I have to admit, no, not yet. But you're right, we'll have to find somethingHave you been thinking what to replace river's bonus with as it is gonna become universal ability pretty soon with an update.
The bolded part is probably the bit that is not very unique. I know it's on the original civ but we've kinda stolen this effect for Statecraft (and Freedom has it too I think?)Trade Routes with
City-States generate +1
Influence per turn per each owned
City-State Trade Route (up to +5).
Gain 15% ofGold from diplomatic deals with other Civilizations as
Great Merchant points,
Culture and
Science.
Land Trade Routes gain +50% Range.
+1GG point by Major Civilization with which you are at war
All religious building (build by Faith) in the city +1Science
It's funny how everyone perceives originality. If I adapted this civ it's precisely because I found it really original and fun to play. Many features take up policy mechanisms and vice versa, but this one is really unique, at least I think.The bolded part is probably the bit that is not very unique. I know it's on the original civ but we've kinda stolen this effect for Statecraft (and Freedom has it too I think?)
Maybe it's a bit busy, it's a compilation of a lot of ideas from Jarcast and myselfUnrelated point. The Sich UB has so much text. That's 5 additional things it does!!
I would get rid of these things.
Sorry for wall of text, I have drunk a coffee in record time.
I wanted to image this part of the history of the Sich and give a Science boost.If you want to keep the +science, I would just give the building +2 science; the extra complexity has no significant payoff for the space it takes up. If it were something like +5 science per faith building then sure -- but of course the AI doesn't know about this either.
This was our first idea with Jarcast but it's really too many points. And I also like the fact that you only do point if you're at war.Or, because great general points are a valid yield, you could even make it like +1 culture/+1 great general point per ally.
I need to play around a bit with the new design and the new VP to see what works best.Edit: Yes I would remove that part from the Veche Hall about trade route length now you have it in the UA. I don't know what a good number is, maybe you can bump it to 66% even.
I agree that it does not change the resolutely Diplomatic orientation of the mod but it allows you to start taking control of neighboring CS much more quickly. it also guides the choice of tech to be able to quickly have 2 commercial routes, the number necessary to start gaining influence.But on the main point of the UA influence effect, for me, if I have this Veche Hall and Sich UBs then already: I am going Statecraft and I am sending trade routes to city states. The part of the UA doesn't really impact the way I play, it is the fact the kit is diplomacy oriented overall. The UA makes it better but it doesn't make me want to do anything new. That's the part of the civ I find underwhelming as a VP civ.
I'm not opposed in principle, believe me. But it would take a really attractive new engine for me to lose the fun on this one.Another idea that came to me. In my Devotion ideology I have a tenet that gives Great Merchant trade mission +influence boost.
You could do the same thing but the other way around: I.e. Great Diplomat mission gives gold. You could even give this to all diplomatic units.
Jarcat's idea is very good all the same and original, if we change, it would be to stay quite close all the same. I might be thinking of using the absolute value of gold per turn (exchanges in both directions contribute to the development of Kyivan) and of course lowering the yield which would then become too high. This way, there is no need to “tinker” during exchanges to have the most positive gold balance per turn possible.another way to replace the part of the UA you don't like would be to have gold->yield on purchase conversion, like how bank does gold->science. I must say I do like that part myself but you make good points about its shortcomings.
Diplomatic missions generateGold and
Great Merchant points in addition to gaining
Influence.
Gain 10% ofGold from diplomatic deals* with other Civilizations as
Great Diplomat points,
Culture and
Science.
Land Trade Routes gain +50% Range.
Very happy that you find our version meets your expectations.Hello! First of all, greeting from Ukraine and kudos on this amazing mod! I've been waiting for a long time for this period of my country's history to be represented faithfully, with passion and clarity, and this version of Kyivan Rus is perfect for that. One question: I can't seem to make it work with the 4.16 VP modpack (installed into the DLC folder as per instructions), the mod seems to be "missing key dependencies". Do I have to install Vox Populi itself with 3rd and 4th UC manually in the "mods" folder, or is there another way to make this mod work with (maybe add it to the modpack somehow)?
imo it's fine for the most partdo you think the bonus is too high?
flipping real estate can also be a good diplomatic strategy, you could conquer a rival's city and sell it to their friend. Either the third party returns it (in which case you can repeat the process) or they keep the city and sour relations between the two factions.That's a crafty thing to do.