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Vox Populi Compatibility Discussion

Actually it would be wonderful if one of you could do the Indian civpack split.

And the 3rd 4th for Vietnam and nubia.
 
@Enginseer, I can't attach files in private conversation so I will leave this here.

Please find attached the Canada civ for VP. I have modified all texts and unique abilities, updated/corrected the language throughout the civ, and trimmed unused files from the mod.

I booted up the mod, and made sure that all UCs appeared on the tech tree, their descriptions and abilities displayed correctly in the civilopedia and the civSelect screen. I did not actually play through long enough to check actual gameplay on any of the UCs.

Things I deleted:
- All files related to the Garrison Artillery, an unused UU, which CL replaced with the Hudson's Bay Company in later versions. We do not use any of those resources, and I find the unit to be of generally low quality.
- All files related to making the Voyageur work as a GMerchant replacement. It had lua that allowed the unit to create extra trade routes, beyond the regular cap, and to create a fur resource inside City-State territory. I have removed those files, and just kept the art assets
- lua for the mounted units claiming tiles, and a lua which guaranteed a horse resource near the capital. With us abandoning the mountie border claiming aspect of the UA, we needn't concern ourselves with those lua scripts, and good riddance with that over-dependence on mounted units.

Things to do:
  • Check the portage script to make sure that promotion works right (gives +1 movement when starting on a river)
  • Adjust the RCMPGarrison.lua for the adjustments to the UA
    • Changed from 1 GMerchant point to a dummy building which is set in the nearest city, which gives +1:c5capital: GGeneral Points, +1:c5gold: Gold, and +2 Border Growth.
    • Colonialist Capitalism promotion, given by the HBC, gives +2:c5gold: Gold and +2:c5culture: Culture globally, so as not to give a massive +4 culture on borders from a single fort.
  • Make a lua script for the respawn mechanic for the coureurs des Bois (a new one spawns in the capital after they complete a diplomatic mission).
  • Make a lua script for the new city connection tile claiming mechanic for the UA. (all roads use in an overland :c5trade: City connection are claimed on completion of the connection.)
EDIT: For the curious:
Spoiler Colonialist Legacies' Canadian Dominion for VP :

145

UA - A Mari Usque ad Mare:
  • :c5trade: City connections claim all tiles on completion.
  • Units garrisoned in a Fort or Citadel generate :c5gold: Gold, :c5capital: Great General Points, and Points toward border expansion for the nearest City.
  • Declarations of Friendship give both Canada and their friend +1:c5influence: Delegate to the World Congress
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UB: Hudson's Bay Company (East India Company replacement)
Available at Guilds
Does Not Require Customs House
Requires 35 citizens in Empire
production required scales with number of cities
+6:c5gold: Gold (up from 4:c5gold:)
+1 :trade: Trade Route
:trade:Trade routes other players make to a city with an Hudson's Bay Company will generate an extra 4 :c5gold: Gold for the city owner and the trade route owner gains an additional 2 :c5gold: Gold
1 free copy of all luxuries around city
-20% Gold :c5unhappy: need modifier
Free Customs House in City
+50% range for land :trade: trade routes in city
Gain a Large sum of Border Growth Points in this City on completion
+1 :c5gold:, +1 :c5culture: to Forts and Citadels on Empire
+2 :c5culture: Culture from Customs Houses and +3 :c5gold: from Banks

All Units receive the 'Colonial Capitalism' promotion (Units generate 2 :c5gold: Gold and 2 :c5culture: Culture per turn while on a Fort or Citadel)

145

UU: Coureur des Bois (Explorer Replacement)
Available at Compass
160:c5production:
17:c5strength: CP
3 :c5moves:Movement
Ignores Terrain Cost
XP from revealing tiles
Embarkation with defense
Extra sight while embarked
Portage Promotion (+1 :c5moves: Movement if starting turn on River)
Trailblazer I Promotion (double movement in woods and forest)
Has Diplomatic Mission Action - Expends unit when adjacent to City-State lands to gain :c5gold: Gold, and :c5influence: Influence.
Fur Trader Promotion - 75 :c5gold: Gold and 10 :c5influence: Influence from Diplomatic Missions. A new Coureur des Bois Appears in your Capital after 5 turns.

Spoiler 4UC :

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3UC - UU: Expeditionary Force (Great War Infantry/Rifleman)(from United Kingdom mod)
Available at Replaceable Parts
900 :c5production:
50 :c5strength:CS (+5 from GW infantry)
5 BaseLandAirDefense
Stormtrooper Promotion (+25% on Attack, +25% vs fortified units)
Great Generals I Promotion

link here, icon not available on internet
4UC - UB: Hockey Rink (Stadium)
Available at Radio (1 Tech earlier)
2000 :c5production: (down from 2500)
8 :c5gold: maintenance
Does not Require a Zoo
+2 :c5happy: Happiness (up from 1)
1 :c5culture: Culture and 1 :c5gold: Gold for every 2 :c5citizen: citizens in city
Provides 500 :c5goldenage: Golden Age Points, 100 :tourism: Tourism, and 10 :c5influence: Influence with all City-States when completed
(up from 300 GAP only)
25% of :c5culture:culture from landmarks and World Wonders is converted to :tourism:Tourism in city
+25% :tourism: from Great Works
Reduces :c5happy:Boredom Greatly


EDIT EDIT: I just realized I forgot to mention the free customs house in the text for the HBC. @Enginseer, if you could replace line 352 of ColonialCanada.xml with the ext below, that should be everything. Or I can add it myself once you are done with the lua.
Code:
<Text>Reduces [ICON_HAPPINESS_3] Poverty. Provides a large sum of [ICON_CAPITAL] Points towards Border Expansion when completed. Receive an additional copy of all Luxury Resources around this City. Incoming [ICON_INTERNATIONAL_TRADE] Trade Routes generate +4 [ICON_GOLD] Gold for the City, and +2 [ICON_GOLD] Gold for Trade Route owner.[NEWLINE][NEWLINE]The Range of all [ICON_INTERNATIONAL_TRADE] Land Trade Routes from this City is increased by 50%. All Customs Houses gain +2 [ICON_CULTURE] Culture and all Banks gain +3 [ICON_GOLD] Gold. All Forts and Citadels on Empire Gain +1 [ICON_CULTURE] Culture and +1 [ICON_GOLD] Gold.[NEWLINE][NEWLINE]All Land Units on Empire receive the [COLOR_POSITIVE_TEXT]Colonialist Capitalism[ENDCOLOR] Promotion, which allows units to generate +2 [ICON_CULTURE] Culture and +2 [ICON_GOLD] Gold when garrisoned in a Fort or Citadel.[NEWLINE][NEWLINE]Does not Require a Customs House. Free Customs House in City.[NEWLINE][NEWLINE]The [ICON_PRODUCTION] Production Cost and [ICON_CITIZEN] Population Requirements increase based on the number of cities you own.</Text>
 

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@Enginseer, I can't attach files in private conversation so I will leave
Things to do:
  • Check the portage script to make sure that promotion works right (gives +1 movement when starting on a river)
  • Adjust the RCMPGarrison.lua for the adjustments to the UA
    • Changed from 1 GMerchant point to a dummy building which is set in the nearest city, which gives +1:c5capital: GGeneral Points, +1:c5gold: Gold, and +2 Border Growth.
    • Colonialist Capitalism promotion, given by the HBC, gives +2:c5gold: Gold and +2:c5culture: Culture globally, so as not to give a massive +4 culture on borders from a single fort.
  • Make a lua script for the respawn mechanic for the coureurs des Bois (a new one spawns in the capital after they complete a diplomatic mission).
  • Make a lua script for the new city connection tile claiming mechanic for the UA. (all roads use in an overland :c5trade: City connection are claimed on completion of the connection.)
Yeah just give me a few days, if I somehow in an amazing non-procrastinating way update CPE, @Kim Dong Un might see this done in time.

  • This seems a familiar script used in my other compatible mods. I'll just crosscheck with that.
  • Hmm...
  • Surprisingly easy to do with dummy buildings.
  • Easy. Might slightly decrease performance(irrelevant since this code doesn't pop up as often) since we have to activate a disabled section of the DLL.
 
Yeah just give me a few days, if I somehow in an amazing non-procrastinating way update CPE, @Kim Dong Un might see this done in time.

  • This seems a familiar script used in my other compatible mods. I'll just crosscheck with that.
  • Hmm...
  • Surprisingly easy to do with dummy buildings.
  • Easy. Might slightly decrease performance(irrelevant since this code doesn't pop up as often) since we have to activate a disabled section of the DLL.
You guys are awesome. I'm so stoked! @pineappledan I really like the tweaks and adjustments you've made. Having Canada as an option will also add another primarily diplo based civ to the fold, probably the least represented victory condition IMO, yet there's still potential to play off other trees like artistry/industry/rationalism.
 
I'm wondering if the hockey stadium is powerful enough? It comes so late, it would have to be pretty special.

I had considered adding 150:c5culture: to the instant boost on completion, so the building gives all the bonuses of circus, zoo and Stadium combined. Either that, or we could increase the gold scaler.

I also wasn’t sure what to keep as the UA name.
Ad Mare usque et Mari (national motto)
From Sea to Sea (English translation)
The Northwest Passage (in reference to the city connection)

Im not a fan of just having the national motto as the name, no other civ phones it in like that.
 
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I didn't think anyone else really cared about Canada in the game, so I made it a low priority because I thought it was mostly just for me. I'm happy to bump it up in line, and try to get other people in on it, since I know now that other people are looking forward to having Canada too.
Any chance you get Justin Trudeau to play this game? Maybe it could encourage more people to play Canada.
 
I’ll call him up this weekend and see if he can come over. He’s been busy lately though.
 
I'm wondering if the hockey stadium is powerful enough? It comes so late, it would have to be pretty special.

I had considered adding 150:c5culture: to the instant boost on completion, so the building gives all the bonuses of circus, zoo and Stadium combined. Either that, or we could increase the gold scaler.

I also wasn’t sure what to keep as the UA name.
Ad Mare usque et Mari (national motto)
From Sea to Sea (English translation)
The Northwest Passage (in reference to the city connection)

Im not a fan of just having the national motto as the name, no other civ phones it in like that.
Take a pick from one of these: https://canada.businesschief.com/top10/1008/Canadas-Top-10-Hockey-Arenas
 
I'm wondering if the hockey stadium is powerful enough? It comes so late, it would have to be pretty special.

I had considered adding 150:c5culture: to the instant boost on completion, so the building gives all the bonuses of circus, zoo and Stadium combined. Either that, or we could increase the gold scaler.

I also wasn’t sure what to keep as the UA name.
Ad Mare usque et Mari (national motto)
From Sea to Sea (English translation)
The Northwest Passage (in reference to the city connection)

Im not a fan of just having the national motto as the name, no other civ phones it in like that.

UA name: Lord of the Hosers

G
 
I'm wondering if the hockey stadium is powerful enough? It comes so late, it would have to be pretty special.

I had considered adding 150:c5culture: to the instant boost on completion, so the building gives all the bonuses of circus, zoo and Stadium combined. Either that, or we could increase the gold scaler.

I also wasn’t sure what to keep as the UA name.
Ad Mare usque et Mari (national motto)
From Sea to Sea (English translation)
The Northwest Passage (in reference to the city connection)

Im not a fan of just having the national motto as the name, no other civ phones it in like that.
Yea the (hockey) arena is a really late building, and considering I'm a huge fan and former player myself, I would have no issue with it being buffed for VP to make it impactful late game (I don't currently use your 3/4th UB/UU mod while VP is still being tweaked, but plan to once it's complete).

The UA name is surprisingly tricky. I agree that although not horrible, using the motto is not ideal. Northwest Passage is definitely viable.

How about "On Guard For Thee"? It kind of plays off the fort/citadel and DoF traits...
 
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Tomatekh's The Garamantes for Vox Populi's Foggara UI does not seem to work, sadly. It is not buildable, as it has no tech requirement.
 
Canton Pirates have been unusably broken for quite some time now. (As in, they crash the game some number of turns in.) I know I've talked about it with @Enginseer in the past, and the Steam page for the compatibility mod is full of comments that it doesn't work going back to sometime last year. I was a little surprised to see that the thread had been re-formatted but they remained on the list.

That being said, that's the civ I would most love to see get fixed. I briefly tried to see if I could at least figure out the source of the problem, but after getting Firetuner running, games running with the logs going and etc I quite quickly realized I was probably out of my depth without a decent bit of handholding through the first steps. The internet at large didn't seem to have the wealth of information I'm used to having available when I teach myself something new, or at I failed to find whatever it was I was looking for.

I'd actually love to be able to contribute something, so if y'all are workshopping somewhere and wouldn't mind the handholding, I'd be into it.
 
Canton Pirates have been unusably broken for quite some time now. (As in, they crash the game some number of turns in.) I know I've talked about it with @Enginseer in the past, and the Steam page for the compatibility mod is full of comments that it doesn't work going back to sometime last year. I was a little surprised to see that the thread had been re-formatted but they remained on the list.

That being said, that's the civ I would most love to see get fixed. I briefly tried to see if I could at least figure out the source of the problem, but after getting Firetuner running, games running with the logs going and etc I quite quickly realized I was probably out of my depth without a decent bit of handholding through the first steps. The internet at large didn't seem to have the wealth of information I'm used to having available when I teach myself something new, or at I failed to find whatever it was I was looking for.

I'd actually love to be able to contribute something, so if y'all are workshopping somewhere and wouldn't mind the handholding, I'd be into it.
Well you could try playing the Canton Pirates without the compatibility until the (Industrial Era) because usually the bug seems to appear during the medieval-renaissance era. If you can do so successfully with Vox Populi in 3 games, then that's a more huge help because I'm honestly using the AI tests and it doesn't seem to be a bug apparent until the humans play it and I'm wondering if this is related to the compatibility changes or the canton pirate itself.
 
Well you could try playing the Canton Pirates without the compatibility until the (Industrial Era) because usually the bug seems to appear during the medieval-renaissance era. If you can do so successfully with Vox Populi in 3 games, then that's a more huge help because I'm honestly using the AI tests and it doesn't seem to be a bug apparent until the humans play it and I'm wondering if this is related to the compatibility changes or the canton pirate itself.

I assume you are hooking into the DLL for testing? If not, you should. Walk the debug stack! Find bugs! Win prizes!

G
 
So, I've attached 3 Lua files that should replace the old lua files. I haven't balanced much because this isn't my compatibility. I'm just the assistant. Changes documented:
BonusTradeVoyeur.lua
  • Added a performance improvement where it'll check if Canada exists or not in a game to run a PlayerDoTurn.
  • This Lua code according to what I can remember will improve any unit with PROMOTION_PORTAGE with +1 bonus (60 code-wise) Movement when on a plot that is considered near a river.
  • You should then remove PROMOTION_PORTAGE_ONRIVER because it seems to be unnecessary if we're just adding +1 movement.
CanadianBrotherhoodScript.lua
  • Added a performance improvement where it'll check if Canada exists or not in a game to run a PlayerDoTurn.
  • Fixed a something bug that was not apparent to Canadian players...
CanadianRCMPGarrison.lua
  • Added a performance improvement where it'll check if Canada exists or not in a game to run a PlayerDoTurn.
  • The code will now check for all Canadian units standing on a Canadian-owned plot that is a fort or citadel then...
    • If so, check if it's that first promotion the unit has.
      • If so, then check if he's on a plot that is owned by a city. Add a dummy building that does not exist that adds yield_gold, yield_great_general_point, and yield_culture_local.
    • If so, check if he also has the second promotion that the unit has.
      • Add +2 Gold and Culture to the total.
  • Getting +15% Combat Strength when stationed on a Village? It seems off... so I avoided adding this in.
  • I checked with how City Connections code were firing and it was insanely too high and performance-intensive for it to be usable. (Oh hey you decided to connect a landlocked city on a different continent through a coastal city with a harbor linking it to the capital and now we're gonna claim ownership on the entire oceans now) (Oh hey this city got isolated by enemies and you cleared them off! But they pillaged the closest road to our capital, that's okay! We can still connect it indirectly with that road to a city-state with a harbor, so it seems connected to our capital now!) So yikes.
  • I added the one where that UU will be respawned in the Capital in 5 turns, however, this requires you enable EVENTS_CUSTOM_MISSIONS to 1 (see other mods or 3uc/4uc in how they enable it). However based on the save data, if the capital is lost during the respawning process, the unit then "gets lost" and don't know how to return back to his capital until it is recaptured. I did not make exceptions for it to be Canadian-exclusive only since supposedly militaristic city-state units can give it to you...
    • You will need to create 5 dummy buildings with either
      • NeverCapture OR as this will make sure the unit will actually get lost and will never travel back to the capital if his respawn process is interrupted.
      • ConquestProb 100 will make the unit return back to the capital if the capital is recaptured. However, the "placeholder" capital will hold remnant of the said dummy buildings.
    • You will also need to make a dummy Player event for the Capital City to spawn said unit. I'm sure your work in 3uc/4uc should precede you in making those dummy events.

On another note, I'm not sure if you addressed this with the UA, but the dummy building somewhere in that mod that rewards +1 ExtraLeagueVotes should be modified to have SingleLeagueVote(unsure if that's the right name) or have its tooltip modified to have +1 Delegate that scales upon the number of city-states.
 

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Could someone link a guide for how to 'hook in' to the DLL for debugging? I've seen G mention it at least twice, but I haven't got a clue how to do what he suggests.
 
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