Update on Scenarios for Vox Populi

Psilonemo

Chieftain
Joined
Apr 7, 2022
Messages
69
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I just wanted to share with the community that upon repeated playtesting and tweaking, scenarios DO work with Vox Populi. Above is a scenario I created for myself with my own hand-crafted map and mods loaded in, and it ran without issues for more than 500 turns with only the occasional freezes or crashes (once every 100 turns or so). It is an extremely large map 192x112 yet it still ran fine. (Even with Dolen's ethnic diversity enabled and having hundreds of units at once) Below are important caveats and tips I learnt in more than 100 hours of worldediting.

1. Make sure you each faction is its own team in the scenario editor and they are in order. Sometimes when you add and remove civilizations of city states, the teams get mixed up and end up instantly crashing the game when loading.

2. Unless you are playing in a small map, I highly recommend you do away with EUI. EUI, despite its amazing pros, can be heavy on the game for some reason - in my experience crashes, freezes, and glitches are much more common with EUI enabled on big maps.

3. All you need to do to make sure custom city placements spawn in is to make sure a faction's start position contains its capital, and its capital has the palace building. Thanks to VP's tweaks, city-states can manage multiple cities and wage large scale wars across continents.

4. Don't bother giving city-states custom colors - they do not work. Custom colors do work on civilizations though. You can make Rome Red and gold, for example.

5. Modded improvements like custom improvements from the 3/4UC expansion, pontoon bridges, etc as well as new resources work just fine. However you need to make sure those mods are loaded into the world editor itself. The white boxes you see all over the map are actually VP's new resources like lapis lazuli, amber, cocoa, coffee, etc.

6. Do not place hidden antiquity sites, it can cause bugs and crashes.

7. In my own testing, the enlightenment era mod and city-state overhaul mods do not work very well with the world editor and causes bugs. This still requires further testing though.

8. You can pre-place wonders into cities loaded into a scenario. When you start the game, the wonder splash screen will not play, but free buildings, units, techs, policies which come from the wonder will activate just fine from the get go. I was able to assign certain civilizations immersive pre-obtained wonders this way. Although it's completely unbalanced, it felt cool to see the pyramids in Egypt or the the Kremlin in Russia.

9. There is an option to "rescale" your map bigger or smaller. DO NOT do this if you hand-drew rivers on your map. Rescaling distorts and breaks all rivers. Rivers are extremely tedious to place in the worldeditor. I once tried to rescale my humongous map and was shocked to see all of my rivers were distorted, rendering the map unplayable. IF you are going to handcraft your own map and put in the hard work of placing rivers, make sure you are set on the size of your map beforehand.

10. No matter what I did, there was no way to create a scenario with more than 22 civilizations even with the 43 civ DLL installed. When having the 43 civ DLL version of VP installed, there is a forced cap of 20 city states loaded into a game no matter what. So I personally just installed the normal VP version and play with 22 civs plus 41 citystates.

11. Since I was able to launch and run what is probably the biggest map ever made for VP if not CIV5 itself with almost a 100 cities loaded in from the start, I am guessing that most players will be able to create their own scenarios at a smaller scale and finish those games to completion without any issues.

Below are the mods I used. Some if not all the mods have been tweaked by myself though. I truly hope this helps the community into the future. If there is anybody who would be interested in creating more Vox Populi scenarios with me feel free to contact me. I would probably be more than willing to create more historically immersive and accurate ones once the great merge is complete and rendered stable with coming updates.

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