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Various Gameplay Tweaks (Separate Naval Supply, Veterancy, Less Micro etc.) v 3 - beta

@balparmak I`m loving the naval supply mod! However, I`ve noticed that the barbarians have no boats anymore. Is there any chance the new sailor resource is the culprit and if so, would it be possible to assign e. g. 999 starting sailors to them?
 
Hi y'all, I updated Separate Naval Supply and Lower Supply mods for VP 4.19.x. It's unlikely VP will get any balance changes until 4UC is fully integrated, so these should remain evergreen

Separate Naval Supply:
- Harbor now gives +1 Naval Supply (instead of 10% from pop), and Seaports 10% from population (was 20%) mirroring VP's supply rework.
- Hopefully fixed Barbarians (and probably also City-States) not having naval units. They now have unique, non-supply-locked naval units, which are essentially the non-resource-locked units in the game (Galley, Caravel, Destroyer, Early_Destroyer, Frigate, Galleass, Ironclad, Liburna, Missile_Destroyer, Privateer, Trireme). (Special thanks to @Edaka for reporting this 🙏)
Link : CLICK ME
Note
: I may remove either the +1 naval supply from Lighthouse or the +1 naval supply per coastal city, as VP removed both for military supply. I’m worried that might be too much, so any feedback is appreciated! In the current version, a 20-pop coastal city with all common buildings (Lighthouse, Harbor, Seaport) would provide +5 naval supply, which seems fine to me.

Lower Supply:
The mod’s main tweak was significantly reducing supply gained from population. Since this has already been done in base VP through azum’s supply rework, the modmod is now significantly downsized.
The only changes are:
- Reduced Unit Supply from Population to 10% (from 20%).
- Decreased flat base supply by 2 for all difficulties.
The code for tweaking city defense & HP, unit cost, barbarian timers, and CS unit gift timers is still in the SQL file, but commented out. You can uncomment and tweak them as needed.
Link: CLICK ME (hyperlinking like it's 1998)

Disclaimer: I haven’t played VP in ages, so I don’t have a good feel for how unit supply is right now. I’ve seen some people still having an issue with excessive unit supply, and based on changelogs, this seems like the best adjustment. I’m hoping to get a game in this week and tweak it further. So don’t be shy about sharing feedback, and maybe I can put out a better balanced version soon.

Oh also: YOU DON'T NEED THE COMPATIBILITY PATCH FOR THESE TWO ANY MORE, THAT'S GONE, YAY.

I’ll try to go over the other mods as well, but I don’t think they need updates. Have fun!
 
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Hi y'all, I updated Separate Naval Supply and Lower Supply mods for VP 4.19.x. It's unlikely VP will get any balance changes until 4UC is fully integrated, so these should remain evergreen

Separate Naval Supply:
- Harbor now gives +1 Naval Supply (instead of 10% from pop), and Seaports 10% from population (was 20%) mirroring VP's supply rework.
- Hopefully fixed Barbarians (and probably also City-States) not having naval units. They now have unique, non-supply-locked naval units, which are essentially the non-resource-locked units in the game (Galley, Caravel, Destroyer, Early_Destroyer, Frigate, Galleass, Ironclad, Liburna, Missile_Destroyer, Privateer, Trireme). (Special thanks to @Edaka for reporting this 🙏)
Link : CLICK ME
Note
: I may remove either the +1 naval supply from Lighthouse or the +1 naval supply per coastal city, as VP removed both for military supply. I’m worried that might be too much, so any feedback is appreciated! In the current version, a 20-pop coastal city with all common buildings (Lighthouse, Harbor, Seaport) would provide +5 naval supply, which seems fine to me.

Lower Supply:
The mod’s main tweak was significantly reducing supply gained from population. Since this has already been done in base VP through azum’s supply rework, the modmod is now significantly downsized.
The only changes are:
- Reduced Unit Supply from Population to 10% (from 20%).
- Decreased flat base supply by 2 for all difficulties.
The code for tweaking city defense & HP, unit cost, barbarian timers, and CS unit gift timers is still in the SQL file, but commented out. You can uncomment and tweak them as needed.
Link: CLICK ME (hyperlinking like it's 1998)

Disclaimer: I haven’t played VP in ages, so I don’t have a good feel for how unit supply is right now. I’ve seen some people still having an issue with excessive unit supply, and based on changelogs, this seems like the best adjustment. I’m hoping to get a game in this week and tweak it further. So don’t be shy about sharing feedback, and maybe I can put out a better balanced version soon.

Oh also: YOU DON'T NEED THE COMPATIBILITY PATCH FOR THESE TWO ANY MORE, THAT'S GONE, YAY.

I’ll try to go over the other mods as well, but I don’t think they need updates. Have fun!
I'm excited for additionally reduced supply. I think it's in a good place, but having 10-20 less units in mid>endgame would be nice.

Less units in ancient>medieval might be slightly problematic.

If I have time to play a game of civ I'll try this and report back.
 
Hi all, new update for Naval Supply: Version 6
- Removed naval supply from Lighthouses, increased naval supply from Palace (i.e. capitals) to 4, making it more similar to starting unit cap for land units.
- City State allies will not provide naval supply cap anymore
- Removed dummy units and buildings from Civilopedia (thanks @Flamingcheesepie for reporting!)

In VP fashion, I declare this version stable. Not sure about the lighthouse nerf, but it keeps the modmod on par with VP's supply rework. Feedback appreciated!
 
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Hi all, new update for Naval Supply: Version 6


In VP fashion, I declare this version stable. Not sure about the lighthouse nerf, but it keeps the modmod on par with VP's supply rework. Feedback appreciated!
Absolutely great update! I love that now CS don't give anymore naval supply, with a Diplo-Victory Civ like Austria I could have like 40 naval supply with 3 cities

Last thing that could be neat: a patch for More Wonders, there are a few Wonders (like 3 or 4) that could fit the idea of giving naval supply.
Anyhow, the update is really great and I'm gonna reintegrate this mod in my modlist!
 
I'm excited for additionally reduced supply. I think it's in a good place, but having 10-20 less units in mid>endgame would be nice.

Less units in ancient>medieval might be slightly problematic.

If I have time to play a game of civ I'll try this and report back.
Okay I played a game as Zulu. First game in a long time.

I found that strategic resources amounts were kind of nerfed, which was really constraining early/mid game but that may be a different mod/change. Made irrelevant by Autocracy being so overpowered for resources.

Overall, unit cap was too small early game. You need ~15 units to be able to wage a war and defend from barbs, etc but I was stuck at 8-10 for so long. I got lucky and teamed up with Babylon to kill Russia, I could not have done it alone.

Unit cap was perfect mid-game, in medieval/renaissance having 30-40 is perfect. By endgame it was way too large. I had a cap of 100-120 during industrial and almost 200 in modern. I really don't think the cap should go passed ~120 for a large warmonger on a standard map.
 
This looks great! I'd really like to scale down the late game war slog. I'd like to try it in my current game, which is about 60 turns in. I assume the more involved mods like Naval Supply with new resources etc. require a new game, but looking at the .sql, it seems Lower Supply Cap and Deity Tactical AI for All Difficulties (and maybe also Unit Production AI?) only change a few numerical database values. Should these be safe in an existing save? More precisely, if I load my save with these mods and it seems to work, can I reasonably expect this won't cause issues later in the game?
 
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I've played a game without this mod and I think the supply situation will need to be revisited next WC. Playing warmonger Venice (not very optimized build, my religion sucks and I didn't go imperialism to mix things up, I have avoided most +supply buffs) and I'm pushing 200 unit cap in early Atomic.

I do wonder if the "more wonders" mod or something is juicing my unit cap, I should maybe play a "vanilla" VP game to test.

Can't wait to finish this game so I can turn this mod back on though. I'm just gonna tweak starting supply and gently nerf supply from Bastion Forts onward and it'll be literally perfect.

I also complained about strategic resources being very scarce, but it made power units feel WAY better (slight issue for airplanes, which aren't as worth 1 oil vs a tank, but airplanes are kind of broken so not the worst).
 
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