why this mod feels much better than normal civ?:)

tramwajg

Warlord
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May 9, 2014
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hey, I am wondering... played two games, one with unmodded brave new world, one on your mod, and standard civ feels much more boring...? why is it so? in normal game, I often run out of what to build, there are so many buildings that have no real benefit and are pointless to create in most of cities (such as amphitheater adding only +1 to culture never feels worth it), in mod there are way more nice options. I like new tradition trees and civilizations, so many new ways to play. Does anyone have recommendations for other mods that could go nicely with this one, or mods with similar amount of content?

my problem (one of just few - there are way more advantages) with vox populi is: I keep loosing naval battles despite of technological superiority. My fleet of three ironclads and one submarine, gets destroyed by medieval city and crossbowmen bombarding from shore, then three wooden corvettes attacking. Landship (ww1 tank) looses a lot of hp during battles against lancers, despite having over twice as many combat strength. I am wondering if there are any modmods that could make technological superiority lead to more realistic battles

also, diplomacy with AIs feels really unreliable and chaotic, although not sure how that would compare to real life. Empires seem to not remember a lot of past help (joining their wars, sending gifts when asked) and they can randomly become neutral, hostile, denounce, declare war, despite of being friends earlier. Although maybe this one is closer to real life, actual nations could be allied or hostile depending on period in history, but I'd say there were always complex reasons for that?

another, could it be possible to choose not starting with exploration units? this makes AIs really fast to discover all ancient ruins, and quite soon there is not much left to do
one more: I wish it was possible to build any improvements over tiles with resources (such as, lumbermill in tile with bananas?) currently plots with some resources feel like downgrade compared to ones without any

oh, and another, did anyone manage to run both vox populi and other mods adding content? for me, future worlds somewhat works but units have no combat strength, and techs are not connected to tree, but still playable unless AI chooses future tech as free option. However the other mod I wanted (prehistoric era) crashes on start. Maybe someone could advise something here too :)
 
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Welcome to the mod. It is indeed fantastic.

Cant answer all your questions. But one big difference is multiple paths to victory.

Its been a while but i believe vanilla civ 5 was all about having the highest population and therefore highest tech. That was it.

With vox populi you got many different stratwgies to win based on a seemingly infinite ammount of unique situations. High replay value.

Also. The devs of this mod went to great lengths to increase the ais skill level without resorting to giving them a bunch of cheats.

Again. Welcome to this great game.
 
thank you^^ and yes partial answers are welcomed aswell, I'm not expecting mod compability knowledge from everyone haha :) same feelings, AIs feel more competent (even such basic things as barbarians moving wounded units away instead of staying on same tile for 1 shot next turn), and yeah, replay with trying something else the next time, maybe different pantheon, beliefs, civilization, build order, I like that all :)
 
hey, I am wondering... played two games, one with unmodded brave new world, one on your mod, and standard civ feels much more boring...? why is it so? in normal game, I often run out of what to build, there are so many buildings that have no real benefit and are pointless to create in most of cities (such as amphitheater adding only +1 to culture never feels worth it), in mod there are way more nice options. I like new tradition trees and civilizations, so many new ways to play. Does anyone have recommendations for other mods that could go nicely with this one, or mods with similar amount of content?
You can check the repository, we have some cool stuff, but nothing that changes the mechanics or adds new ones like VP. New civs can add a lot of content though, and there were compability patches for Enlightenment Era and Future World, not sure if they are still maintained.
I haven't tried any other large or popular mods, don't have a good opinion about them either (of course I'm biased) but the ones I know are LEKMod (which afaik doesn't add more content, and more oriented towards multiplayer), and on Steam Workshop I've seen modding suites of Gaia and Iska, they seem to add new mechanics and content too.
my problem (one of just few - there are way more advantages) with vox populi is: I keep loosing naval battles despite of technological superiority. My fleet of three ironclads and one submarine, gets destroyed by medieval city and crossbowmen bombarding from shore, then three wooden corvettes attacking. Landship (ww1 tank) looses a lot of hp during battles against lancers, despite having over twice as many combat strength. I am wondering if there are any modmods that could make technological superiority lead to more realistic battles
Hm not that I know of, but if you're interested in modding, that would be an easy thing to do. Civfanatics has a lot of great modding tutorials, you can start with the ones for Database/SQL modding, and ask in discord if you get stuck.
also, diplomacy with AIs feels really unreliable and chaotic, although not sure how that would compare to real life. Empires seem to not remember a lot of past help (joining their wars, sending gifts when asked) and they can randomly become neutral, hostile, denounce, declare war, despite of being friends earlier. Although maybe this one is closer to real life, actual nations could be allied or hostile depending on period in history, but I'd say there were always complex reasons for that?
Yeah that's complicated, and may be closer to the truth, as we see with the turn in US diplomacy. It may not be as random as you thought in VP though, there are certain key times that significantly alter diplomacy. If you found and spread a religion, that's a sure way to turn an ally into enemy, but it's importance decreases in time. Ideology is critical, and again may turn an ally into an enemy. Or rather I should say a competitive ally to an enemy, because that's the key thing with VP, the AI plays to win. And that brings us to the final event I can think of, and that's leading the victory race. The AI very understandably hates that, and will gang up on you. It's possible to keep your allies through that if they are very weak, and need your protection against another civ. So yeah, each of these events can reset the diplomacy, you cannot count on super relations in medieval times in the information era.
another, could it be possible to choose not starting with exploration units? this makes AIs really fast to discover all ancient ruins, and quite soon there is not much left to do
one more: I wish it was possible to build any improvements over tiles with resources (such as, lumbermill in tile with bananas?) currently plots with some resources feel like downgrade compared to ones without any
It'd be possible with mods, but I don't think we have them as in game options.
oh, and another, did anyone manage to run both vox populi and other mods adding content? for me, future worlds somewhat works but units have no combat strength, and techs are not connected to tree, but still playable unless AI chooses future tech as free option. However the other mod I wanted (prehistoric era) crashes on start. Maybe someone could advise something here too :)
Oh I just talked about that. Yeah sadly we have issues with maintaining those mods as original authors are either gone or don't play VP. I think there's a working version for Enlightenment Era though, or at least someone on discord knows how to do that.
 
Welcome! Honestly, you'll never be able to play vanilla ever again lol. There are so many mods on here that it will blow your mind! As for your questions, the one about the scout/pathfinder, you could try this mod https://forums.civfanatics.com/threads/hokaths-changes.690601/ Hokath has altered the scout line a great deal so that they don't go romping across the globe in a Nano second, which is much more realistic.

Hokath also has a few other really cool mods like Religious Victory and Semper Fidelis, the later of which adds way more dynamism to Ideological tenets. Some other great modders with fun mods are (in no particular order) Pineappledan, Jarcast, Tomatekh, Hinn, Gwennog, adan_eslavo. There's likely a few I'm forgetting but I just thought it would be better to list the modders rather than their mods because they've all got lots of mods! Plus, they deserve the extra recognition for all the great work they do for the community. I hope this is of some use to you!
 
Hi, for diplomacy you also need to had in mind that deppending on personality there are some civs that are never to be trusted, for example Zulus and Askia will never be trusted, agressive civs tend to betray a lot, also you can modiffy settings before starting your game, there 2 that works directly with diplomacy, 1 is the victory competition and the other is the agression to the ones that are close to victory, Im usually dissable the one for victory competition, so Allies are more reliable and never trust on agressive AIs, but I always let activated the final agression.

Another thing I always made to had better allies its to turn my spies in to diplomatic agents, thats helps a lot to improve the relation with your closest allies.

Im not an agressive player so I relay a lot on alliances and made wars only when needed or to defend allies, so this tips work for me.

Another tip for the the trops, the strenght of the troops relay much on their gained new ranks than only on upgrades, so try to keep alive your trops with lot of ranks gained, their incredible strong, some times is better to retreat entirely if you couls save your specialized forces.

Hope it helps
 
Hokath has altered the scout line a great deal so that they don't go romping across the globe in a Nano second, which is much more realistic.
This issue is somewhat "mature" at this point, in that its been a known sore spot for years, but agreeing on an achievable direction has been elusive for the community (and often based in guesswork, I'd argue), so there are now a number of "fixes" prepared amongst community members -- Hokath does a promo tree redesign that ends up being quite different from default, many seem to enjoy. Azum has a revert mod that effectively returns recon role to how it was prior to the last recon update from VP congress, the trailblazer/survivalist tree in its pure form. I have uploaded a few different recon mods aimed at being somewhat customizable and modular, addressing various issues in components rather than all-in-one -- of those mentioned here i think mine tend to be the most "exotic" and unusual -- though all aim to mitigate various unreasonable aspects of the current promo tree in one way or another. There may be one or two other mods that slip my mind rn, but there are some options here in any case. Def recommend looking at the active threads in the modmod sub once OP has a game or two under their belt with the main mod, some good work in there.

I think the default vp recon is one of the project's most divisive issues rn -- I haven't played default vp recon as more than a "test" since long before the last change, even, and there are many others out there that gave up on the default config long ago, and by now are only familiar with their chosen alternative. The one test game that went the distance with default recon was enough for me lol
 
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thx everyone :) I will search this modification to recon units. I am looking for new content that would maybe expand tech tree a bit... such as, making each era last longer? in mod that I played for civ 4, there were over 1000 techs (from prehistory to cosmic travels) and I'd be really happy to play something like that, but with civ 5 game. What are gaia and iska packs about? I'll try to find it myself too :) by the way, this subforum seems to be the only one active when it comes to civ5 mods?
 
also you can modiffy settings before starting your game, there 2 that works directly with diplomacy, 1 is the victory competition and the other is the agression to the ones that are close to victory, Im usually dissable the one for victory competition, so Allies are more reliable and never trust on agressive AIs, but I always let activated the final agression.
If Disable AI Victory Competition is turned on, Disable AI Endgame Aggression is automatically turned on as well.
 
I have small question not related to my first post but maybe someone knows and I don't wanna make new topic for only that... any idea why in my game, maya civilization does not have this unique building? I just have arenas in cities, and ball court is not visible in civilopedia under buildings at all, maya has no unique building in cities at all? and kuna is like unique improvement instead?

 
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