I played with them few times

  • I don't like them in their current state, but I think they can be improved

  • I don't like them and disable them every game

  • I like them, but still I think they can be improved


Results are only viewable after voting.
Upcoming balance changes (maybe this weekend):
  • Great Zimbabwe: +3 XP from TR (was +2);
  • Marae:
    • +2:greatwork: (+10:c5food: and +3:c5culture: on theming) (was +1:greatwork:);
    • 20 XP per :greatwork: (was 25);
  • Golden Dagon Pagoda: now 4 different theming schemes (was 1: all artifacts from you - 20:tourism:):
    • just artifacts - 5:tourism:;
    • artifact from different owners - 15:tourism:;
    • artifacts from consecutive eras - 20:tourism:;
    • artifacts from different owners and consecutive eras - 25:tourism:;
I noticed, that GDP theming bonus was extremely hard. Also 4 slots allow for more variety (the most of all game).
Marae with 1 slot was rarely filled with automatic GW distribution, so I make it 2 slot with theming.

Bugs found:
  • Caravan TR didn't update the G. Zimbabwe bonuses;
  • Marae and Arahurahu promos were Lost on Upgrade;
 
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no, i have no city conquered and unfortunately all my games are multiplayer games, so i can't check how many dummies are in my city. i will deactivate the zimbabwe for our next game see if it was really the zimbawe that was bugged
 
It would be strange, because it works fine in my games. Check this please, and tell me if it is the cause. And if you can do a quick check in Single Player game. I want to help you, but I cannot reproduce that. Maybe multiplayer causes the issue...
 
Then you may check bonus before desync and after. If you are sure desync causes the issue, then I will check the thing. If desync is the issue, then it should exist until at least one Cargo Ship finishes TR (Caravan will be implemented in next version - small bug I found BTW), because after thatwhole calculation is processed and all values are set to zero before.
 
v0.7 officially released.
It's different from what I planned initially, but contains tons of new stuff:
  • few balance tweaks I noticed during my test gameplay;
  • many text reworks;
  • added new texts for existing wonders from industrial to end of the game (no more "TXT_KEY_(WONDER)_HELP_CUT");
  • changed 2 low quality splash screens (CERN, Slater Mill);
  • changed 1 splash screen for more appropriate (Louvre);
  • added anchors for all existing wonder splash screens (anchors are place on picture where it starts zoomed (f.e. Righ-Top corner) and zooms out slowly); from default it was one corner for all wonders;
  • added some fixes to things I found;
  • balanced policy requirements for late game wonders (worst offender was Brandenburg Gate);
 

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Plan for next 3 industrial wonder:
Spoiler 3 new wonders :
[2-ARTISTRY] Museum Island (Germany)
  • 4 :c5culture: and 3 :tourism:;
  • +2 :tourism: to all Museums;
  • 4 slots for :greatwork: Great Works of Art (theming: 5 :tourism:, 5 :c5science: and 5 :c5culture: if Art from different Eras and your Civilizations different than owner);
  • free :c5production: Museum;
[TRANSPORT] Darjeeling Himalayan Railway (India)
  • +2 :c5production:, +1 :c5culture: and +3 :tourism:;
  • +1 :c5food:, +1 :c5production:, +1 :c5culture: and +1 :tourism: to all Mountains;
  • +25% :c5gold: from :c5trade: City Connections;
  • all Land Units: "Can move through mountains." ("Toy Train");
[3-INDUSTRY] Banff Springs Hotel (Canada)
  • +5 :tourism:;
  • +1 :c5gold: and +1 :tourism: to all Merchants;
  • +5 :c5gold: and +5 :tourism: for every Mountain within 3 tiles of this city;
  • +1 :c5greatperson: GMerP;
  • free :c5production: Hotel;
  • -1 :c5unhappy: from Boredom;
 
no, i have no city conquered and unfortunately all my games are multiplayer games, so i can't check how many dummies are in my city. i will deactivate the zimbabwe for our next game see if it was really the zimbawe that was bugged
How about this bug? Confirmed?
 
we are about to finish the game and... it seems the zimbawe is the issue, i don't have this crazy amount of XP anymore, maybe the multiplayer don't go well with the reset of a dummy using the global XP sql table. I got a similar issue with a personal modmod by reseting a building that gave you +1 congress vote, one of my friend ended with -20 votes xD.

Maybe it is only because of desync, but since it's occure in multiplayer game i can't use Ingame editor to know exaclty where the issue is.(we only experience 5 desync during the game where i found the bug)
 
Only flat and river. Description was not updated. Good catch.
 
When playing as Japan with 4UC building Sistine Chapel is not possible after building Kabuki Theater (Opera House) because Artist Guild becomes Ukiyo-e Guild
 
When playing as Japan with 4UC building Sistine Chapel is not possible after building Kabuki Theater (Opera House) because Artist Guild becomes Ukiyo-e Guild
Probably Japanese Guild's have no buildingclass attached to them. @pineappledan? I use building class in my code.
Code:
INSERT INTO Building_ClassesNeededInCity
                (BuildingType,                BuildingClassType)
    VALUES        ('BUILDING_SISTINE_CHAPEL',    'BUILDINGCLASS_ARTISTS_GUILD');
 
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Buildingclass is pulled from the guild
Code:
INSERT INTO Buildings
(Type, Description, Civilopedia, Strategy, Help, GreatPeopleRateChange, SpecialistCount, SpecialistType, NoUnhappfromXSpecialists, GoldMaintenance, Cost, HurryCostModifier, MinAreaSize, ConquestProb, BuildingClass, ArtDefineTag, PrereqTech, PortraitIndex, IconAtlas, NeverCapture)
SELECT 'BUILDING_JAPAN_UKIYOE', 'TXT_KEY_BUILDING_JAPAN_UKIYOE', 'TXT_KEY_BUILDING_JAPAN_UKIYOE_TEXT', 'TXT_KEY_BUILDING_JAPAN_UKIYOE_STRATEGY', 'TXT_KEY_BUILDING_JAPAN_UKIYOE_HELP', GreatPeopleRateChange+2, SpecialistCount, SpecialistType, NoUnhappfromXSpecialists, GoldMaintenance, Cost, HurryCostModifier, MinAreaSize, ConquestProb, BuildingClass, ArtDefineTag, PrereqTech, 1, 'JAPGUILDS_ATLAS', NeverCapture
FROM Buildings
WHERE Type = 'BUILDING_ARTISTS_GUILD';
 
Huh, indeed. I didn't do any typo... @AndreyK Did you found religion? This is second requirement for that wonder. Can you confirm this works for other civs with regular Artist's Guilds?
 
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I'll investigate then.
 
Just to assure you next version is not dead and something is coming up I want to give your brief info what's coming up in next release:
  • 5 Industrial era wonders I have ready assets for (Museum Island, Panama Canal, Monte Carlo, Darjeeling and Brooklyn Bridge);
  • massive rework of splash screens (mostly because copyrights); I substituted them with available ones;
  • updated neglected credits file with all needed information regarding new pictures and integrated art from other modmods;
  • new icons for Ait Benhaddou and Buddhas of Bamyan thanks to awesome work of Sukritact;
  • added missing shadows for icons of old wonders;
  • some minor balance things for existing wonders(f.e. Golden Dagon Pagoda gives free Archaeologist insted of 33% GArtP);
  • some important requirements changes (Oracle, Kuk, Majorville Medicine Wheel); they were difficult to build;
  • updated abilities for upcoming industrial wonders; you can see plans for them in main post;
  • some SECRET project I was thinking to create for more than a year! Natural Wonder rework:
    • increased number of NWs per map;
    • all existing NWs will have new yields adjusted to VP standards (f.e. :c5goldenage:, :tourism:, GAdmP, GGenP);
    • all existing NWs will have yield number balanced (lower yields if they add promotion);
    • all existing NWs will add 2 :c5happy: except multitile wonders, which add 1 :c5happy: per tile;
    • for 2 wonders gold on find will be resurrected (Potosi and El Dorado);
    • some wonders will have new abilities, some loose theirs;
    • all existing NWs will have revised movement ability, sight blockade and other parameters;
    • all existing NWs will have new, more original spawning bias:
      • new spawning bias require new approach for spawn frequency, so I did many tests to have all wonders appx the same showdown frequency on default map;
    • some wonders will have fixed spawning (thanks to lua code of my predecessors, whoch I modified even more):
      • Krakatoa (new): no more spawn on small island in center of the ocean; it is always close to at least one big island;
      • Rock of Gibraltar (modified): now more specific spawning location;
      • Great Barrier Reef (modified): now 3-tile wonder (!); much closer to the land; it can be placed in any line possible (was only SE-NW);
      • Lake Victoria (new): requires river and bunch of hills+mountains around;
    • still trying to add new NWs:
      • Salar de Uyuni is added and balanced, but I'm waiting for some VP support, because the only thing missing is model and possible additional unique ability;
    • you can see all current content of my non-released build on the bottom of the first post;

Natural Wonder rework was needed imo. Wonders had bad yields brought back from base game. Some were really powerful, some not. Also their spawning was broken. I hope those changes will make your game even more interesting.


Release date is unknown for now and I cannot promise you one. I'm working now on adding new WWs to the game. Still missing requirements for them. All stuff for NWs is integrated except mentioned model for Salar de Uyuni and maybe some more balancing if I have time.

I also need to look for solution for 2 bugs found by community.
 
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Great news, currently the transition to the industrial era is really hard if your civilization is a little late, the AI begins to rush on the wonders without leaving anything :badcomp:

some important requirements changes (Oracle, Kuk, Majorville Medicine Wheel); they were difficult to build;
I waited impatiently, often nobody can build them (especially Kuk with hill and Majorville Medicine Wheel with no coast)


some SECRET project I was thinking to create for more than a year! Natural Wonder rework:
It's Christmas before the date :clap:
 
Just found a bug where if activated with MUCFVP, the Aztecs cannot build floating gardens.
The same bug also happens with even more resources as well.

Also hype for that natural wonder mod.
 

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