[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.
Be aware that World Wonders in v0.13 cost a bit more :c5production:, especially when you have other WWs built recently. Percentage cost was increased slightly to make WW number per game little lower, to decrease WW spamming, and to let players with no WWs build something. Tell me how it works now, please.
 
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v0.13.1 out.
Code:
Changes:
- moved all stuff from TechEnhancedTourism to Building_TechEnhancedYieldChanges;
Balances:
- Kuk (differentiating it from Aqueduct, giving more flavour):
    - deleted +5% Production bonus after citizen is born;
    - added bonus when discovering Steam Power: +5 Production in this City and +2 Production in all other Cities;
Fixes:
- corrected Altamira and Kuk non-flavoured help texts;
- added many missing yield info about Enhanced Yields in non-flavoured texts;
- fixed Enhanced Tourism yields for Nazca lines (was 4);
- deleted Enhanced Tourism from Karnak (shouldn't be there);
 
Op updated with 2 FAQ answers. Current state for mod-mod compatibility:
Spoiler COMMUNITY :
upload_2021-10-9_22-49-53.png
 
@Recursive, @leif erikson Can you enter one additional empty post with "reserved" for me right after the op? I reached the limit of 30 images per post, even with linking them in other post. I will need to split the op then.
 
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I have read about Gate of the Sun fix, but I do play with previous version and July version of VP - after conquering city with Gate of the Sun I have that dummy only in capital. I did conquer that about 40-50 turns ago and checked it now. Some AI have it in all of their cities, some in half, more or less.

Great work! I always play with this mod now.
Thanks for your continued effort.
 
The help text for the Hidden Artifacts promotion states that it grants +10% work rate; it actually grants +20%.

The help texts for El Ghriba Synagogue and Meenakshi Temple are wrong in their description of Building_YieldFromFaithPurchase, stating that it grants flat yields upon a faith purchase. The table actually works more similarly to its belief counterpart, converting a % of the faith cost to the associated yields.

The help text for the Arahurahu promotion states that it grants a flat +15 culture on kill; it instead grants 15% of the target's CS as culture, which seems a bit low. For reference, the Authority opener grants 100%.

The non-flavoured help text for Marae Arahurahu incorrectly states that it grants the Arahurahu promotion to both land and naval units.
 
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I have read about Gate of the Sun fix, but I do play with previous version and July version of VP - after conquering city with Gate of the Sun I have that dummy only in capital. I did conquer that about 40-50 turns ago and checked it now. Some AI have it in all of their cities, some in half, more or less.

Great work! I always play with this mod now.
Thanks for your continued effort.
Do you play with v0.13? I found an error in the old code, and it should be fixed now.

The help text for the Hidden Artifacts promotion states that it grants +10% work rate; it actually grants +20%.

The help texts for El Ghriba Synagogue and Meenakshi Temple are wrong in their description of Building_YieldFromFaithPurchase, stating that it grants flat yields upon a faith purchase. The table actually works more similarly to its belief counterpart, converting a % of the faith cost to the associated yields.

The help text for the Arahurahu promotion states that it grants a flat +15 culture on kill; it instead grants 15% of the target's CS as culture, which seems a bit low. For reference, the Authority opener grants 100%.

The non-flavoured help text for Marae Arahurahu incorrectly states that it grants the Arahurahu promotion to both land and naval units.
Thanks for help. I will look through all of mentioned descriptions asap.
 
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v0.13.2 out.
Code:
Fixes:
- corrected help texts for: Hidden Artifacts (wrong value), El Ghriba and Meenakshi (faith conversion style) and Marae Arahurahu (promotion error);
- incresed Arahurahu's bonus to 150% of CS converted to Culture on Kill or Faith on Death (I thought it is a flat value);
OP corrected as well.


If you have some suggestions for new stuff in the OP, or changes that could be made, now it is the right time. I will gather all opinions and try to modify it. I'm doing this even now - you can currently see slightly refreshed main post after few minor tweaks.
 
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Thank you for your quick updates and responses to feedback.

Regarding Marae Arahurahu, sorry if I was being confusing on this, but while the UnitPromotions_YieldFromKills table scales with CS, the Building_YieldFromDeath table is flat. Meaning that the wonder is granting a flat +150 faith on military unit deaths at the moment. The faith on death also applies to more than just the units with the Arahurahu promotion, making the current help texts a bit misleading.

The non-flavoured help text for Meenakshi Temple states that it converts faith costs into gold, not food.
 
Ah, ok. Im out of home for few days, so I will not be able to fix this soon.

Nevertheless, post more issues if you find them. When I'm back, I will post corrections.
 
The faith on death also applies to more than just the units with the Arahurahu promotion, making the current help texts a bit misleading.
What do you mean? If I say it gives flat value on Death, will it be ok?
 
Saying that it gives a flat value on death is correct; it's simply that the text is currently on the promotion, not the wonder, meaning that a reader might think that the yield has a narrower trigger than it actually does. For example, a naval unit dying will also trigger the yield despite naval units not receiving the promotion.
 
Saying that it gives a flat value on death is correct; it's simply that the text is currently on the promotion, not the wonder, meaning that a reader might think that the yield has a narrower trigger than it actually does. For example, a naval unit dying will also trigger the yield despite naval units not receiving the promotion.
v0.13.3:
Code:
fixes:
- corrected Meenakshi help text;
- decreased faith gain on death to 10/Death (was 15 before previous change, because I though I did it only for military units);
- moved faith on death info from promotion to wonder
Thank you @notaspambot for clarifying the error with faith on death and promo/wonder mismatch. I wasn't aware of that, seriously.
 
great, but where can I download that version 13.3? VP1.1 has already been released today and I desperately need it.

v0.13.3:
Code:
fixes:
- corrected Meenakshi help text;
- decreased faith gain on death to 10/Death (was 15 before previous change, because I though I did it only for military units);
- moved faith on death info from promotion to wonder
Thank you @notaspambot for clarifying the error with faith on death and promo/wonder mismatch. I wasn't aware of that, seriously.
 
great, but where can I download that version 13.3? VP1.1 has already been released today and I desperately need it.
From the same place like previous dozen versions since v0.8. Be more desperate and next time click the download link in the op regardless of its description.
It seems to be in the Dropbox folder (the Civfanatics link says 0.13.2, but the actual download is already 0.13.3).
Yeah, I often forget about it and sometimes the descriptions is few versions away. :)
 
It looks like Everest isn't set to appear on a Mountain. From what I can see in NaturalWondersLocations.xml

upload_2021-10-17_22-26-25.png


I think this section should be replaced as below:


Code:
<CoreTileCanBeAnyPlotType>false</CoreTileCanBeAnyPlotType>
           <CoreTileCanBeFlatland>false</CoreTileCanBeFlatland>
           <CoreTileCanBeHills>false</CoreTileCanBeHills>
           <CoreTileCanBeMountain>true</CoreTileCanBeMountain>
           <CoreTileCanBeOcean>false</CoreTileCanBeOcean>


The next section I think should look like:

Code:
<CoreTileCanBeAnyTerrainType>true</CoreTileCanBeAnyTerrainType>
           <CoreTileCanBeGrass>false</CoreTileCanBeGrass>
           <CoreTileCanBePlains>false</CoreTileCanBePlains>
           <CoreTileCanBeDesert>false</CoreTileCanBeDesert>
           <CoreTileCanBeTundra>false</CoreTileCanBeTundra>
           <CoreTileCanBeSnow>false</CoreTileCanBeSnow>
           <CoreTileCanBeShallowWater>false</CoreTileCanBeShallowWater>
           <CoreTileCanBeDeepWater>false</CoreTileCanBeDeepWater>

I would also recommend adjusting the required adjacent tile requirement to include 1 tundra, forcing it to be at least somewhat naturally located:

Code:
<AdjacentTilesCareAboutTerrainTypes>true</AdjacentTilesCareAboutTerrainTypes>

           <AdjacentTilesRequireGrass>false</AdjacentTilesRequireGrass>
           <RequiredNumberOfAdjacentGrass>0</RequiredNumberOfAdjacentGrass>
           <AdjacentTilesRequirePlains>false</AdjacentTilesRequirePlains>
           <RequiredNumberOfAdjacentPlains>0</RequiredNumberOfAdjacentPlains>
           <AdjacentTilesRequireDesert>false</AdjacentTilesRequireDesert>
           <RequiredNumberOfAdjacentDesert>0</RequiredNumberOfAdjacentDesert>
           <AdjacentTilesRequireTundra>true</AdjacentTilesRequireTundra>
           <RequiredNumberOfAdjacentTundra>1</RequiredNumberOfAdjacentTundra>
           <AdjacentTilesRequireSnow>false</AdjacentTilesRequireSnow>
           <RequiredNumberOfAdjacentSnow>0</RequiredNumberOfAdjacentSnow>
           <AdjacentTilesRequireShallowWater>false</AdjacentTilesRequireShallowWater>
           <RequiredNumberOfAdjacentShallowWater>0</RequiredNumberOfAdjacentShallowWater>
           <AdjacentTilesRequireDeepWater>false</AdjacentTilesRequireDeepWater>
           <RequiredNumberOfAdjacentDeepWater>0</RequiredNumberOfAdjacentDeepWater>
 
It looks like Everest isn't set to appear on a Mountain. From what I can see in NaturalWondersLocations.xml

View attachment 612063

I think this section should be replaced as below:


Code:
<CoreTileCanBeAnyPlotType>false</CoreTileCanBeAnyPlotType>
           <CoreTileCanBeFlatland>false</CoreTileCanBeFlatland>
           <CoreTileCanBeHills>false</CoreTileCanBeHills>
           <CoreTileCanBeMountain>true</CoreTileCanBeMountain>
           <CoreTileCanBeOcean>false</CoreTileCanBeOcean>


The next section I think should look like:

Code:
<CoreTileCanBeAnyTerrainType>true</CoreTileCanBeAnyTerrainType>
           <CoreTileCanBeGrass>false</CoreTileCanBeGrass>
           <CoreTileCanBePlains>false</CoreTileCanBePlains>
           <CoreTileCanBeDesert>false</CoreTileCanBeDesert>
           <CoreTileCanBeTundra>false</CoreTileCanBeTundra>
           <CoreTileCanBeSnow>false</CoreTileCanBeSnow>
           <CoreTileCanBeShallowWater>false</CoreTileCanBeShallowWater>
           <CoreTileCanBeDeepWater>false</CoreTileCanBeDeepWater>

I would also recommend adjusting the required adjacent tile requirement to include 1 tundra, forcing it to be at least somewhat naturally located:

Code:
<AdjacentTilesCareAboutTerrainTypes>true</AdjacentTilesCareAboutTerrainTypes>

           <AdjacentTilesRequireGrass>false</AdjacentTilesRequireGrass>
           <RequiredNumberOfAdjacentGrass>0</RequiredNumberOfAdjacentGrass>
           <AdjacentTilesRequirePlains>false</AdjacentTilesRequirePlains>
           <RequiredNumberOfAdjacentPlains>0</RequiredNumberOfAdjacentPlains>
           <AdjacentTilesRequireDesert>false</AdjacentTilesRequireDesert>
           <RequiredNumberOfAdjacentDesert>0</RequiredNumberOfAdjacentDesert>
           <AdjacentTilesRequireTundra>true</AdjacentTilesRequireTundra>
           <RequiredNumberOfAdjacentTundra>1</RequiredNumberOfAdjacentTundra>
           <AdjacentTilesRequireSnow>false</AdjacentTilesRequireSnow>
           <RequiredNumberOfAdjacentSnow>0</RequiredNumberOfAdjacentSnow>
           <AdjacentTilesRequireShallowWater>false</AdjacentTilesRequireShallowWater>
           <RequiredNumberOfAdjacentShallowWater>0</RequiredNumberOfAdjacentShallowWater>
           <AdjacentTilesRequireDeepWater>false</AdjacentTilesRequireDeepWater>
           <RequiredNumberOfAdjacentDeepWater>0</RequiredNumberOfAdjacentDeepWater>
Thank you, but unfortunately you're a bit wrong. This section has no need of change because this line:
Code:
<TileChangesMethodNumber>9</TileChangesMethodNumber>
sends us to another NaturalWondersCustomMethods.lua file where there's this section:
Code:
-- Mt. Everest
        print("Everest_2")
        local pPlot = Map.GetPlot(x, y)
    
        pPlot:SetPlotType(ePlotFlat, false, false)
        pPlot:SetTerrainType(eTerrainMountain, false, false)
    
        local iNumMountains = 0

        for i, direction in ipairs(tDirectionTypes) do
            local pAdjacentPlot = Map.PlotDirection(x, y, direction)
        
            if pAdjacentPlot:GetPlotType() == ePlotMountain then
                iNumMountains = iNumMountains + 1
            end
        end

        for i, direction in ipairs(tDirectionTypes) do
            local pAdjacentPlot = Map.PlotDirection(x, y, direction)

            if (pAdjacentPlot:GetPlotType() == ePlotHill or pAdjacentPlot:GetPlotType() == ePlotFlat) and iNumMountains < 4 then
                pAdjacentPlot:SetPlotType(ePlotMountain, false, false)
                iNumMountains = iNumMountains + 1
            end
        
            if pAdjacentPlot:GetTerrainType() == eTerrainGrass then
                pAdjacentPlot:SetTerrainType(eTerrainTundra, false, false)
            end

            if pAdjacentPlot:GetTerrainType() == eTerrainDesert or pAdjacentPlot:GetTerrainType() == eTerrainPlains then
                pAdjacentPlot:SetTerrainType(eTerrainSnow, false, false)
            end
        end
This whole file changes terrain, plot, features and other elements for the most unique Natural Wonders.

Moreover, changing the required terrain to Mountain, makes it very difficult to control during spawning process. All NWs were tested and their spawn frequency should be more or less equalized (20-80% chance to spawn).

The other problem, why I set it to ePlotFlat is the fact that in strategic view its unique icon was covered by the the mountain icon. I wrote about it to VP makers, but they just ignored me. It's because all new NWs are PseudoNaturalWonders instead of regular NaturalWonders. This is the cost of current implementation.
 
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First things first as a Polynesia and Byzantium enjoyer loving the appearance rates of oceanside wonders now.
Been playing the light version after using the original for a very long time and i really think the light version is too much with certain starts. All it takes it spirit of the desert + mojan and your capital lead enables you waaaaaayy too much almost to the extent of not wanting to build anything else. Then witht he huge production boost snagging Karnak and going progress and spamming settlers becomes easy to not punish.
Idk I know there are good starts that cant always be accounted for but this makes good starts GODLIKE starts instead. Original gave me a sense of city planning and having more emphasis on placement.
That being said is the harder version updated like the light or is light the new way.
 
First things first as a Polynesia and Byzantium enjoyer loving the appearance rates of oceanside wonders now.
Been playing the light version after using the original for a very long time and i really think the light version is too much with certain starts. All it takes it spirit of the desert + mojan and your capital lead enables you waaaaaayy too much almost to the extent of not wanting to build anything else. Then witht he huge production boost snagging Karnak and going progress and spamming settlers becomes easy to not punish.
Idk I know there are good starts that cant always be accounted for but this makes good starts GODLIKE starts instead. Original gave me a sense of city planning and having more emphasis on placement.
That being said is the harder version updated like the light or is light the new way.
Before the patch - (haven't tried out the new one, game keeps crashing too often to the point that I'd call VP dead for me,) the best combo you could have was Nazca Lines and Wieliczka Salt Mine. From what it looks like, there's more balance issues than before?
 
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