[Extension] Semper Fidelis -- Ideologies Expansion Pack

Updated to fix these issues.
When I tested the Locust with IGE I was worried about paradrop working, didn't think to try attacking something lol -- it had range of 0.
Wonders overlooked, well noticed.
 
hey is there a way to make these separate ideologies available later in the game because these are more post modern than modern
 
Not sure if the EraPrereq still functions since VP changed the way policy branches unlock, and ideologies are another thing on top of that. But it may be possible. I will check.

However, I reject the idea these are post modern while the previous ones aren't. I went to considerable efforts to get a broad range of dates across each one -- especially to ensure that earlier tenets were appropriately historically more distant -- and this is reflected in the civilopedia entries that have been written for every tenet.

Still, the new ideologies do go into the post modern (two words) era, for sure. So do others. For example in Order there is Cultural Revolution -- which dates in China to the late 60s-early 70s -- for example. But yes, these new ones have ideas that come closer to the present day than the others, I accept that, but 1) often these ideas were there earlier than you think (for example the first cited Climate Summit is 1972) and 2) these are the ideas that have survived to now (and for that we can blame postmodern one word :D)

Edit; I tried EraPrereq as ERA_FUTURE, but I could still take it in ERA_MODERN, so apparently no longer a thing.
Edit edit: Given Prosperity exists, I have renamed "Capitalism" to "Social Welfare" in Freedom. Civilopedia text also updated.
 
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Related code. In short, you can't lock some ideologies behind others. (How would that work anyway? You're forced to adopt an ideology when the requirements are fulfilled.)
 
I think the suggestion is that when it comes time to choose an ideology (above code unchanged), only if current era >= some era later than industrial, do you get to choose one.
As you say, you're force to adopt an ideology when the requirements are fulfilled, so only if you fulfilled them late would you see these new options.

Just to be clear: I think this is a bad idea and I wouldn't do it. Was just checking to see if it was straightforward so people could make the decision if they wanted to.
 
hey is there a way to make these separate ideologies available later in the game because these are more post modern than modern
How would you imagine that from gameplay perspective? You will not have enough time to enjoy them. I play with future age mod on epic (my default speed) and its barely enough time to enjoy as is. Reality is one thing but game timeline is another, especially with civ5 hard time reasearch>turn limit.

Also I finished another game with harmony this time (520 turns) everything is working fine. UNESCO wonders are sweet. Started new one with Devotion Japan, gonna send some nukes and mujahideen to see how they play :0
 
Not sure if the EraPrereq still functions since VP changed the way policy branches unlock, and ideologies are another thing on top of that. But it may be possible. I will check.

However, I reject the idea these are post modern while the previous ones aren't. I went to considerable efforts to get a broad range of dates across each one -- especially to ensure that earlier tenets were appropriately historically more distant -- and this is reflected in the civilopedia entries that have been written for every tenet.

Still, the new ideologies do go into the post modern (two words) era, for sure. So do others. For example in Order there is Cultural Revolution -- which dates in China to the late 60s-early 70s -- for example. But yes, these new ones have ideas that come closer to the present day than the others, I accept that, but 1) often these ideas were there earlier than you think (for example the first cited Climate Summit is 1972) and 2) these are the ideas that have survived to now (and for that we can blame postmodern one word :D)

Edit; I tried EraPrereq as ERA_FUTURE, but I could still take it in ERA_MODERN, so apparently no longer a thing.
Edit edit: Given Prosperity exists, I have renamed "Capitalism" to "Keynesian Economics" in Freedom. Civilopedia text also updated.
1972 is pretty late into the game but I see your point. It was just weird to me because the mechanic of getting 3 factories to start an ideology early still exist and becoming a neo liberal or environmentalist that early sounds strange but that also does sound fun.
 
How would you imagine that from gameplay perspective? You will not have enough time to enjoy them. I play with future age mod on epic (my default speed) and its barely enough time to enjoy as is. Reality is one thing but game timeline is another, especially with civ5 hard time reasearch>turn limit.

Also I finished another game with harmony this time (520 turns) everything is working fine. UNESCO wonders are sweet. Started new one with Devotion Japan, gonna send some nukes and mujahideen to see how they play :0
If future era was maintained for current VP these mods together would go hard.
 
the mechanic of getting 3 factories to start an ideology early still exist
I think you can turn this back on, but atm the only ways are 18 policies or enter the Atomic Era afaik
 
I think you can turn this back on, but atm the only ways are 18 policies or enter the Atomic Era afaik
Oh well that is a bit better. But I can say what I meant to say, some ideologies were pre nuclear some were post but I guess in some weird alternate timeline **** could have went down different. When VP is done I'm going to enjoy going religious or neoliberal.
 
That is indeed a newbie question, I'm assuming you tried to google it first but it didn't work?
Are you installing VP with the .exe installer or are you using the modpack method.
If the former, you unzip this folder and put it in that same My Documents/My Games/Civ V/Mods/ path, and load it through the mods menu alongside VP.
If the latter, you can't install it without making a new modpack that includes it -- you will have to search harder for how to do this, I can't remember.
 
First of all I just want to say I love the mod! However I've noticed some odd things here and there I'd like to share.

So in my current game I'm looking to take Prosperity but I've come across a weird aspect (in my opinion; for what it's worth lol) of the Company Towns tenet therein; the Civilopedia says I'll "Receive a Free Customs House in all Cities", is this right? Seems odd to me since the Customs House is a medieval building and one we're all likely to spam build to reduce unhappiness in that era, I know I do. Plus Customs Houses don't actually cost any gold maintenance as is so I'm perplexed as to what getting a free "free" medieval building actually does for me in the Industrial/Modern era? Wouldn't it make more sense to receive a free Stock Exchange in every city? Or maybe buff the customs house in some way like you did with the Free Bank in Venture Capital? Something like +1 gold to all nearby lux resources or +2 gold to trade routes or +2 gold base yield or some amalgamation of all three?

Also I can't find any reference in the Civilopedia to Cenotaphs so I've actually no idea what the building does or if it is even a building lol

Edit: I also can't find out what the Megachurch wonders are from the Civilopedia. The UNESCO one's are in there but not the megachurch's
 
"Receive a Free Customs House in all Cities", is this right?
Yes that's right. It does two things: 1) you get it in new cities immediately so you can work another Merchant slot, 2) It refunds the :c5production: Production cost of the building, giving a small boost in all your Cities that already built one.

Also I can't find any reference in the Civilopedia to Cenotaphs
Civilopedia is a predictive search so to speak. So "Cen"+Enter brings up the page:
Spoiler :

1741371117706.png

I also can't find out what the Megachurch wonders are from the Civilopedia.
Good point I haven't given them prefixes. Probably a bit long, I can list them in the tenet's text maybe.
Edit: Have put little tags on like this
Spoiler :

1741427197712.png
They all give: 1 Culture, 5 Faith, 2 Great Merchant Points, a Free Cathedral, 100% Pressure from that City, 15% Faith -> Gold conversion on purchases; and then each one has a unique effect on top.
 
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I am testing Harmony, took Communal Life, it does benefit plantations, camps, Academies and even few unique improvements in conquered cities, but it's doesn't fishing boats.
 
Dusting off the old account here now that I'm giving VP a try. Really great work with these, but I did find a small error earlier: Communism is currently half a scam, as the tourism from citizens is pointing to dictatorship_proleteriat, not skyscrapers. And then I just came across this in my current game. Autocracy is not Might, and the time victory level 3 tenet is the same as before, gunboat diplomacy or whatever it was. I did notice a database error for the Volkshalle, and I don't think it's in the files? Gunboat Diplomacy is being changed to Co-Prosperity Sphere instead.
 
Freedom also appears to have code (for the tier 3 tenets at least) that differs from the picture in the OP. Containment and Space Agency are different. I'm guessing the base ideology reworks as they are in the OP exist only on your PC at the moment? :p
 
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