Quick Questions / Quick Answers

I added 3 flat copies of Salt using dummy building. Copies are granted. They count towards monopoly (3 of 6 so 50%), but I cannot trade them. Bug?
Code:
INSERT INTO BuildingClasses
            (Type,                            Description,                    DefaultBuilding)
VALUES        ('BUILDINGCLASS_SALAR_DUMMY',    'TXT_KEY_BUILDING_SALAR_DUMMY',    'BUILDING_SALAR_DUMMY');

INSERT INTO Buildings
            (Type,                     BuildingClass,                    Description,                        PrereqTech, Cost, FaithCost, GreatWorkCount , NukeImmune, ConquestProb)
VALUES        ('BUILDING_SALAR_DUMMY', 'BUILDINGCLASS_SALAR_DUMMY',    'TXT_KEY_BUILDING_SALAR_DUMMY',        NULL,       -1,   -1,        -1,              1,          0);

INSERT INTO Language_en_US
            (Tag,                                Text)
VALUES        ('TXT_KEY_BUILDING_SALAR_DUMMY',    'Salar de Uyuni');

INSERT INTO Building_ResourceQuantity
            (BuildingType,                ResourceType,        Quantity)
VALUES        ('BUILDING_SALAR_DUMMY',    'RESOURCE_SALT',    3);
Building is constructed via lua in capital.
 
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Can someone explain how Egypt managed to get this much production into the United Nations in one turn? There was only one turn for it to finish but Egypt somehow put 10000 production into it. As you can see in the demographics, America is number one in production, I am number 2, so its not like Egypt exceeds me in base production. I'm guessing Egypt's bonus production for wonders applies here, but I still can't tell how this adds up to this much more production. I don't mind that I didnt get it, Im just curious how Egypt did this. View attachment 555175 View attachment 555176
Changing era gives a lot of one-shot production (and other yield) bonus to AI. Maybe this is the reason.
 
Hello Everyone,

Long time Civ/Alpha Centauri player, was ready to give up on the series after the launch of BE & Civ6 a few years ago but eventually found out about VP from the Civ Subreddit and it had completely rekindled my interest in the game.

My friend and I have been playing this at night in large 2 player + AI games using the following MOD pack we found that seemed to work for both of our computers:

https://forums.civfanatics.com/threads/dlc-modpack-repository.609278/page-38#post-15467843

Since we have only gotten back into things from around mid-April or so, we are very out of touch with all the developments over the past few years and are slowly picking up some of the intricacies of the game mechanics. I was wondering if people could help clarify a few things that we have noticed in our games so far as it applies to VoxPopuli's mechanics and the specific mods that came in the pack I linked. These are probably very noobish questions but if you point me down the right path, I will be glad to read up.

(Note: So far all of our games are on King with both of us playing at Standard speed on a large Map)

1. AI Naval Attacks on ungarrisoned cities extremely powerful

We've noticed this in several games, but I can't help but feel that when the AI conducts melee naval attacks on undefended cities, it does significantly more damage than human players are capable of. I am aware of the many bonuses that the AI receives with difficulty level, but I am not worried about fairness, just wanted to know what I should prepare for. My friend and I have often been surprised when a trireme or longboat suddenly appears next to a city and hits it for 130 or so damage. Sometimes we are taking a calculated risk, leaving a city undefended for a turn only to see a naval melee unit capture it from around 50% health. I am just having a hard time wrapping my head around this as I have never been able to achieve the same thing when attacking an AI city. I do notice my own damage going up when I attack ungarrisoned cities with units but never anywhere close to this level of damage. Any thoughts or explanations on why this is?

2. Carthage glitched?

I have been playing a fun solo game as Korea recently, building up my 4 city empire of science and culture next to a rabidly expansionist Carthage. When reading the updated Civopedia on Carthage, I noticed that all mention of their original Civ5 ability (mountainwalk, but take 50% damage if ending turn in mountain tiles) had been erased, so I assumed that they no longer had this UA, just the free lighthouses. So I was extremely surprised when I watched wave after wave of Carthaginian Heavy Skirmishers and Canons climbing the mountains I had strategically planned to protect myself with after they decided to go to war with me. Not only were they climbing them, they were ending their turns there, surrounding my city while taking absolutely no damage! You could say that this made my defense many times harder than it should have been. Did I miss something (UA? Does a special event restore their mountain walk? A special wonder that allows mountainwalk?) or is this just a mod compatibility issue?

3. "Build to" Road Command never works when going towards CS

Now I often had a version of this issue in base Civ5, where my workers building roads to a CS would have issues finishing the last few tiles because of units blocking them or various issues. Not a problem. However in VP I have noticed that this command often fails immediately when I give it to my workers, meaning they wont even try to build the road toward the city state unless I force them to build it tile by tile. Same error occurs even when I target a tile right outside the CS borders, trying to get as close as I can before I do tile by tile commands. Any tips for avoiding this issue?

4. Advice for better understanding movement penalties for all units & line of sight for ranged units?

I am familiar with the basics of these concepts from original Civ 5 and I know that they haven't changed much from the base game. However I will admit that since base Civ5 combat was never much of a challenge on King/Emperor, I didn't spend much time mastering these techniques. Screwing up a move or 3 never hurt you too badly. But now, wading through the veritable "sheets" of enemy combatants in VP, sometimes a missed move can deprive you of the ability to direct canonfire at a key unit or suddenly expose you to ranged attacks from 4 skirmishers that you didn't think could reach the unit but somehow pop in to kill it. (Love how many "move after firing" types of units have been added to the game, greatly increases strategic depth) Sometimes I notice things that seem "unfair", like a Spanish knight somehow crossing a river, killing my cannon tucked between 2 knights and having movement left to return to the other side, when my knights lose all movement crossing a river to chase it next turn) but I am pretty sure I am just misunderstanding something. Surely not every AI cavalry has Parthian tactics and mobility +2, right!? Reading the rules for Mvmt/LOS and mousing over the individual map tiles helps, but getting the info on a specific tile often requires holding the mouse on it for 3 or 4 seconds and is a painfully tedious process. Are there any mods/settings/tips you can offer to help to get this information more quickly or in a "visible" manner so that I can work on improving my strategy or gameplay?

Thank you all for your help!
 
1. AI Naval Attacks on ungarrisoned cities extremely powerful
Melee Naval units are very powerful indeed and there is an ongoing discussion about them and their potency against cities especially ironclads and destroyers since both start with a +33% bonus VS cities .... But AFAIK it has nothing to do with the AI ... It works the same in human hands too.

2. Carthage glitched?

I'm not sure of what game settings are you using but there are leader specific events for every civ that grants stuff like this and carthage do get their crossing mountains ability from events, Spain's cavalry get bonus to healing and bonus in friendly lands, germany gets woodsman promotion and so on ..... If you don't like these things you can turn civ specific events before starting the game.


3. "Build to" Road Command never works when going towards CS

It happens randomly but automating workers seem to build roads to near by city states if they give you a quest for building roads.

4. Advice for better understanding movement penalties for all units & line of sight for ranged units?
Amphibious, woodsman and hill tactics*from Mt. Kaliminjaro* make predicting moves really tricky but there is a mod called Flag promotions shows the promotions above units so you don't have to check every single unit manually .... It's one of the these mods you would not know what you are missing until you try it and it's just a UI mod.
 
@SuperNoobCamper , regarding #4, @descentfighter is using a (very old) MP modpack. I think flag promo mod is not polished included in it.

@descentfighter , you can try a newer MP modpack (never tried it myself, but people here say that creating your own is quite easy), including the flag promotions mod (link in the Mods compatibility thread), which displays promotions above all units, so you can see, for example, if the AI unit has an amphibious promotion which allows it to cross rivers without movement penalties. As @SuperNoobCamper said, AI units do not have any direct combat bonuses (they get more exp = promos on higher difficulties). Movement and sight work the same as in the base game (modified only by promotions).

Edit: It seems that newer MP modpacks are less stable, if you update or build your own from the newest beta, you may go back to your June 2019 version.
 
Say I have a save game, from the April patch, installed using the mod installer. Now, if I create a modpack of the April patch, will the same savegame be playable with the modpack?

(VP with EUI is the only mod I'm talking about here.)
 
Say I have a save game, from the April patch, installed using the mod installer. Now, if I create a modpack of the April patch, will the same savegame be playable with the modpack?

(VP with EUI is the only mod I'm talking about here.)
Nope. The save won't load without the mods being active.
 
@descentfighter XP gains are bugged in the current version. Because the AI has a % bonus to XP gained (100% on Deity), it's gaining way more XP on its units than it should. That's why they're so powerful.
 
@descentfighter XP gains are bugged in the current version. Because the AI has a % bonus to XP gained (100% on Deity), it's gaining way more XP on its units than it should. That's why they're so powerful.
He played on a modpack from last year, not the current beta.
 
Oh, my bad. Ignore the above, then. :)
 
@descentfighter XP gains are bugged in the current version. Because the AI has a % bonus to XP gained (100% on Deity), it's gaining way more XP on its units than it should. That's why they're so powerful.
I had some problem with XP given to player units (not know about AI) by dummy with Building_DomainXPGlobal table. I have steady number of dummies with 3XP each, but XP nmber given arises turn by turn to silly values f.e. should be 18XP I get 70XP. Can this be related? Number of dummies is updated each time trade unit chnages its state. Code sets correct number of dummies, but XP is going crazy. This table was earlier used by Brandenburg Gate only. Do you have any idea what is going on?

Here's the lua code:
Code:
if bHasZimbabwe then
        if ePlayer == eZimbabweOwner then
            local pPlayer = Players[ePlayer]
            local pUnit = pPlayer:GetUnitByID(iUnit)
            if pUnit == nil then return end    
       
            local iUnitClass = pUnit:GetUnitClassType()
            print("Unit action just changed")
            if iUnitClass ~= eUnitClassCargo and iUnitClass ~= eUnitClassCaravan then return end
            print("Zimbabwe - trade unit action changed")
            local iActiveTradeRoutes = 0

            for _, player in ipairs(Players) do
                print("Zimbabwe - player: ", player:GetName())
                if player:IsAlive() then
                    print("Zimbabwe - player is alive")
                    for city in player:Cities() do
                        print("Zimbabwe - city: ", city:GetName())
                        if city:IsHasBuilding(eZimbabwe) then
                            print("Zimbabwe - city has Zimbabwe")
                            for _, trader in ipairs(Players) do
                                if not trader:IsEverAlive() then break end
                                print("Zimbabwe - trader is alive")
                                for _, tradeRoute in ipairs(trader:GetTradeRoutes()) do
                                    print("Zimbabwe - tr id", tradeRoute.FromID, tradeRoute.ToID, tradeRoute.TurnsLeft)
                                    if tradeRoute.FromID == ePlayer then
                                        print("Zimbabwe - tr analyse", tradeRoute.FromID)                                  
                                        iActiveTradeRoutes = iActiveTradeRoutes + 1
                                        print("Zimbabwe - tr analyse", iActiveTradeRoutes)
                                    end
                                end
                            end

                            city:SetNumRealBuilding(eZimbabweDummy, iActiveTradeRoutes)
                            print("Zimbabwe - found", iActiveTradeRoutes, "active trade routes and set those dummies in", city:GetName())
                            return
                        end
                    end
                end
            end
        end
    end

And the dummy:
Code:
INSERT INTO BuildingClasses
            (Type,                        Description,                DefaultBuilding)
SELECT        'BUILDINGCLASS_'||WType,    'TXT_KEY_BUILDING_'||WType, 'BUILDING_'||WType
FROM MWfVPConfig WHERE WActive = 2;

INSERT INTO Buildings
            (Type,               BuildingClass,           Description,                    PrereqTech, Cost, FaithCost, GreatWorkCount , NukeImmune, ConquestProb)
SELECT        'BUILDING_'||WType, 'BUILDINGCLASS_'||WType, 'TXT_KEY_BUILDING_'||WType,    NULL,       -1,   -1,        -1,              1,          0
FROM MWfVPConfig WHERE WActive = 2;

INSERT INTO Language_en_US
            (Tag,                        Text)
SELECT        'TXT_KEY_BUILDING_'||WType, WDummy
FROM MWfVPConfig WHERE WActive = 2;
As you can see I did step by step printing to check the stuff, but it looks like the source is outside.
 
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I had some problem with XP given to player units (not know about AI) by dummy with Building_DomainXPGlobal table. I have steady number of dummies with 3XP each, but XP nmber given arises turn by turn to silly values f.e. should be 18XP I get 70XP. Can this be related? Number of dummies is updated each time trade unit chnages its state. Code sets correct number of dummies, but XP is going crazy. This table was earlier used by Brandenburg Gate only. Do you have any idea what is going on?

Here's the lua code:
Code:
if bHasZimbabwe then
        if ePlayer == eZimbabweOwner then
            local pPlayer = Players[ePlayer]
            local pUnit = pPlayer:GetUnitByID(iUnit)
            if pUnit == nil then return end   
      
            local iUnitClass = pUnit:GetUnitClassType()
            print("Unit action just changed")
            if iUnitClass ~= eUnitClassCargo and iUnitClass ~= eUnitClassCaravan then return end
            print("Zimbabwe - trade unit action changed")
            local iActiveTradeRoutes = 0

            for _, player in ipairs(Players) do
                print("Zimbabwe - player: ", player:GetName())
                if player:IsAlive() then
                    print("Zimbabwe - player is alive")
                    for city in player:Cities() do
                        print("Zimbabwe - city: ", city:GetName())
                        if city:IsHasBuilding(eZimbabwe) then
                            print("Zimbabwe - city has Zimbabwe")
                            for _, trader in ipairs(Players) do
                                if not trader:IsEverAlive() then break end
                                print("Zimbabwe - trader is alive")
                                for _, tradeRoute in ipairs(trader:GetTradeRoutes()) do
                                    print("Zimbabwe - tr id", tradeRoute.FromID, tradeRoute.ToID, tradeRoute.TurnsLeft)
                                    if tradeRoute.FromID == ePlayer then
                                        print("Zimbabwe - tr analyse", tradeRoute.FromID)                                 
                                        iActiveTradeRoutes = iActiveTradeRoutes + 1
                                        print("Zimbabwe - tr analyse", iActiveTradeRoutes)
                                    end
                                end
                            end

                            city:SetNumRealBuilding(eZimbabweDummy, iActiveTradeRoutes)
                            print("Zimbabwe - found", iActiveTradeRoutes, "active trade routes and set those dummies in", city:GetName())
                            return
                        end
                    end
                end
            end
        end
    end

And the dummy:
Code:
INSERT INTO BuildingClasses
            (Type,                        Description,                DefaultBuilding)
SELECT        'BUILDINGCLASS_'||WType,    'TXT_KEY_BUILDING_'||WType, 'BUILDING_'||WType
FROM MWfVPConfig WHERE WActive = 2;

INSERT INTO Buildings
            (Type,               BuildingClass,           Description,                    PrereqTech, Cost, FaithCost, GreatWorkCount , NukeImmune, ConquestProb)
SELECT        'BUILDING_'||WType, 'BUILDINGCLASS_'||WType, 'TXT_KEY_BUILDING_'||WType,    NULL,       -1,   -1,        -1,              1,          0
FROM MWfVPConfig WHERE WActive = 2;

INSERT INTO Language_en_US
            (Tag,                        Text)
SELECT        'TXT_KEY_BUILDING_'||WType, WDummy
FROM MWfVPConfig WHERE WActive = 2;
As you can see I did step by step printing to check the stuff, but it looks like the source is outside.

I don't know why, no. Try asking on github. :)
 
I've noticed in recent patches I can no longer trade or give away cities? The AI never accepts cities anymore, even if I'm giving them for free. Was there also a way to return cities after conquest during a peace deal ? A little confused at the moment with city trading mechanics.
 
I've noticed in recent patches I can no longer trade or give away cities? The AI never accepts cities anymore, even if I'm giving them for free. Was there also a way to return cities after conquest during a peace deal ? A little confused at the moment with city trading mechanics.
They must not be damaged, they have to have 100% health.
 
I have noticed that it is now possible to station inquisitors in rival cities and city states. Do they also reduce the effectivity of the rival missionaries / prophets? Should I put an inquisitor into every allied city state (in order to slow down the decline of my influence over them by shared religion)?
 
They must not be damaged, they have to have 100% health.
They are though. For example, I can't even trade a city to my vassal that I conquered from him. Full HP, the city shows up on the trade menu, I just get the "impossible" trade value from the AI.
 
2. Carthage glitched?

I have been playing a fun solo game as Korea recently, building up my 4 city empire of science and culture next to a rabidly expansionist Carthage. When reading the updated Civopedia on Carthage, I noticed that all mention of their original Civ5 ability (mountainwalk, but take 50% damage if ending turn in mountain tiles) had been erased, so I assumed that they no longer had this UA, just the free lighthouses. So I was extremely surprised when I watched wave after wave of Carthaginian Heavy Skirmishers and Canons climbing the mountains I had strategically planned to protect myself with after they decided to go to war with me. Not only were they climbing them, they were ending their turns there, surrounding my city while taking absolutely no damage! You could say that this made my defense many times harder than it should have been. Did I miss something (UA? Does a special event restore their mountain walk? A special wonder that allows mountainwalk?) or is this just a mod compatibility issue?

3. "Build to" Road Command never works when going towards CS

Now I often had a version of this issue in base Civ5, where my workers building roads to a CS would have issues finishing the last few tiles because of units blocking them or various issues. Not a problem. However in VP I have noticed that this command often fails immediately when I give it to my workers, meaning they wont even try to build the road toward the city state unless I force them to build it tile by tile. Same error occurs even when I target a tile right outside the CS borders, trying to get as close as I can before I do tile by tile commands. Any tips for avoiding this issue?

2. One of the popular Event mods gives Carthage the same mountain crossing abilities as the Inca, usually around turn 100-200, so you may have that one active.

3. Usually this occurs because a CS worker is on the same tile, but you should be able to finish the road eventually if you're patient. The current 4-17 version seems to be bugged, though, because ocean connections complete the quest. Literally every road connection quest has been completed without me ever having to build a road.
 
If I build the Maya, Kuna(UB) structure on top of a forest or jungle will I later be able to see if oil or other future resources are on that tile? I think... I remember there was some confusion that it might not appear if the Kuna was build on the tile...
 
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