Quick Questions / Quick Answers

should never happen, there are explicit checks against it within all the channels used by VP - so either it's an edge case I've missed, or it's a mod forcing things where it shouldn't.
G

I got a notification every single turn a few games ago. It was informing me that the Netherlands had declared war on my vassal. I was Japan in the new beta, and this was the version with the Hero Worship double yield bug. I never went to war with the Netherlands, but somehow a notification that they had declared war against my vassal generated every turn. They didn't seem to be fighting, but EUI definitely flagged their statuses as "at war."

I meant to report this when I first encountered it.
 
I'm getting notifications of Pledge of Protection warnings from City States BUT also getting other notifications that the requirements are fulfilled and the Pledge is safe again, every turn even though I haven't done anything to fulfill the requirement. Does anyone else have this problem? Will report when I can get screenshots.
 
Where is all the paper gone? Didn't it come from chanceries? Now only wonders seem to grant me paper : I have 3 (industrial era), one from printing press, one from scrivener's office, and one that I don't know where it comes from. Meanwhile Siam and England are spamming envoys... I don't see paper given anywhere in the policies, so where is the paper gone? And where does the IA get it?
 
Where is all the paper gone? Didn't it come from chanceries? Now only wonders seem to grant me paper : I have 3 (industrial era), one from printing press, one from scrivener's office, and one that I don't know where it comes from. Meanwhile Siam and England are spamming envoys... I don't see paper given anywhere in the policies, so where is the paper gone? And where does the IA get it?
Great diplomat give paper when expanded.
 
If this isn't "Quick", please let me know where may be more appropriate a location for this one...

One of my new or updated CIV Custom Civilization mods is making my UI for the meeting a CIV or Talking to a CIV break/disappear. There is clearly an issue with a "SomethingMoodSomething" value being called, but not existing (I failed to save a log!) .

In troubleshooting, between each step of trying to see what mod is causing my issue, I am deleting the entire contents of my Cache folder and the contents of my ModUserData folder.

What I am curious about is that I am seeing mods listed as available at the Mods menu when starting CIV that I am sure are not in my Mods folder at all anymore. What does CIV use to build that list from that I am not nuking with the steps above? -additional revelation as I typed this: Perhaps my Mods folder online (OneDrive) still has some of the older/recently deleted Mod folders that are getting read as available?
 
If this isn't "Quick", please let me know where may be more appropriate a location for this one...

One of my new or updated CIV Custom Civilization mods is making my UI for the meeting a CIV or Talking to a CIV break/disappear. There is clearly an issue with a "SomethingMoodSomething" value being called, but not existing (I failed to save a log!) .

In troubleshooting, between each step of trying to see what mod is causing my issue, I am deleting the entire contents of my Cache folder and the contents of my ModUserData folder.

What I am curious about is that I am seeing mods listed as available at the Mods menu when starting CIV that I am sure are not in my Mods folder at all anymore. What does CIV use to build that list from that I am not nuking with the steps above? -additional revelation as I typed this: Perhaps my Mods folder online (OneDrive) still has some of the older/recently deleted Mod folders that are getting read as available?
Have you checked your steam subscriptions?
When I debug my mods, I play offline to make sure steam doesn't meddle with my stuff by updating my mod folder.
 
How can i disable VPs happiness system? I tried editing the "Sid Meier's Civilization 5\MODS\(2) Community Balance Overhaul (v 13)\Modular Elements" files, I even tried deleting them alltogether and it makes no difference whatsoever: I restart the game, found a city and the happiness tab is all there with the same numbers. I love pretty much everything else about the mod but this one aspect is just entirely unfun to me and since its called "modular elements" I'd like to get rid of it. Help would be appreciated.
 
How can i disable VPs happiness system? I tried editing the "Sid Meier's Civilization 5\MODS\(2) Community Balance Overhaul (v 13)\Modular Elements" files, I even tried deleting them alltogether and it makes no difference whatsoever: I restart the game, found a city and the happiness tab is all there with the same numbers. I love pretty much everything else about the mod but this one aspect is just entirely unfun to me and since its called "modular elements" I'd like to get rid of it. Help would be appreciated.
Happiness cannot be disabled. (I don't know exactly why it is in modular elements. Probably because it can be personnalised a lot).

If you wish to make happiness significantly easier to handle, I can point you to the files you need to modify. (Please specify which version you're using, the last version being the official version of february, and the beta version of march)

Lastly, if happiness is really a deal-breaker for you, I suggest you:
1) To play with "community patch only", which include only the AI changes, and very few gameplay changes.
2) Give it a new chance in one month or two, as happiness is currently being reformed (in the last beta), and might still change a lot.
 
Well files I got are named from "VP_2019-02-17", not sure what exact version that is, february it seems. And yeah I'd appreciate a tip on wich numbers i could tweak.

I know I can simply disable the bigger part of vp and use community patch only but vp still has a lot of cool stuff in it, like growing villages on trade routes, corporations, monopolies, I really like rebalanced cultural trees, diplomacy, stuff like that.
 
Well files I got are named from "VP_2019-02-17", not sure what exact version that is, february it seems. And yeah I'd appreciate a tip on wich numbers i could tweak.

I know I can simply disable the bigger part of vp and use community patch only but vp still has a lot of cool stuff in it, like growing villages on trade routes, corporations, monopolies, I really like rebalanced cultural trees, diplomacy, stuff like that.

Assuming you are on the February version installed by the auto-installer software:
+ In MODS/(2) CBO/Modular Elements/CityHappiness.sql, search for "BALANCE_UNHAPPY_CITY_BASE_VALUE", you should find 4 of them (BOREDOM, ILLITERACY, DISORDER and POVERTY). You want to increase the value associated (100 per default). I suggest starting with 200, if you want it to be easier or 1000 if you want to nuke it.

Assuming you are on a modpack of the February version:
+You have to do this operation twice, once in "VP_2019-02-17/Mods/(2) CBO/Modular Elements/CityHappiness.sql" and once in "VP_2019-02-17/Override/CIV5Units.xml"

I didn't tested it, so maybe it doesn't nuke all the unhappiness, don't hesitate to ask again if that didn't work. (If that make the unhappiness worse, that means the comments I use are outdated, and you had to put values smaller instead of greater...)

All those modifications should be savegame compatible, so you should be able to continue previous games. Note that the change of happiness might be delayed to the next population growth of each city.
 
Thanks for the write-up, also would never think to search in a unit file, of all places. And I'm using a modpack version yeah. But unfortunately it changes exactly nothing, I tried 1000 and -1000 in both files, restarted, waited for a new pop to jump out and it all stays the same.
 
What proposals do vassals have to vote for? I know they have to vote for host and diplomatic victory but what about UN and world ideology?
 
What proposals do vassals have to vote for? I know they have to vote for host and diplomatic victory but what about UN and world ideology?
Vassals are forced to adopt the ideology of their master, so if they have an ideology they'll certainly be in favor of voting for the same one you're proposing for yourself; if they don't have an ideology yet, I'm not so sure.
Vassals are not obliged to vote on anything but host and global hegemony, though, so it's all about incentives and there is no explicit incentive for them to vote for UN just because they're your vassal.
 
Back
Top Bottom