The Vanilla Challenge

Joined
Apr 10, 2003
Messages
771
I have been thinking about how to describe VP to a friend who knows CiV.

"So, they changed the civ properties. And the social policies and trees. And the tech tree. And how city state diplomacy works. And the units, oh and the promotions too. Also all pantheons and believes and most wonders. There are events now and you can have monopolies and corporations and..."

Ok this aproach wont work.

Maybe I should just say what parts stayed the same.

All right.

"...."

Well. So here is the challenge:

Define the most significant item (I kept it vague on purpose, but be more precise than "You build cities and discover techs") that remained unchanged from vanilla CiV.

The winner gets to define how it will be changed.
 
VP has in common with vanilla:
- Graphics.
- Music.
- Maps. Basic and strategic resources. Terrain features.
- Civilization and city names.
- Workers and fishing boats.
- Basic unit movement rules.
- Religious spread.
- Technological eras.
- Archaeologists.
- Roads.


Modified vanilla stuff:
- Happiness system.
- AI logic.
- Difficulty scaling.
- All civilization uniques.
- 1 (military) unit per tile rule.
- Techs, policies and religious beliefs.
- Luxuries.
- City States.
- Units (military, civil and great people) and promotions. Siege units movement. Naval movement in ocean.
- Trade routes.
- Spies.
- Combat rules. City defense. Reworked naval and air combat.
- Diplomatic behaviour.
- Victory condition rules.
- Tourism effects.
- Buildings and wonders.
- Tile improvements.
- Investment.
- World Congress and UN resolutions.
- War weariness.
- Barbarians and goody huts.

Added stuff:
- Events system.
- More units. More unit types. More unique units.
- More luxuries.
- Monopolies.
- Corporations.
- Diplomatic units.
- More buildings and wonders.
- Unit supply limit.
- Advanced spy actions.

Not sure:
- Bullying city states.
 
VP has in common with vanilla:
- Graphics.
- Music.
- Maps. Basic and strategic resources. Terrain features.
- Civilization and city names.
- Workers and fishing boats.
- Basic unit movement rules.
- Religious spread.
- Technological eras.
- Archaeologists.
- Roads.
Workers cost more production. Fishing boats have cost changes and movement/vision changes.
Movement has changed. In vanilla moving into forest/jungle hills with woodsman promotion would eat 2 movement, in VP it eats 1.5. (Unless it was a bug when I noticed that.) Probably more. Also I think civilian/combat unit stacking counts here.
Religious spread was heavily changed. Uses roads and such.
Archaeologists digs can give events like Cultural Renaissance. Also the build requirements have changed from requiring university to public school.
City connections being changed might count as a road change, but I think movement values has also changed as well as policies dealing with them.

So...?
VP has in common with vanilla:
- Graphics.
- Music.
- Maps. Basic and strategic resources. Terrain features.
- Civilization and city names.
- Technological eras.
 
I have a friend playing an unmodded civilization 5, then when he opened topic about strategies, favorite civilizations and others, I told him that I'm playing the vp CiV, got an "ew" response from him. I never talked to him again :crazyeye::crazyeye::crazyeye:.
 
I have a friend playing an unmodded civilization 5, then when he opened topic about strategies, favorite civilizations and others, I told him that I'm playing the vp CiV, got an "ew" response from him. I never talked to him again :crazyeye::crazyeye::crazyeye:.
On the path to wisdom, one must ascent through the fields of experience.
 
I have a friend playing an unmodded civilization 5, then when he opened topic about strategies, favorite civilizations and others, I told him that I'm playing the vp CiV, got an "ew" response from him. I never talked to him again :crazyeye::crazyeye::crazyeye:.
Deus Vult?

All vanilla players must be converted or annihilated! :ar15:
 
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