Quick Questions / Quick Answers

What I'd do here:

1. Prepare the terrain. Bring 3 workers to deploy roads and build some forts. Choose places for your cho-ku-nos, they must be protected by melee, and you'll need some fresh melee to replace them when they are injured. Have a good medic unit nearby. Have a couple of skirmishers to finish off retreating units.
2. Keep a horse or two guarding the rear.
3. Declare war as soon as the defenses are ready. If nobody knocks your door, go pillaging.

What I end up doing:

1. Move my unprepared army to their border, followed by one worker.
2. See if I can capture a civil unit and try to cover my weak units.
3. While producing siege units, have the worker deploy the road. No forts.
4. If I have to retreat, plant a citadel, and try to hold there.
5. Hide my workers because an enemy scout appears by the rear.
 
If I initiate hostilities, I’m not confident that I’ll be able to conquer the Zulu before they unlock Impi.
I see the situation this way. If you never have to fight the Zulu, you will probably win the game (because you already have a tech and culture lead).

If you lose this game, its probably because you have to fight impis without being ahead in technology.

I'd build up some Chu-Ko-Nu and attack now, assuming he has no relative defensive pacts. The ideal situation is you kill a few units and put him in an awkward situation in regards to his war with Carthage. He will probably get impis during the war. Keep fighting and just try to keep units alive while getting a few kills, and peace out whenever possible. You can fight impis for a few turns just fine, peace out, then get 10 more turns of peace for the treaty, and probably at least 10 more of peace while he prepares to reattack (if he intends to).

This should give you a pretty good amount of time to get to muskets and cuirassers. Once you get another layer of tech lead, the war should be easier. I also wouldn't take his cities, just maintain a defensive position. If you fight but you don't capture cities or take workers, he won't hate you. Its better to have neutral-ish relations so he prefers to fight other neighbors.
 
Hi, I installed the Vox Populi, but I see that I don't have Korea as available leader. Do you know what might be the cause? Korea is mentioned in the CP Wikia.

Also, in my current game I noticed that at some point my cost rushing buildings increased (!). I took some policies that would DEcrease cost of rushing buildings. As an example on the beginning of Modern Era the cost of rushing a Factory was 1060 gold. 10-20 turns later (same era, as I checked in the savegames) it jumped to 1200 (all buildings got more expensive). It isn't related to happiness, era is the same (it shouldn't matter anyway), I conquered 3 cities in the meantime, but they are all puppeted so far, so the "number of non-puppet cities" modifier should not apply neither. Does anyone know what can be the cause of purchase of buildings getting more expensive? What is the mechanics behind it? This is my second VP game, I don't remember similar issue in my first one.
 
Will AIs calm down after a while, when I conquer one/two capitals early (let's say in classical era)? Or do I have to face the consequences for the rest of the game?
 
Will AIs calm down after a while, when I conquer one/two capitals early (let's say in classical era)? Or do I have to face the consequences for the rest of the game?
Holding capitals have a permanent malus. Having a lot of your cities being formerly of your neighbours, I think gives a bad opinion to peaceful civs.
 
I did check the requirements and even bought additional DLCs on Steam to have everything in order, so I don't think it's that.

Regarding the rising purchase prices I did some tests on savegames and found out that they increased immediately after conquering a city, went down again for a while, but then increased again. Anybody any clues?
 
Holding capitals have a permanent malus. Having a lot of your cities being formerly of your neighbours, I think gives a bad opinion to peaceful civs.
So domination will inevitably result in permanent fighting on multiple fronts?
 
Holding capitals have a permanent malus. Having a lot of your cities being formerly of your neighbours, I think gives a bad opinion to peaceful civs.
How does that work? Does that show up as warmongering, or something else?
 
How does that work? Does that show up as warmongering, or something else?
First, capturing a capital gives a lot of warmonger penalty.
Second, controling capital make you "near from a victory", and give you negative modifier that are usualy secret. I think the name "your behavior infuirate them" or anything vague like that refer to "you are winning".
 
What is the idea behind barracks giving +2:c5science:? From what I remember it was not present in vanilla.
This makes them somehow equally to Library but with smaller cost and available a few techs earlier.
 
What is the idea behind barracks giving +2:c5science:? From what I remember it was not present in vanilla.
This makes them somehow equally to Library but with smaller cost and available a few techs earlier.

The big thing that the library gives you is a scientist specialist slot. Other than that, well, you end up wanting both these buildings in every city as soon as you can spare the hammers. The barracks will be slightly higher priority but that's more or less according to design - you almost always want most ancient infrastructure in place before starting on classical infrastructure etc.
 
What is the idea behind barracks giving +2:c5science:? From what I remember it was not present in vanilla.
This makes them somehow equally to Library but with smaller cost and available a few techs earlier.

Welcome to the mod!

One goal of the VP is to remove no-brainer strategies. In vanilla, getting ahead in science was the way to win. Here the thing is more controled. Not only being ahead is not so important, but there's plenty of options to get science. You don't need to focus on science to keep your civ in line. Policies play a big part in maintaining your research, military buildings also offer a good chunk of science. Because the small tech lead is what warmongers look for. They will pay this advantage with unhappiness and lose of production. There's also some science in some resources and monopolies.

Now, barracks gives science, libraries gives the same but with an additional scientist slot. If you have big population, and happiness, (i.e. settling tall) library gives more science and it's better for your progress, but barracks is a better building overall.
 
Hello everyone ;).

I am a great fan of the mod, really nice work there :).

I have a quiestion regarding my current game - is negative income affecting AI units? (are they forced to disband?)
In my game there is Rome next to me, which happened to stop developing itself due to around -120 income (well, not really income :p, so Rome has only 9 techs and is unable to research anything further). First thing that comes to mind? Easy target, time for some blitzkrieg ;). There are some units, so I advance my forces to eventually grab all of his cities - few turns pass, I am slowly finishing his units, then like 4 to 5 perfectly healthy ones march my way - is it supposed to be like this?

I noticed that I get a message, that having below -5 GPT may force my units to disband (or something similar) - shouldn't Rome army like disappear in few turns? He is stuck in this -120 GPT situation for at least 50 turns, yet army seems to be unaffected.

I am using other mods (really advanced startup - to disable few civs, and the mod that switches fast movement on and off), is this a bug, or maybe should I reinstall? This happened on 6-12 version. Any insights would be appreciated :).
 
Hello everyone ;).

I am a great fan of the mod, really nice work there :).

I have a quiestion regarding my current game - is negative income affecting AI units? (are they forced to disband?)
In my game there is Rome next to me, which happened to stop developing itself due to around -120 income (well, not really income :p, so Rome has only 9 techs and is unable to research anything further). First thing that comes to mind? Easy target, time for some blitzkrieg ;). There are some units, so I advance my forces to eventually grab all of his cities - few turns pass, I am slowly finishing his units, then like 4 to 5 perfectly healthy ones march my way - is it supposed to be like this?

I noticed that I get a message, that having below -5 GPT may force my units to disband (or something similar) - shouldn't Rome army like disappear in few turns? He is stuck in this -120 GPT situation for at least 50 turns, yet army seems to be unaffected.

I am using other mods (really advanced startup - to disable few civs, and the mod that switches fast movement on and off), is this a bug, or maybe should I reinstall? This happened on 6-12 version. Any insights would be appreciated :).

It is a cycle:
Negative gold -> No science -> No tech -> No new building + low army strength -> "We should build more units" -> Negative gold

This problem is known to occur sometimes at low difficulty, but if you have the logs of your game, posting a bug report on Github (https://github.com/LoneGazebo/Community-Patch-DLL/issues) would help to debug the AI.
 
It is a cycle:
Negative gold -> No science -> No tech -> No new building + low army strength -> "We should build more units" -> Negative gold

This problem is known to occur sometimes at low difficulty, but if you have the logs of your game, posting a bug report on Github (https://github.com/LoneGazebo/Community-Patch-DLL/issues) would help to debug the AI.

Thanks for the reply, sadly logging was not enabled and in the meantime I switched to newest 13-12 version and started new game, but next week I will revert back and gather the logs from this save game :). Also it happened on King difficulty. Thanks again!
 
Would there be a reason why my friendly declared friend and defensive ally Austria can give me open borders, but I can't give it to them? Friendly Indonesia, although we're not as tightly allied, is in the same boat. I don't think either of them are being deceptive as my military is very strong.

edit: I do have the tech, and everyone has embassies etc. Just that if I try to give either of them open borders as a gift, just to make it mutual, they say it's impossible. Mutual open borders are working between me and other civs.
 
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