Vox Populi Civilizations Compatibility Request Thread

Any way to make the German Reich mod compatible with this? I'm a bit of a warmonger and it's always a plus having the Wehrmacht troops as well as Great Generals that possess the Blitz promotion and can be expended for science. I understand Vox Populi's UI makes such compatibility difficult but if there were only some sort of work around...Perhaps include such modded civilizations into the mod itself? Alas, I'm not expert...
 
Any way to make the German Reich mod compatible with this? I'm a bit of a warmonger and it's always a plus having the Wehrmacht troops as well as Great Generals that possess the Blitz promotion and can be expended for science. I understand Vox Populi's UI makes such compatibility difficult but if there were only some sort of work around...Perhaps include such modded civilizations into the mod itself? Alas, I'm not expert...
Nope, Great Scientist's Expendation is hardcoded.
 
Any chance we can make the Gauls or Moors fully compatible with VP?
 

Yes, I have both civs in my mods folder and enjoyed playing them prior to Vox Populi. Since they are not fully compatible with VP, can a patch be created to bring them into full compliance? The Moorish UU is redundant in VP as we have the skirmisher line and with the Gauls, there is no mint in VP for the metal works to replace.
 
I've been playing VP for awhile now and came across this thread. I am a retired coder and have time to help out. I would be interested in helping build compatibility patches for existing modded civs. I know SQL, C++, and Java, just don't ask for any art work (I can barely draw stick figures.)
 
I've been playing VP for awhile now and came across this thread. I am a retired coder and have time to help out. I would be interested in helping build compatibility patches for existing modded civs. I know SQL, C++, and Java, just don't ask for any art work (I can barely draw stick figures.)
Well, that's great. But you have to understand VP's balance in order to build the best feature possible.
 
Enginseer is so well-staffed that he turns down able and willing workers :D
Not that I'm questioning his ability or will, but there's no assistance with making a VP-compatible civilization. Only thing I would rather not do when I make a compatibility pack is making it compatible with E&D, etc and the likes. If he's willing to do it, he can find me and add my steam profile.

One of the main reason that I ignore people's request is because they have interfering UI files which means I have to make separate UI files, analyze their code for any errors conflicting with VP/EUI and VP/Non-EUI. I've stopped bothering with that.
 
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Not that I'm questioning his ability or will, but there's no assistance with making a VP-compatible civilization. Only thing I would rather not do when I make a compatibility pack is making it compatible with E&D, etc and the likes. If he's willing to do it, he can find me and add my steam profile.

One of the main reason that I ignore people's request is because they have interfering UI files which means I have to make separate UI files, analyze their code for any errors conflicting with VP/EUI and VP/Non-EUI. I've stopped bothering with that.

I will look at some of the stuff you have done, Where can you get some decent documentation (I know probably doesn't exist).
 
Not that I'm questioning his ability or will, but there's no assistance with making a VP-compatible civilization. Only thing I would rather not do when I make a compatibility pack is making it compatible with E&D, etc and the likes. If he's willing to do it, he can find me and add my steam profile.

One of the main reason that I ignore people's request is because they have interfering UI files which means I have to make separate UI files, analyze their code for any errors conflicting with VP/EUI and VP/Non-EUI. I've stopped bothering with that.
You can't have so few requests that you can't use an extra set of hands. I mean I've been purposely not posting anything here because you always look like you're completely swamped down (I mean you have like 6000 projects going on).

As far as understanding balance, that's not really an important step, I doubt anyone can claim to truly understand balance (even I for all my arrogant attitude in that subject don't actually believe I'm omniscient), that's why you have testers, or people pointing out that some features are overperforming or underperforming or just doesn't fit.


I mean if you're really don't think you have enough work on your plate, might I suggest you look into this, it's not exactly about converting existing civs, but it was a project making a civ that never really got finished :D
 
Are there any documents that discuss this. I'll look through the threads to get an idea.
Nope, just from experience. Each Vox Populi civilization supposedly has a very unique concept that allows them to diversify themselves from the rest of civilizations. It can be derived from the UB or UUs, but primarily the UA handles this. I'll document all of my civilizations from this basic summary.

Vietnam is known as a Cultural Defender and so she will be played as one. Her UA is arguably one of the most potent UA in the game granting you +60% Culture and +60% Food(not growth) allowing Vietnam to snowball hard from the three ancient policies. Although arguably, the weakest it goes is +20% Culture and +20% Food. Because it is known as a cultural defender, she is able to reacquire her lost territories easily due to the fact that unhappiness will always spawn for her conquerors making it much difficult to maintain a strong foreign presence in Vietnamese territories. (AIs could handle this pretty well, although I can't say for humans). Her UB allows them to maintain very powerful city defenses as their great works slots are filled(Hanoi is thus one of the most greatest fortified city in the game provided they have the most slots in all of Vietnam) while proving valuable in guild-cities. Her UU is also the anti-Iroquois for they receive a huge amount of combat bonus and double movements when running through rough features, making them truly valuable in territories not yet "developed"

Nubia is known as the Wonder Conqueror and Landmark Creator in Vox Populi, his UA allows them to boast +10% Production as so there is a garrison allowing them to jumpstart very successful with a strong production bias. When she conquers a city with a wonder, a Great Artist is spawned and is immediately expended for a Golden Age. (Thus any bonuses involve spawning or expending any Great People will grant the bonuses for this section of the UA as well). Overall, they gain a huge amount of warmongering presence due to their UU being able to siege early cities effectively compared to the ancient archer. Afterwarrds provided they have a large land, they are able to snowball effectively in tourism and forever as their UI scales upon era. The older the pyramid, the better the yields. Although any Royal Pyramids built before any player discovering Archaeology may also have a potential to be a landmarks, so Nubia are also guaranteed landmarks provided they have a large amount of royal pyramids which essentially boast powerful faith and culture yields.

For the Confederate State of America, their armies are very versatile allowing them to field warriors that may as well be gods to the battlefield. Their unique unit serves true to this as they will perform a ranged strike before melee attacking allowing them to fully finish off any enemy that dares survive her attack. Their improvement is a chateau/kasbah hybrid as being built next to a city grants bonus yields, while being built next to a plantation provides a hefty amount of good yields.

And so on and so on. I've often taken consideration into what the AI knows and think in its logic so that the UA, UB, and UU fully energizes with them.. although my earlier works would say otherwise.
 
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You can't have so few requests that you can't use an extra set of hands. I mean I've been purposely not posting anything here because you always look like you're completely swamped down (I mean you have like 6000 projects going on).
I did have a few helpers, but they went to something else.

As far as understanding balance, that's not really an important step, I doubt anyone can claim to truly understand balance (even I for all my arrogant attitude in that subject don't actually believe I'm omniscient), that's why you have testers, or people pointing out that some features are overperforming or underperforming or just doesn't fit.
No comment on this for now.


I mean if you're really don't think you have enough work on your plate, might I suggest you look into this, it's not exactly about converting existing civs, but it was a project making a civ that never really got finished :D
Making civs is much harder than just converting existing civs btw.
 
No comment on this for now.
I'm sorry, did I offend you? That was not my intention.

What I mean was just that if you put something out that's completely whack, someone is going to point it out and you can fix it. Yeah the process is absolutely longer, and probably involves more work, but you'll get there eventually, right?



Making civs is much harder than just converting existing civs btw.
Absolutely, no question about it.

I don't really know how much of it actually works however, it could be a quick patchjob or it could be a coding nightmare. All I know is that it was pretty much playable with a few bugs when the last version dropped.

Either way if you could take a look at it, that would be awesome.
 
I have one question. if someone says that his or her civ is nor compatible with lets say VP, CiD or any other mod, does it mean that it is not well balanced with that mod or just some aspects of that mod can't be used by that civ's AI? I played with some civs where author stated that he doesn't make his mods f. e. VP compatible, but the AI in that games looked like it was working. Are the new civs using some coded common for all AIs behaviour from that mods or just some things need to be programed specially for that civ in its own files? I hope you will explain this maybe trivial question that is bothering me for a while.

A
 
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if someone says that his or her civ is nor compatible with lets say VP, CiD or any other mod, does it mean that it is not well balanced with that mod

Umm, you have to ask the maker of the mod/civ in question, no? It could mean either.
 
I'm sorry, did I offend you? That was not my intention.

What I mean was just that if you put something out that's completely whack, someone is going to point it out and you can fix it. Yeah the process is absolutely longer, and probably involves more work, but you'll get there eventually, right?
No, I was going to elaborate, but I'm too lazy for now.



Absolutely, no question about it.

I don't really know how much of it actually works however, it could be a quick patchjob or it could be a coding nightmare. All I know is that it was pretty much playable with a few bugs when the last version dropped.

Either way if you could take a look at it, that would be awesome.
There's a playable mod of it? I don't seem to have found it.
 
Perhaps we need a parallel thread in which people list Civs they have tested and have found compatible with Vox Populi (VP)? JFD has a whole slew of Civs now that are explicitly identified as being compatible with VP. The list could begin with those. Perhaps some of the others are also generally compatible as well?

A list such as this would be incredibly helpful to many.
 
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