POLL: What other mods besides Vox Populi do you use?

What other mods besides Vox Populi do you use?


  • Total voters
    65
Ok, I'm going to confess that I do use 1 mod that I'd consider a "cheat" mod, or a bit on the cheap side. It's the "Convenient Start" mod, and some of you may already use it. It lets initial settler move 4 spaces without terrain penalties on first turn of game. Also expands vision of surrounding area, usually enough to spot a ruin and sometimes a CS (although nothing triggers if a CS is nearby because they haven't placed their city yet on turn 1).

https://steamcommunity.com/sharedfiles/filedetails/?id=426714418
 
How do you feel about making the 5 scout units able to ignore borders (including submarines)? I feel like these units are owed it for the better of gameplay.
Spoiler Code :

Code:
UPDATE Units SET RivalTerritory = '1' WHERE Type = 'UNIT_BANDEIRANTES';
UPDATE Units SET RivalTerritory = '1' WHERE Type = 'UNIT_EXPLORER';
UPDATE Units SET RivalTerritory = '1' WHERE Type = 'UNIT_SCOUT';
UPDATE Units SET RivalTerritory = '1' WHERE Type = 'UNIT_SHOSHONE_PATHFINDER';
UPDATE Units SET RivalTerritory = '1' WHERE Type = 'UNIT_ZEPPELIN';
UPDATE Units SET RivalTerritory = '1' WHERE Type = 'UNIT_SUBMARINE';
UPDATE Units SET RivalTerritory = '1' WHERE Type = 'UNIT_NUCLEAR_SUBMARINE';
 
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How do you feel about making the 5 scout units able to ignore borders (including submarines)? I feel like these units are owed it for the better of gameplay.
]
Bad means cheeze strats where you annoy/interfere in AI land risk become important.
Especially if two AIs are at war.
If they don't unit stack like civilians I'm more ok with it then it would need to be turned into a civilian.
Remember vanilla where missionaries blocked, the stupid things you could do if you had a lot of faith?

I'd say, use some faith and walk a couple of missionaries in to recon instead of breaking the scout units.
 
How do you feel about making the 5 scout units able to ignore borders (including submarines)? I feel like these units are owed it for the better of gameplay.
Only if they can't capture/kill civilians.
[In fact, a lot of things would be easier if scout units were civilians uniys instead of military units ... except for barbarians, I don't want to need an escort for my scout.]
 
Well umm....
(9) Wonders Expanded (v 2.2)
4UC
Better Polynesian City Names (v 1)
Calypso's Colored Religious Icons (Basic) (v 4)
Calypso's Colored Religious Icons (Extended) (v 5)
Celtic City Names (v 2)
Enhanced Naval Warfare for Vox Populi (v 1.6.06)
Hunnic City List (v 1)
InfoAddict (v 22)
Iroquian City Names (v 1)
JFDLC (07) - JFD's Cultural Diversity (Core) (v 17)
Provincial Palace (v 3)
Quick Turns (v 10)
UI - Improved City View (Vox Populi EUI) (v 11)
Unique City-States (v 6)


where did you downloaded JFDLC (07) - JFD's Cultural Diversity (Core) (v 17) ?
 
Bad means cheeze strats where you annoy/interfere in AI land risk become important.
I'd say, use some faith and walk a couple of missionaries in to recon instead of breaking the scout units.
I agree, I don't like the aspect of "breaking" the scout units. However I consider it a small price to pay for the ability to scout unhindered at the moment. I don't ever use them for nefarious purposes. I don't see the AI doing so either.

The only issue with missionary units is that setting them to automatic causes them to spread religion rather than scout. I don't want to have to micromanage the scout units. I even use workers on automatic because I trust the AI to make reasonable decisions with the land.
 
way too many to type xd i use a lot of mods though.

here's a few main mods though

cultural diversity
civ names by policies
civic & reform
fortress borders
global warming
city states overseas territory
city states airbases
espionage reports
ui trade opportunities
promotions expansion pack/flags
really advanced setup
reforestation
ships no city capture
events & decisions
world congress reformation
city working distance

the rest are mostly buildings, units or small tweaks to get the game to play how i like
 
I always use R.E.D. mod


As for separate Mods: (tested thoroughly combined for stability in-game). I would argue that some of these should be included as base VP. Visual references are key to making good strategic decisions in-game. What is your opinion?
Code:
(game) Capture Great People for VP (v 1)
(game) Quick Turns (v 10)
(game) Tectonic Map Script (v 4)
(game) Trade Opportunities for VP (v 8)
(game) Visible Trade Units (v 1)
(ui) City Production (v 15)
(ui) City-States Leaders for VP (v 8)
(ui) Destination (v 4)
(ui) Enhanced Demographics (v 6)
(ui) Filters in Trade Route Overview (Vox Populi) (v 1)
(ui) Improved City View (Vox Populi EUI) (v 11)
(ui) Meaningful Colours (v 8)
(ui) National Wonder Splash Screens (v 10)
(ui) Promotion Flags EUI (v 1)
(ui) Religion Spread (Vox Populi) (v 1)
(ui) Show XP in Military Overview (v 2)
(ui) Small Resource Icons (v 4)
(ui) Summary Bar (v 1)
(ui) TopPanel Replace (EUI Only) (v 4)
(ui) Upgrade Tree (v 9)
(ui) Wonder Planner for VP (v 4)
(Z) Change VP Options (v 3)
As for CustomModOptions in Change VP Options:
Code:
/*UPDATE from
CustomModOptions*/
UPDATE CustomModOptions SET Value = '1' WHERE Name = 'AI_NO_ZERO_VALUE_TRADE_ITEMS';
UPDATE CustomModOptions SET Value = '1' WHERE Name = 'DIPLOMACY_AUTO_DENOUNCE';
UPDATE CustomModOptions SET Value = '1' WHERE Name = 'GLOBAL_CS_OVERSEAS_TERRITORY';
UPDATE CustomModOptions SET Value = '1' WHERE Name = 'GLOBAL_LOCAL_GENERALS';
UPDATE CustomModOptions SET Value = '1' WHERE Name = 'GLOBAL_NO_OCEAN_PLUNDERING';
UPDATE CustomModOptions SET Value = '1' WHERE Name = 'GLOBAL_RELIGIOUS_SETTLERS';
UPDATE CustomModOptions SET Value = '1' WHERE Name = 'GLOBAL_SUBS_UNDER_ICE_IMMUNITY';
UPDATE CustomModOptions SET Value = '1' WHERE Name = 'BUILDINGS_PRO_RATA_PURCHASE';
UPDATE CustomModOptions SET Value = '80' WHERE Name = 'BUILDINGS_PRO_RATA_PURCHASE_DEPRECIATION';
UPDATE CustomModOptions SET Value = '1' WHERE Name = 'GLOBAL_GRATEFUL_SETTLERS';
UPDATE CustomModOptions SET Value = '20' WHERE Name = 'GLOBAL_GRATEFUL_SETTLERS_PERCENT';
/*UPDATE from
Civilizations*/
UPDATE Civilizations SET AIPlayable = 'false' Where Type = 'CIVILIZATION_AUSTRIA';
UPDATE Civilizations SET AIPlayable = 'false' Where Type = 'CIVILIZATION_VENICE';
INSERT INTO Civilization_UnitClassOverrides (CivilizationType, UnitClassType, UnitType)
VALUES ('CIVILIZATION_BARBARIAN', 'UNITCLASS_ZEPPELIN', NULL);
/*UPDATE from
Units*/
UPDATE Units SET RivalTerritory = '1' WHERE Type = 'UNIT_BANDEIRANTES';
UPDATE Units SET RivalTerritory = '1' WHERE Type = 'UNIT_EXPLORER';
UPDATE Units SET RivalTerritory = '1' WHERE Type = 'UNIT_SCOUT';
UPDATE Units SET RivalTerritory = '1' WHERE Type = 'UNIT_SHOSHONE_PATHFINDER';
UPDATE Units SET RivalTerritory = '1' WHERE Type = 'UNIT_ZEPPELIN';
UPDATE Units SET RivalTerritory = '1' WHERE Type = 'UNIT_SUBMARINE';
UPDATE Units SET RivalTerritory = '1' WHERE Type = 'UNIT_NUCLEAR_SUBMARINE';
DELETE FROM UnitClasses WHERE Type = 'UNITCLASS_MECH';
DELETE FROM UnitClasses WHERE Type = 'UNITCLASS_XCOM_SQUAD';
DELETE FROM Resolutions WHERE Type = 'RESOLUTION_BAN_LUXURY_HAPPINESS';
/*SELECT from
GAME_SFX*/
INSERT INTO Audio_2DSounds (ScriptID, SoundID, SoundType, MaxVolume, MinVolume)
SELECT 'AS2D_SELECT_SETTLER', 'SND_SELECT_SETTLER', 'GAME_SFX', 0, 0 UNION ALL
SELECT 'AS2D_SELECT_WORKER', 'SND_SELECT_WORKER', 'GAME_SFX', 0, 0; UNION ALL
SELECT 'AS2D_IF_SELECT', 'SND_INTERFACE_SELECT', 'GAME_SFX', 0, 0;

Edit: changes to Code_1.sql

I don't like most of mods you quoted as I think that too many informations add confusion instead of help; better to leave players to choose what they need instead of put them in VP, also considering that Civ 5 keep memory of previous game chosen mods.
 
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I always use R.E.D. mod
I don't like most of mods you quoted as I think that too much informations add confusion instead of help; better to leave players to choose what they need instead of put them in VP, also considering that Civ 5 keep memory of previous game chosen mods.
Than why would most of these already be in the Magnus Mutatio mod pack?
https://forums.civfanatics.com/threads/vp-modpack-magnus-mutatio.639974/

Since it's painful to read, I'll add a spoiler and remove the SQL code.
 
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I always use R.E.D. mod




I don't like most of mods you quoted as I think that too many informations add confusion instead of help; better to leave players to choose what they need instead of put them in VP, also considering that Civ 5 keep memory of previous game chosen mods.
oh yeah +1 for R.E.D

and i agree they should be kept as mod-mods or optional.a couple of those look handy actually im gonna download a couple but the rest would just add clutter and as you say confusion
 
cries and runs screaming
 
Does anyone else use the option to reveal bonus resources(cows, fish, deer etc) from the start? I've been using it for so long I forgot that's not how it is by default.

Code:
UPDATE Resources SET TechReveal = NULL WHERE ResourceClassType = 'RESOURCECLASS_BONUS';
 
I just honestly don't enjoy trying to settle a city based on what might be there, only to find out there were four deer all exactly 1 tile outside of my workable borders.

And I can't say I see a balance argument for it so long as the players and AI are all on the same page.
 
I just honestly don't enjoy trying to settle a city based on what might be there, only to find out there were four deer all exactly 1 tile outside of my workable borders.

And I can't say I see a balance argument for it so long as the players and AI are all on the same page.
You could open a poll for this.
 
To what end? Haven't seen anyone else mention it, so I would assume it's considered fine by most people.
I wouldn't assume people are anti your position on a possible change idea just because it's not been conspicuously brought up.

Some have similar inertia and maybe the public discussion can lead to either wanted change or just confirmation it's okay as is.

Or maybe they just haven't considered it yet.

Leveraging the "Community" aspect of the CBP is why we have the level of polish that we do.
 
Or maybe they just haven't considered it yet.

I personally like current situation (without being a strong defender either). Revealing resources are one of my main point of interest when choosing early techs, and making them already revealed makes those techs much more boring. So for me, there is a balance to have between "having resources already revealed so that choosing city placement is more interesting" and "having resources revealed by techs so that choosing which tech to research is more interesting".
[And in fact, I kind of feel like some additional resources should be revealed in classical/medieval/renaissance. Like the "gun powder" of Civ 3. But that would screw up mapscripts, so that's probably a bad idea]
 
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