Quick Questions / Quick Answers

How does the Rome UA work? How do I conquer a city-state to get the benefits without taking the city normally?
 
You do conquer it normally. It then gives culture/science/food/etc. like it was your ally, in addition to being one of your cities.

It used to allows you to bully them into submission, but not anymore.
 
You do conquer it normally. It then gives culture/science/food/etc. like it was your ally, in addition to being one of your cities.

It used to allows you to bully them into submission, but not anymore.

Does other stuff (buildings, policies etc.) that provide yields for CS allies get boosted by conquered CS? For example chancery gives production for each CS ally, do I get this bonus for conquered CS?
 
Do dynamic yields from puppet cities get %80 malus?
If by "dynamic", you mean instant yields (ex : science on new pop from council), then those yields are never affected by city percentage modifiers of any sort. Since the puppet malus is a percent modifier, it does not change those yields.
 
What settings change the choice of civic policies and branches? If I want the AI to be able to choose policies in different branches (as it did in the original version of the game), what lines of code should I change and how?
 
According to Indonesia UA description, all %-based monopolies stronger by 5%, so 10% normally to 15% indonesian. I have coffe and nutmeg monopoly and 25% production boost. Why not 30% ? Am i misunderstood something?
 

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Hi everyone, thanks for the incredible mod. Most fun I've ever had in Civilization. I'm using the VP Only modpack with EUI: 4.21_VP-EUI.zip

I can't find the Communitas map in the options when I try to make a game. I've verified that the map script (Communitu_79a.lua) is inside the Vox Populi mod folder (just the way it comes, as it's a modpack).

What's going on? Thanks!
 
Are embassies continue provide +1 delegate when city-state captured by large civ? In other words is there any sense to build embassy if you plan to conquer city-state or fear that it fall to another civ?
 
Does other stuff (buildings, policies etc.) that provide yields for CS allies get boosted by conquered CS? For example chancery gives production for each CS ally, do I get this bonus for conquered CS?

I can expand question a bit. What about congress delegates from city-states, captured by Rome? City-states stop increasing their yields in renaissance ( or industrial? ) era. Anyway their yields bonuses pretty pointless in late game comparing with what captured city can do. Only reason to save him live is extra delegates.
 
@ApolloCiv5 glad you're having fun.
If you look at that modpack thread there is an FAQ. One of the sections is about using custom mapscripts, you have to move some files around.
Hi, I followed the instructions and it worked wonderfully for the Communitas map. What I found quite odd was that when I copied all the map scripts over and launched the game, I had duplicates of many maps such as "Lakes/X/Whatever for VP" etc. In fact, I already had many VP maps. What's going on? I guess some maps are imported and some aren't? Because I don't see the "For VP" maps in the default map folder without copying any, yet they always showed up without doing any manual map script importing.

Edit: I see that some of the official DLC maps are included in the modpack, which explains some of the duplicates, but not the VP duplicates.

Edit2: No need to reply to me unless you know what's going on, for curiosity's sake. I will check which maps aren't duplicated and only copy those over. Weird, but solvable on my end.

The files that actually need to be copied over (apologies if this is incorrect): Communitas, four corners, highlands, inland sea, lakes, north v south, ring, terra, west v east.
 
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Hello

How can I delete the cache ? I read it’s important to avoid bugs when switching to a new version, yet I’m not sure I’m doing it correctly.
Thanks !
 
Hi, I followed the instructions and it worked wonderfully for the Communitas map. What I found quite odd was that when I copied all the map scripts over and launched the game, I had duplicates of many maps such as "Lakes/X/Whatever for VP" etc. In fact, I already had many VP maps. What's going on? I guess some maps are imported and some aren't? Because I don't see the "For VP" maps in the default map folder without copying any, yet they always showed up without doing any manual map script importing.

Edit: I see that some of the official DLC maps are included in the modpack, which explains some of the duplicates, but not the VP duplicates.

Edit2: No need to reply to me unless you know what's going on, for curiosity's sake. I will check which maps aren't duplicated and only copy those over. Weird, but solvable on my end.

The files that actually need to be copied over (apologies if this is incorrect): Communitas, four corners, highlands, inland sea, lakes, north v south, ring, terra, west v east.
Hi,

If I remember well only the maps that are inside Sid Meier's Civilization V\Assets\Maps can be used in Multiplayer, but I think it creates duplicates when you want to play alone !
 
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@Remito delete the folder at My Games/Sid Meier's Civilization 5/cache
you then have to reactivate mods.
if you run the VP installer it clears the cache for you, so this is just if you switch to a new version with manual changes etc.

For example chancery gives production for each CS ally, do I get this bonus for conquered CS?
No I don't believe so.

What about congress delegates from city-states, captured by Rome?
Also no afaik.
 
What is the difference between a Citadel and Mongolian Ordo?
Citadel is just a defensive structure that also provide a bit of science and grabs some land around.
Ordo (no science but you get the land grab) is a mobile heaven, every unit who lands here get ALL its move back to full AND you can do this several times.
This mean you can stand far away, move to the ordo with a skirmisher, attack opponent, move back to the ordo and far back again.
As Mongols have free logistics on skirmishers this quickly becomes very silly if the terrain allows it.
It is however a mechanic too advanced for the AI.
 
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