Sixth Policy for VP

This is my version which changed some of the stuff, including my version of balance. (Not really a balance, but more like consistency.)
I haven't tested all policies myself, so you can probably expect some balance issues with some policy trees.
Expect this version to be incompatible with the next major VP release if the Imperialism policy tree layout proposal gets voted on.

NOTE: In order for modmod compatibility to work, you must enable this mod last.

Changes:
Code:
--===================================================================================--
-- POLICY CHANGES
--===================================================================================--

-- TRADITION
Opener change: +1 Science in Capital City.
Finisher change: +3 Food and Science in Capital City; +7% Growth.

-- PROGRESS
Opener change: 15 Culture when a Technology is researched -> 20 Culture when a Technology is researched.
Finisher change: 40 Culture when a Technology is researched.

-- AUTHORITY
Opener change: +1 Production in every City -> +2 Production in every City.
Finisher change: +7 Production in every City.

-- FEALTY
Opener change: +2 Food and Strength in every City.
Finisher change: +7 Food and Strength in every City.

-- STATECRAFT
Opener change: +5% Influence from Trade Mission; +1 Gold in every City -> +2 Gold in every City.
Finisher change: +10% Influence from Trade Mission; +7 Gold in every City.

-- ARTISTRY
Opener change: +4 Golden Age Points and +2 Science in every City.
Finisher change: +9 Golden Age Points and +7 Science in every City.

-- INDUSTRY
Opener change: -5% Gold needed for purchases -> -10% Gold needed for purchases.
Finisher change: -10% Gold needed for purchases.

-- IMPERIALISM
Finisher change: +10% Production for Military Units; -10% Gold required for upgrades.

-- RATIONALISM
Opener change: +5% Growth
Finisher change: +8% Science, +25% Growth -> +15% Growth.

--===================================================================================--
-- BUILDING CHANGES
--===================================================================================--

-- THRONE ROOM
GW Music slot is removed and gives Civil Servant slot instead of Musician (both moved to Royal Hymnographer).

-- JAIL
Unlocked on Masonry (from Military Theory).
+50 City HP.
Improves City Spy Resistance by 25%.
When you successfully counter a foreign Espionage action in this City, gain 5 Culture and Gold, scaling with Era and the Level of the foreign Spy.
Empire Size Modifier is reduced by 5% in this City.

Constabulary change: Now requires Jail, gain 15 Culture and Gold from countering foreign espionage action.
Police Station change: Yield from countering espionage 25 Culture and Gold -> 30 Culture and Gold (Total = 50 Culture and Gold).
White Tower (England's UNW) change: Bonus now also applies to Jail.


--===================================================================================--
-- COMPATIBILITY WITH OTHER MODMODS
--===================================================================================--

-- PROGRESS
Limes change: Bonuses to Walls also apply to Palisades from Better City Defenses for VP mod.

-- STATECRAFT
Fairs change: Bonuses to Custom Houses also apply to Weigh Houses from EEVP.

-- EXPLORATION
Looting of Art change: Bonuses to Museums also apply to Galleries from EEVP; +4% Yield modifier -> +3% Yield modifier; +4 Yield change -> +3 Yield change.

-- JAIL
Includes Jail in Orthodoxy reformation belief from New Beliefs mod.
 

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hello. there will be update for new vp release
Yes, just wait for it I'm still updating it.
I also tweak some of the policy tree layouts to be more unique.
 
Yes, just wait for it I'm still updating it.
I also tweak some of the policy tree layouts to be more unique.
thanks for your quick response. I take this opportunity to ask you if this new version will be compatible with this mod that adds 3 new branches, or if there are possibilities that it is? thanks in advance. I'm a fan of your improvements.

 
thanks for your quick response. I take this opportunity to ask you if this new version will be compatible with this mod that adds 3 new branches, or if there are possibilities that it is? thanks in advance. I'm a fan of your improvements.

Nope, I currently have no plan to make it compatible.
 
A new update to make it compatible with the new VP release and also reordering the layout of most trees to make it unique (no longer boring 6 buttons). Also to make additional policies from this mod don't alter existing VP policies requirements. Ignore the Enlightenment Era on the era requirement button, it's from EEVP mod.
1683744504219.png

Update changelog:
Code:
Statecraft:
- Exchange Markets no longer require Fairs.

Artistry:
- Perspective now also requires Heritage, from only requiring National Treasure.

Industry:
- Trade Unions no longer require Entrepreneurship, instead now it requires Free Trade and Division of Labor.

Imperialism:
- Looting of Art now also requires Colonialism, from only requiring Regimental System and Exploitation (and Civilizing Mission indirectly).

Rationalism:
- Criminalistics no longer require Empiricism and Free Thought, instead now it requires Enlightenment and Scientific Revolution.
 

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Is it because of version 3.5.2? I haven't played with that one so I still play on version 3.5.1.
It is working just fine for me, though my modlist is pretty small tbh.

I played with this mod yesterday and nothing crashed so far, though I play on epic speed so I haven't actually adopted any policies from this yet to see if maybe adopting it might be what you're saying is broken.

Modlist below.

1684241194318.png
 
What other mods do you play? It's working just fine for me.
I added screen shot mods getting cutoff at bottom are

VP Bare Necessities V10
World Congress Reformation v11
 

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Please see attached
Please read the instructions here. Start a new game again as how you got that screen, then dump the logs here.
 
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