Quick Questions / Quick Answers

Is it possible/feasible/desirable to conquer only holy cities and wipe out all the other religions and keep only mine, to get a huge amount of religious authority votes?
Possible, yes. Desirable - probably less than conquering other cities too.

Feasible? Depends on the strength of your opponents. If you only go for the Holy City you might have to go deep into enemy territory with little healing,
 
If you're able to take all other holy cities, you're already winning in domination. Just get the rest of the capitals.
 
Is it possible/feasible/desirable to conquer only holy cities and wipe out all the other religions and keep only mine, to get a huge amount of religious authority votes?
In any case, you can try marking all holy cities as “mine, never lost” with IGE and see what happens.
 
which mapscript do you use?
I play with comunitu, which distributes bonus resources well and can create rather interresting maps , and feels compatible with VP. But distributes strategic resources unfairly, and allows no control over how much watter i do want in a game, when i want to play continents" like map. Also, when i set circumnavigation on and set " impassable watter tiles on narrow, it still in most cases create south and north edges of a map barely passable. For example my current game looks like this....
20251016201336_1.jpg



Any other mapscript similar to comunitu but with better settings? Or is the issue on my side ?

edit: sorry , i did realise, that circumnavigation has nothing to do with closing up map edges with ice. I just don't like edges being like this and it seems pretty random regardless of settings when comunitu do this, or not.
 
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Does anyone know what SQL code I would use to change Specialist food consumption? Either for each new era and\or for an individual tech.
 
Can I somehow change the line spacing in tile tooltips?

Going into tooltips.xml I've managed to increase the font size of the tooltips, and changed WrapWidth to get fewer, longer lines. I would also like to reduce the space between each line a little bit, and gain some space that way. "Padding" seems to refer to padding between the text and the edges of the tooltip panel, not padding between the lines themselves.

EDIT - Some tooltips also aren't affected by changes to tooltips.xml. I would like to change some, such as the ones for mission icons in the city state panel. Probably some EUI setting?

EDIT2 - Found them, over at UI_bc1 > Core > EUI_context.xml
 
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Does anyone know what SQL code I would use to change Specialist food consumption? Either for each new era and\or for an individual tech.
I'm only working with the 2UC code, but it looks like your only choice is to use dummy policies. Turning off era scaling entirely can also disable the food consumption scaling, but that's the nuclear option.
 
I'm only working with the 2UC code, but it looks like your only choice is to use dummy policies. Turning off era scaling entirely can also disable the food consumption scaling, but that's the nuclear option.
Right now I'm using

Spoiler Code :


INSERT INTO Tech_SpecialistYieldChanges
(TechType, SpecialistType, YieldType, Yield)
VALUES
('TECH_PRINTING_PRESS', 'SPECIALIST_WRITER', 'YIELD_FOOD', -1),
('TECH_MILITARY_SCIENCE', 'SPECIALIST_WRITER', 'YIELD_FOOD', -1),
('TECH_INTERNET', 'SPECIALIST_WRITER', 'YIELD_FOOD', -1),
('TECH_ARCHITECTURE', 'SPECIALIST_ARTIST', 'YIELD_FOOD', -1),
('TECH_PLASTIC', 'SPECIALIST_ARTIST', 'YIELD_FOOD', -1),
('TECH_COMPUTERS', 'SPECIALIST_ARTIST', 'YIELD_FOOD', -1),
('TECH_RADIO', 'SPECIALIST_MUSICIAN', 'YIELD_FOOD', -1),
('TECH_TELECOM', 'SPECIALIST_MUSICIAN', 'YIELD_FOOD', -1),
('TECH_ENGINEERING', 'SPECIALIST_ENGINEER', 'YIELD_FOOD', -1),
('TECH_METAL_CASTING', 'SPECIALIST_ENGINEER', 'YIELD_FOOD', -1),
('TECH_MACHINERY', 'SPECIALIST_ENGINEER', 'YIELD_FOOD', -1),
('TECH_INDUSTRIALIZATION', 'SPECIALIST_ENGINEER', 'YIELD_FOOD', -1),
('TECH_BALLISTICS', 'SPECIALIST_ENGINEER', 'YIELD_FOOD', -1),
('TECH_LASERS', 'SPECIALIST_ENGINEER', 'YIELD_FOOD', -1),
('TECH_BANKING', 'SPECIALIST_MERCHANT', 'YIELD_FOOD', -1),
('TECH_CURRENCY', 'SPECIALIST_MERCHANT', 'YIELD_FOOD', -1),
('TECH_GUILDS', 'SPECIALIST_MERCHANT', 'YIELD_FOOD', -1),
('TECH_ECONOMICS', 'SPECIALIST_MERCHANT', 'YIELD_FOOD', -1),
('TECH_CORPORATIONS', 'SPECIALIST_MERCHANT', 'YIELD_FOOD', -1),
('TECH_INTERNET', 'SPECIALIST_MERCHANT', 'YIELD_FOOD', -1),
('TECH_ASTRONOMY', 'SPECIALIST_SCIENTIST', 'YIELD_FOOD', -1),
('TECH_SCIENTIFIC_THEORY', 'SPECIALIST_SCIENTIST', 'YIELD_FOOD', -1),
('TECH_PENICILIN', 'SPECIALIST_SCIENTIST', 'YIELD_FOOD', -1),
('TECH_NUCLEAR_FUSION', 'SPECIALIST_SCIENTIST', 'YIELD_FOOD', -1),
('TECH_NAVIGATION', 'SPECIALIST_CIVIL_SERVANT', 'YIELD_FOOD', -1),
('TECH_PENICILIN', 'SPECIALIST_CIVIL_SERVANT', 'YIELD_FOOD', -1),
('TECH_INTERNET', 'SPECIALIST_CIVIL_SERVANT', 'YIELD_FOOD', -1);


Which is working but a little hacky.
 
Aha. Indeed a little hacky, but if it works, it works.

A modding question of my own: I'm currently having some trouble with lua, and with Player:GetBuildingClassCount + Game.GetBuildingClassCreatedCount in particular. If anyone could review my code, it'd be appreciated.
Code:
function CheckWonderLimit(ePlayer, iCity, eBuilding, bGold, bFaithOrCulture)
	local pPlayer = Players[ePlayer]
	local ePrereqTech = GameInfo.Buildings[eBuilding].PrereqTech
	if ePrereqTech == nil then return end
	local eTechTier = GameInfo.Technologies[ePrereqTech].GridX
	local iWonderCountGlobal = 0
	local iWonderCountPlayer = 0


	for wonder, tier in pairs(tWonderTierList) do
		if tier == eTechTier then
			print ("log1: " .. tier)
			print ("log2: " .. wonder)
			if pPlayer:GetBuildingClassCount(GameInfo.BuildingClasses[wonder]) > 0 then iWonderCountPlayer = iWonderCountPlayer + 1 end
			if Game.GetBuildingClassCreatedCount(GameInfo.BuildingClasses[wonder]) > 0 then iWonderCountGlobal = iWonderCountGlobal + 1 end
			print ("log3: " .. pPlayer:GetBuildingClassCount(GameInfo.BuildingClasses[wonder]))
			print ("log4: " .. Game.GetBuildingClassCreatedCount(GameInfo.BuildingClasses[wonder]))
		end
	end
...
end
GameEvents.CityConstructed.Add(CheckWonderLimit)

Right now, they aren't working - and the logs are producing something like this (I'm using it with the More Wonders mod), even if I correctly build the relevant buildings:
Code:
WonderLimit: log1: 0
WonderLimit: log2: BUILDINGCLASS_ALTAMIRA
WonderLimit: log3: 0
WonderLimit: log4: 0

It correctly produces seven instances of this, for seven of the Neolithic wonders in the More Wonders mod, meaning that the lua table is working fine. The issues are with the methods themselves, but I'm not sure what I'm doing incorrectly here.

The full code for reference:
Spoiler :
Code:
local tWonderTierList = {}
local tPolicyTierList = {}

function WonderLimitInit()
	tPolicyTierList = {
		[0] = GameInfo.Policies.POLICY_DUMMY_ANCIENT_0,
		[1] = GameInfo.Policies.POLICY_DUMMY_ANCIENT_1,
		[2] = GameInfo.Policies.POLICY_DUMMY_ANCIENT_2,
		[3] = GameInfo.Policies.POLICY_DUMMY_CLASSICAL_1,
		[4] = GameInfo.Policies.POLICY_DUMMY_CLASSICAL_2,
		[5] = GameInfo.Policies.POLICY_DUMMY_MEDIEVAL_1,
		[6] = GameInfo.Policies.POLICY_DUMMY_MEDIEVAL_2,
		[7] = GameInfo.Policies.POLICY_DUMMY_RENAISSANCE_1,
		[8] = GameInfo.Policies.POLICY_DUMMY_RENAISSANCE_2,
		[9] = GameInfo.Policies.POLICY_DUMMY_INDUSTRIAL_1,
		[10] = GameInfo.Policies.POLICY_DUMMY_INDUSTRIAL_2,
		[11] = GameInfo.Policies.POLICY_DUMMY_MODERN_1,
		[12] = GameInfo.Policies.POLICY_DUMMY_MODERN_2,
		[13] = GameInfo.Policies.POLICY_DUMMY_ATOMIC_1,
		[14] = GameInfo.Policies.POLICY_DUMMY_ATOMIC_2,
		[15] = GameInfo.Policies.POLICY_DUMMY_INFORMATION_1,
		[16] = GameInfo.Policies.POLICY_DUMMY_INFORMATION_2,
		[17] = GameInfo.Policies.POLICY_DUMMY_INFORMATION_3,
		[18] = GameInfo.Policies.POLICY_DUMMY_INFORMATION_4
	}

	for building in GameInfo.Buildings() do
		if building.WonderSplashImage ~= nil and building.PrereqTech ~= nil then
			tWonderTierList[building.BuildingClass] = GameInfo.Technologies[building.PrereqTech].GridX
		end
	end
end


function CheckWonderLimit(ePlayer, iCity, eBuilding, bGold, bFaith)
	local pPlayer = Players[ePlayer]
	local ePrereqTech = GameInfo.Buildings[eBuilding].PrereqTech
	if ePrereqTech == nil then return end
	local eTechTier = GameInfo.Technologies[ePrereqTech].GridX
	local iWonderCountGlobal = 0
	local iWonderCountPlayer = 0
	

	for wonder, tier in pairs(tWonderTierList) do
		if tier == eTechTier then
			print ("log1: " .. tier)
			print ("log2: " .. wonder)
			if pPlayer:GetBuildingClassCount(GameInfo.BuildingClasses[wonder]) > 0 then iWonderCountPlayer = iWonderCountPlayer + 1 end
			if Game.GetBuildingClassCreatedCount(GameInfo.BuildingClasses[wonder]) > 0 then iWonderCountGlobal = iWonderCountGlobal + 1 end
			print ("log3: " .. pPlayer:GetBuildingClassCount(GameInfo.BuildingClasses[wonder]))
			print ("log4: " .. Game.GetBuildingClassCreatedCount(GameInfo.BuildingClasses[wonder]))
		end
	end
	if iWonderCountPlayer >= 3 then
		pPlayer:GrantPolicy(tPolicyTierList[tier], true)
	end
	if iWonderCountGlobal >= 4 then
		for i = 0, GameDefines.MAX_MAJOR_CIVS - 1, 1 do
			local pTargetPlayer = Players[i]
			if not pTargetPlayer:IsEverAlive() then break end
			pTargetPlayer:GrantPolicy(tPolicyTierList[tier], true)
		end
	end
end
GameEvents.CityConstructed.Add(CheckWonderLimit)

WonderLimitInit()
[code][/spoiler]
 
Can I somehow change the line spacing in tile tooltips?

Going into tooltips.xml I've managed to increase the font size of the tooltips, and changed WrapWidth to get fewer, longer lines. I would also like to reduce the space between each line a little bit, and gain some space that way. "Padding" seems to refer to padding between the text and the edges of the tooltip panel, not padding between the lines themselves.

EDIT - Some tooltips also aren't affected by changes to tooltips.xml. I would like to change some, such as the ones for mission icons in the city state panel. Probably some EUI setting?

EDIT2 - Found them, over at UI_bc1 > Core > EUI_context.xml
I think I finally found everything I wanted to embiggen. Putting it here in case it's useful for someone (it took me quite some time to find everything I wanted - Notepad++'s "search in files" feature was a godsend).

I have bad eyesight and a small screen, so the changes I made were increasing fonts to Font="TwCenMT24" (the biggest one that comes with the game, there are others) and WrapWidth to something big, like WrapWidth="1000".

WrapWidth changes after how many pixels(?) the tooltips wrap text around to create a new line of text. Bigger WrapWidths lead to fewer (longer) lines, which helps to actually fit things on your screen while using the bigger font sizes.

The following is all based on the current 5.03 alpha instructions, which install VP as DLC, so the folder structure is subject to change (although the .xmls should remain the same?)

Stuff towards the top appears to override stuff towards the bottom, stuff towards the bottom catches things that stuff towards the top did not (e.g. the top panel's science tooltip, for some reason)

- Civilopedia text (many font sizes to set here, I was lazy and just set everything to 24):
Assets > DLC > Mod_VP (...) > Mods > (2) > Core Files > Overrides > CivilopediaScreen.xml
- Tooltips for (almost?) everything on the top panel of the game:
Assets > DLC > Mod_VP (...) > Mods > (3a) > ImprovedTopPanel > TopPanel.xml > "TooltipTypeTopPanel"
- Tooltips for Unit and City portraits (found on the unit panel, city list and unit list):
Assets > DLC > Mod_VP (...) > Mods > (3a) > LUA > UnitPanel.xml > "EUI_UnitPanelItemTooltip"
- A bunch of EUI tooltips:
Assets > DLC > UI_bc1 > Core > EUI_context.xml
- Vanilla tooltips that seemed to catch a few things that the above missed:
Assets > UI > FrontEnd > Tooltips.xml
Assets > UI > Ingame > TopPanel.xml

Changing all of the above covers every tooltip I could find, but I may have missed something.

Note: one of the tooltips (I forgot which one) doesn't actually have a Font="" entry (probably meaning it uses the Font value of whatever .xml it is overriding), so if you wanna change its font, you have to add it yourself.
 
Is it normal, that production doesn't carry from settlers to pioneers, and from pioneers to colonialists when respective technologies are researched?
alpha3
 
@notaspambot
Does GameInfo.BuildingClasses[wonder] return the ID you want? Or does it return like the row of the table with other things too?

Is it normal, that production doesn't carry from settlers to pioneers, and from pioneers to colonialists when respective technologies are researched?
You mean the production just resets to 0 from partial completion?
 
Thanks for the help! I tried to print out GameInfo.BuildingClasses[wonder] and it gave me an error message saying that I'm trying to concatenate a table value; switching to GameInfo.BuildingClasses[wonder].ID then fixed the issue.

Welp, I feel stupid now.
 
You mean the production just resets to 0 from partial completion?
Yes

PS: I especially wait for banking tech(?) for pioneer (actually I don't remember excactly, which tech opens pioneers), that my settler transform to pioneer in the production queue, and for some turns they were in the end of prod queue. Than for some time after I remember about them, but they dissapper from queue and when I try to build them, the were no prod carry, simply they started with 0 prod

PS2: of cource there were some hammers in them (when they were settlers)
 
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@Timur512 that sounds odd. could you make a bug report on github with a save the turn before you unlock the technology so we can check it out?

My tread about 2 QoL suggestions was deleted?
No? It's the third on the front page
1762351083483.png
 
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