Vox Populi Mod List

Enginseer

Salientia of the Community Patch
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This is an official mod list of all the available Vox Populi mods. It will also serve as a thread to foster discussions among modmods. This thread is also used to nominate mods(and civilization mods) for the seal. Unlike the Civilization showcase, anyone can post here with no repercussions.

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- Represented as the good stuff. Basically the recommendation of LoneGazebo or as if the mod was integrated into Vox Populi itself(or they are integrated!)
[table=head]Name|Author|Details (100 words or less, no paragraphs here)|Last Updated|Compatibility Issue?
Community Patch Events|Enginseer + hokath|Adds over a hundred events including Civilization Events: unique events to the civilization!|Changelog|Must have enabled Events.
Promotion Icons for VP|Asterix Rage|Promotion Icons for VP assigns an unique icon to all promotions when Vox Populi is used with Civ 5 BNW. No more triangles or duplicate promotion icon.|(VP Accountable, Integrated)|Any mods that replace the same promotion icons here.
Promotion Viewer|civplayer33|A more compatible version of Whoward's Pick'N'Mix Mod's UI - Promotion Tree|Integrated, VP Versions accountable)|None at the moment.
[/table]

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- Represented as mods that have been tested and tried out already to work with VP. Be wary of mods that are long-outdated(but they may still work if the newer VP versions don't make any conflicting changes!)

[table=head]Name|Author|Details (100 words or less, no paragraphs here)|Last Updated|Compatibility Issue?
3rd and 4th Unique Components for VP|adan_eslavo + Blue Ghost + pineappledan + etc| Increases the number of unique components of each of the base 43 civilizations from 2 to 4. Many of the components from this mod are collected from many of the great mods already existing for VP, but some are exclusive to this mod. In addition to the new UCs, some base components of civilizations have been modified, either to adjust and incorporate the new components smoothly into the game, or as a way of altering balance. Many AI flavors have been adjusted to help the AI accommodate for the new tools at their disposal.|Changelog|Must have enabled Events. User discretion at other mods that apply the same concepts
Civics and Reform| Enginseer|Introduce a concept from a predecessor game long ago in which interchangeable government policies change how civilizations work known as civics. These civics come in five categories: Government, Legal, Labor, Economy, and Religion. In each of these categories, there are a number of 7 civics offering a variety of bonuses and upkeep maintenance to maintain them. You can only have one active civic per category, and the AI have been properly trained and tested to use the flavor system to their best potential.|Changelog|Must have enabled Events.
Community Patch Mod Compatibility|Enginseer|Although originally its purpose was to introduce compatibility for some of the component mods, its most-used components are introducing Policy Buildings, More Religious Buildings, and compatibility for framedarchitecture's National Wonder Collection.|Changelog|None.
Enhanced City-States|merill|Scales the influence needed to be Friends or Allied depending on the era and the number of cities.|May 23rd 2017|Mods that interfere with CityStateStatusHelper.lua
Enhanced Naval Warfare|Infixo|Adds new naval units in late-game eras so in each one there's a complete set of specific units with no gaps.|Changelog|None.
Enlightenment Era for Vox Populi|Infixo|Makes the Enlightenment Era compatible for Vox Populi.|Changelog|Beware of its version history with Enlightenment Era and VP Updates.
Eurekas for Vox Populi|merill|Inspired by Civilization 6's Eureka System, quests for technologies are added and if completed will discount.|November 17, 2016|Mods that interfere with NotificationPanel.lua and TechHelpInclude.lua.
Promotion Overhaul|adan_eslavo|This mod is made to rework all promotion description from VP. Additionally it changes promotion sorting in Civilopedia, adds new categories and fix few other issues.|Changelog|None.
Provincial Palace|Enginseer|Adds a building exclusive to captured foreign capitals to help domination victors!|Changelog|None.
TreeGrowth|Tekamthi|Allows for the spread of forests that was seen in Civ IV, but not jungles. Spread rate varies based on map size and game speed.|Janurary 4th 2018|None.
Unique City-States|Enginseer|Inspired by Civilization 6's Suzeranity, having an alliance with city-states now grants a variety of unique bonuses, so that the same type of city-states don't feel generic and having multiple allies of the same type feel more powerful than ever.|Changelog|Has an EUI and non-EUI version. Incompatible with Sukritact's Suzeranity. Must have enabled Events. Mods that interfere with CityStateStatusHelper.lua.
Vox Populi Wonders Expanded|Infixo|Adds 29 new Wonders to Vox Populi in a way that doesn't destroy the balance but makes each game more unique and more interesting.|Changelog|User discretion at other mods that apply the same concepts.
Worker Mountaineering|HungryForFood|Allows Workers and Settlers cross mountains like the Incas after researching Dynamite!|Changelog|None.
World Congress Reformation|Enginseer|Designed to improve the diplomatic aspect of Vox Populi, the mod offers the ability to increase voting power in the World Congress through population along with abilities to puppet city-states and enact sphere of influences! The mod also adds six new world projects for the World Congress to build.|Changelog|Must have enabled Events.
[/table]

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- Purely simple a e s t h e t h i c m o d s
[table=head]Name|Author|Details (100 words or less, no paragraphs here)|Last Updated|Compatibility Issue?
City-States Leaders for VP|adan_eslavo|Porting the features of adding leader icons for every City-State encountered on the map to Vox Populi.|Changelog|Mods that interfere with CityStateDiploPopup.lua
UI - Filters in Trade Route Overview|Infixo|Helps with late-game Trade Route management by adding filters to Trade Routes Available page in Trade Route Overview.|Changelog|Mods that interfere with TradeOverview.lua
UI - Improved City View|Infixo|Redesigns the CityView.lua of VP EUI.|Changelog|Mods that interfere with CityView.lua
UI - Improved Military Overview|Infixo|Redesigns the MilitaryOverview.lua of VP.|Changelog|Mods that interfere with MilitaryOverview.lua
UI - Trade Opportunities|adan_elsavo|Redesigns the DiploCityStatesStatus.lua, DiploOverview.lua, and DiploTradesStatus.lua|Changelog|Mods that interfere with DiploCityStatesStatus.lua, DiploOverview.lua, and DiploTradeStatus.lua
UI - Religion Spread|Infixo|Adds a Map tab to the Religion Overview popup that displays the spread of world religions. Also adds the number of followers to the World Religions tab.|Janurary 24th 2018|Mods that interfere with ReligionOverview.lua[/table]

The Rest
[table=head]Name|Author|Details (100 words or less, no paragraphs here)|Last Updated|Compatibility Issue?[/table]
lol nothing yet
 
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You have to report the post and keep asking them for a sticky :crazyeye:
 
Is it really true that 4UC requires Events enabled? I've been playing with them disabled, and haven't encountered an issue, but then I haven't read thru all 86 new uniques.
 
What are valid rejections to the nomination for these mods?
3rd and 4th Unique Components for VP
UI - Filters in Trade Route Overview
UI - Improved City View
UI - Religion Spread
I understand that 3&4UC mod may suffer from slight imbalance and some bugs, but these UI mods are flawless and there is no downside of using them.
Also there is no UI - Improved Military Overview by Infixo on the list.
Are mods that add a new civilization excluded on purpose?
 
Is it really true that 4UC requires Events enabled? I've been playing with them disabled, and haven't encountered an issue, but then I haven't read thru all 86 new uniques.
The mod uses dummy events. Without enabling the Event System, you may have dummy events with perma-effect duration(which could stack to infinity depending on how it was coded) or how the code You can enable the Event System, but disable all the other "type" events (which should work, but there are some events that are not tagged so they might appear).

What are valid rejections to the nomination for these mods?
3rd and 4th Unique Components for VP
Code:
I understand that 3&4UC mod may suffer from slight imbalance and some bugs...
UI - Filters in Trade Route Overview
UI - Improved City View
UI - Religion Spread
Granted a temporary seal until someone does a huge UI update on the VP.
Also there is no UI - Improved Military Overview by Infixo on the list.
It's there.
Are mods that add a new civilization excluded on purpose?
The Civilization Showcase is meant for those mods that add new civilizations.
Enhanced Naval Warfare
Superbe design. Balanced. End game enhancement
Done.
Enlightenment Era for Vox Populi
Well Balanced. Bring new units, buildings and wonders. Allow to make the game longer.
Outdated mod. VP changed too much and as such doesn't correspond well to the VP smoothly as the Enlightenment Era itself corresponds smoothly to the vanilla Civ 5.
Unique City-States
To give CS much more interactions with the game.
Already a thing.
Vox Populi Wonders Expanded
THE Wonders Pack for Wonders lover.
It does have a few outdated yields on the old wonders, but then again. Those can be addressed rather easily. Done.
Worker Mountaineering
Mountains impassable forever ? Not anymore.
See your latest post in that thread.
 
The requirements for good balance are very stringent for VP; this community sets a high bar for quality. 4UC may never earn that seal, and that might be okay.

It's taken VP years to achieve its tight level of balance. With how complex the 4UC features are, and how many unique mechanics we added for the civs, we would be lucky to achieve good balance in half the time.
 
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For now, Events and Decisions Compatibility(CBP), its out of this list but is safe to use along others?
 
For now, Events and Decisions Compatibility(CBP), its out of this list but is safe to use along others?
Safe to use, but it's so outdated. I don't want to put it on the list yet at least until next month.
 
Can you mark is mod working in multiplayer via modpack?
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People will have to request this since I don't dabble in pseudo-DLCs.
 
All mods on your list starting with "u" are multi compatible (all "ui-" and unique city states)
Civic and reforms is easy to be packed in modpack not sure yet if works on multi but I think that it works

If promotions flag eui will appear on this list it working on multi BUT after crating modpack you need to copy it's folder to modpack by hand
 
Seriously?
"Change VP option" is an empty sql file mod !
Not a mod definitely. But probably the most interesting thread around. Full of good sql lines to take control of your next game.

Link again :
https://forums.civfanatics.com/threads/change-vp-options.620079/
From a modder point of view, that's not a mod. But from a user point of view, it definitely enter into the "utilitary mods" section.
"I would want a mod that allow me to keep my options and not have to select them each time" is something that I've heard more than once (and happily linked to the thread).

Since that's not really a mod (that's more "how to make a minimod tuto"), I don't think it has its place in the table, but it clearly has its place in this thread (and possibly as a remark in the oppening post).
 
A question here, if anyone can help. Are all these mods compatible and balanced with each other, when loaded with the latest beta?

For example, if I want to load all.
 
Nope. Mods are not perfectly balanced on their own, so surely they won't be balanced with all other mods. There is a good chance they will be compatible with each other, though.
 
If you run many of these mods together you are very likely to have serious yield inflation.
 
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