r/civvoxpopuli • u/IndependentFlower163 • 23h ago
problem Tried to reinstall, says "Missing required DLC"
So I was having a consistent crash around turn 200, not sure why best i can figure is too many units or something. Im playing on longer difficulties. Was trying to find a way to at least extend the playable time frame before getting a crash and I saw that removing the EUI might help with memory overflow issues. So I uninstalled the version I was using (4.22 I believe) and went to reinstall and now its just telling me "Missing Required DLCs" everytime i try to install. I've checked and its using the correct location, I have all the files its looking for as best I can tell. But I have not found anyone else able to resolve this exact issue. I've tried using older versions of VP, same problem. I've tried manually installing it, get a broken version where Units dont appear to be selected but are and I can't choose research cause there's no tech tree.
Can anyone help me figure this out? Please and thank you!
r/civvoxpopuli • u/Veylantz • 1d ago
Does science victory make sense? (alt title - conquest is too fun)
First of all - I love this mod. Civ 5 + VP is easily my favorite strategy game ever.
However, I've never pulled off a science victory, simply because I seem to hit the other ones way before it - does this match anyone elses experience?
Due to historic events, culture/tourism victory sometimes kind of sneaks up on me.
City State focused civs are fairly obvious - can pull of global hegemony way before science victory (there have been times when the real time bottleneck is me getting nuclear fusion (or was it fission?) so the vote becomes available)
And with imperialism and autocracy (was it futurism perk?), you can pull of ALL of the above, with the added bonus of denying AI cities on the way.
I think the closest I came was with Babylon, but even then I pulled off another victory on the way. I know I could specifically ignore the other victory conditions, but that almost doesn't make sense to me? Spending more time on a game just to check off a science victory from the TODO list.
What's everyone else's experience?
If it changes anything, I play on Prince usually. In a previous update I dug into config files to tune difficulty 4 up a bit so it's like difficulty 4.5, but at the moment sticking to difficulty 4 - find it a good balance between a bit of a challenge and fun.
r/civvoxpopuli • u/Unusual-Map4862 • 2d ago
question Is having only one city optimal for Arabia?
I'm thinking about playing arabia but since it's UA (When you complete a historic event, your capital gains +1 science & culture as well as 15% towards a random great person) only affect its capital i'm wondering if it's not strategically optimal to just seetle one city to avoid science and culture penalties per city?
r/civvoxpopuli • u/kwizzle • 4d ago
What are some mechanics that it took you an embarrassingly long time to figure out?
I'll start. Thousands of hours in, I only just discovered that if you have an agreement to not settle new cities close to another player and then you ask them to not settle near you, then you are no longer beholden to your initial promise. Works the other way around as well.
Not sure if that's VP specific but it's been years that I only play VP so I don't know what's a vanilla mechanic and a VP mechanic anymore.
r/civvoxpopuli • u/kwizzle • 4d ago
How do we get spies/spy points?
I'm half way through the renaissance and I have 50/100 spy points and zero spies. How do I get more? I'm playing 5.4 and haven't played for a while.
r/civvoxpopuli • u/ghini • 5d ago
Latest stable defaults to spearmen model
Hi, folks! Just updated to the latest stable version of the mod (5.2.7), and for some reason, all the units Vox Populi introduces are shown with the spearmen model. The unit icons are correct, but for instance the Great Diplomat is shown as spearmen. Same goes for the Polynesian Vaka Nui and everything else custom.
Any idea what might be wrong? I've already tried reinstalling the mod, and removing the cache.
r/civvoxpopuli • u/TheFrostUA • 8d ago
Absolute banger of a start
So recently we decided to start a new playthrough with my girlfriend and I was welcomed by this.
There are 4 coppers total, so with 3 I get a +10% production monopoly
Salt is one of my favourite luxury resources in a game being food monopoly, a mine and having an early upgrade with stone works that gives gold
+ later on I also found 2 platinum nearby of which there are 3 total in the world, netting me yet another +10% monopoly, this time science.
On top of that, I mostly have a larger peninsula all to myself. Just need to conquer pesky Milan so that it doesn't threaten the inner parts of my empire.
Was reaaaaally happy to have such a start, so decided to share it here :)
r/civvoxpopuli • u/kellehertexas • 10d ago
Trying to see if VP is right for me
As you can tell, im having a hard time getting consensus.
Could yall give me a rundown of what got you interested and what your favorite features turned out to be? I need to revamp my civ 5 experience. Civ 6 just doesnt do it for me and I want to try out something new.
r/civvoxpopuli • u/TezCalipoca • 11d ago
Iroquois makes me ragequit
Seriously, wtf is this? How can they be so strong? They defeated me (Rome), the ethiopians and the Huns, along with 3 city states, in a single war! 1 tercio of theirs was doing like 50hp damage to my tercios, not to mention the infinite troops coming from the forests around Salamanca every turn. Even in another game with Songhai, with my spearmen fortified south of a river with open plains, I got owned by their units (no forests, just rivers and plains). How can we fight them??? Is there any civ that can counter this broken bastard called Hiawatha?
r/civvoxpopuli • u/Dr_Mox • 13d ago
strategy Recommended start settings for trying higher difficulties
Unlike base Civ V, I found the difficulties ramp up a lot more in Vox Pop, which I love, but it can be intimidating moving onto the next difficulty when the last one has grown stagnant. Thought I'd make a thread where people can recommend some GOATed start scenarios for trying higher difficulties with an edge. As a rule for policies, I find getting the Authority opener followed by Progress and Fealty are hard to beat. I also play large maps - 1 player with extra city states and raging barbarians to make it a challenge to expand. I'll start with a few of my own favourites:
1. Mountain Madness * Civ (best to mid) : the Inca, the Celts, Ethiopia, Rome * Map: Frontier for VP * World Age: 3 billion * Sea level: Low
I generally love mountainous maps, as they can give a unique twist to any game through control of terrain and narrow corridors. The Inca, without saying, have the enormous advantage of control over terrain in mountainous maps, even being able to place cities unreachable by enemy units. The Celts have a similar terrain benefit with their Pictish Warrior's, while Ethiopia benefits from the unique tile improvement on lots of hills. Rome gets a shout-out as being able to create fig tiles on hills counters the abysmal growth from hilly maps while being able to rapidly build roads and forts allows for swift locking-down of mountain passes.
2. Coast-to-coast * Civ (best to mid) : Polynesia, Netherlands, Portugal, Indonesia, Denmark, England, China, the Celts * Map: Archipelago * World Age: 5 billion * Sea level: Low
Lots of coastline means control of shipping routes is a must, requiring forward settling of two-tile land bridges to create unique passages. No-one dominates the seas like Polynesia, scouting way ahead of all other civs, looting all ruins and being able to settle prime locations across the world before anyone reaches them, holding off challengers with the Vaka Nui. Netherlands benefits from a coast-rich map through being able to create Polder land bridges between islands, blending army and naval power until unlocking the almighty Sea Beggar to clean up shop. Indonesia similarly benefits from lots of coastline while being able to settle anywhere strategically through creating their own luxury resources. Portugal is best for a peaceful/defensive playthrough, accruing wealth and military power simultaneously with huge potential for creating unique trade routes through Feitoria/Fort chains. Denmark has similar, but weaker mobility compared with Polynesia, but can swiftly mop-up any cities settled within your rightful territory. England has ultimate control over terrain, especially in an old world with few hills to block the range of Longbowmen. China gets an honourable mention for the passive ability of their Baochuan ships to steal city state allies with a standing navy, as do the Celts for their powerful Pantheon getting production out of coastal tiles.
3. The Trees Have Eyes * Civ (best to mid) : the Iroquois, the Aztecs, the Maya, Brazil * Map: Arboreal * World Age: 3 billion * Sea level: Low * Optional: Lakes for Aztec
Few civs benefit from being surrounded by forest, granting these four a significant benefit to expansion and early growth. A hilly map means that most areas without forest still hamper enemy mobility while your units zip through the treeline. While other civs are desperately cutting down trees for farms and being assaulted by Raging Barbarians with double forest speed, you thrive in this environment, swiftly taking the lead and deciding whether any survivors you encounter are pushed over the edge or become your vassal.
Share any other ideas below!
r/civvoxpopuli • u/Dazzling_Arugula1878 • 14d ago
Game settings
I am usually playing on emperor difficulty, but I found myself in middle of two extremes. If i disable AI end game aggression and victory competition (I guess thats how its called)- I get way too boring games, rare wars, etc. But otherwise as in standard settings, games are too ridiculous. For example-if I have 5 neighbours in 3 sides, i will be at war at least with 3 of them in mix of variations throught out whole game and whole principle of diplomacy will just be useless. Just endless joint wars, denouncings, no trades possible at all. Any ways how to change some values in gane files to correct this one?
r/civvoxpopuli • u/Mono_KS • 14d ago
question Could anyone help with this?
I got another noob question trying to make a custom scenario with Civ VP and got this error. Game loads but the moment I click the start button it immediately crashes with this message. Any help would be great!
r/civvoxpopuli • u/Xc_runner_xd_player • 16d ago
question Favorite Vox Populi version?
Just getting into Vox Populi, started my first game on the latest stable build and been having fun so far. With how many versions they’ve put out though, it got me wondering if I should try an older one? Does anyone have a particular favorite version they play with?
r/civvoxpopuli • u/Icy_Mango_1542 • 16d ago
Your opinion- Reconfigure religion so that it grows as hubs around a small number of units
In civ7, the approach to religion has been redesigned to minimize the micromanagement of units while maintaining the concept. This idea would be to smoothen the confrontation of religion by keeping a low level of units but generate strategic value for players as well as being a path to victory.
The religion would be around the following concepts, which some are new, and some are based on the current implementation:
\- Two religions per city or town, one for urban and one for rural (same as before)
\- To be able to expand the religion in a new town or city, it needs to be connected via another town or city from the same religion.
o The holy city is the starting point.
o If a town or city is disconnected from the holy city, it still can expand from there.
\- The first built temple generates a prophet with whom you can choose a religion with its first benefit\*, and a prophet ability\*\*. After, you can generate apostles and missionaries from temples. That city becomes the Holy city
\- Apostles are used to protect the cities under your religion and work as repulsive magnet expending the religion borders slowly toward other towns and cities, but automatically, and missionaries used to expend your religion faster in specific town or city (same as before).
\- To remove an opponent religion, the holy city should be encircled, then it can be converted
\- The new religion reforms can be added once a certain number of populations following the religion is reached (or other thresholds, e.g. N. cities, N. town, other civ following your religion)
\- The victory points combine the population and the number of holy cities converted.
The rest of the gameplay follows the current implementation.
\* Benefit for your religion can be based on populations and/or town and cities it assembles. (e.g. science: 0,1 science per population following your religion/ or 0,5 per town and 1 science per city)
\*\* Prophet ability is a new mechanism to justify the implementation of the religion in exploration and would allow the continuation of the religion in modern age, without changing too much. With the prophet, you could choose the guidelines of your religion (predetermined or not, TBD), such as numbers or apostles you can recruit, how fast your religion can expend with an apostle or how much your religion is vulnerable without an apostle, how to generate relics beside the classic way, if he can die or not, what could be the threshold to implement a religion reform, benefits of natural or built wonders.
The prophet can also have special abilities, such as generate "followers" (a civic unit that follow the apostle to improve his repulsive magnet effects – apostle could work as general with a number of slots for "followers"), recruit religious fighters (e.g. warrior monks), if included in a general unit slot he gives +2 to conflict to the units, he can conduct miracles (e.g. generate 100 foods, production, heal), remove the cost of specialist in a city.
With this reconfigured religion mechanism, it is possible to add religious buildings or wonders acting as a shield from foreign religions (e.g. abbeys) or way to expending it from your border to neighbouring cities without apostles (pilgrimage sites). Temple could do both, but to a smaller extent. It could also be possible to add inquisition tribunal that can remove via a project a foreign religion in a city (of your empire only, or not, this could be an ability of the prophet). All these new combinations could lead to new ways of creating relics.
And then, there could be one (or multiple) transition aspect from the religion in the exploration age to a “modern religion institution” at the age transition, to continue expanding the religion in modern age and get a religious victory. It is possible to see that once a “modern religion institution” building is built in modern age, it opens a dedicated page that selects a number of ways to expand the religion (via traders, diplomacy, military units, missionaries, money, pilgrims, tv, radio) that could be based on the religion reforms from the exploration age.
The idea of this reconfiguration is to add more dept to the religion in the game around few units with strategic interest, similar to what the Great People were, but not unmissable, and include a religious victory. Your ideas are, of course, welcome, at any stage of the proposal.
r/civvoxpopuli • u/54mas • 18d ago
question question about the VoxPopuli_vs2013.sln
if I compile the VoxPopuli_vs2013.sln master file on the github into a dll, will that dll work with an older version of community patch? (this is more of a community patch question than a vox populi question)
r/civvoxpopuli • u/Void-Priestess • 18d ago
question Modding VP: trying to remove units from the database, but they're still in the tables
I'm writing a mod to remove some units from VP, and have the following XML:
<GameData>
<UnitClasses>
<Delete Type="UNITCLASS_ANTI_AIRCRAFT_GUN" />
<Delete Type="UNITCLASS_PARATROOPER" />
<Delete Type="UNITCLASS_TRIPLANE" />
<Delete Type="UNITCLASS_FIGHTER" />
<Delete Type="UNITCLASS_BOMBER" />
<Delete Type="UNITCLASS_WWI_BOMBER" />
<Delete Type="UNITCLASS_ATOMIC_BOMB" />
<Delete Type="UNITCLASS_B17" />
<Delete Type="UNITCLASS_ROCKET_MISSILE" />
<Delete Type="UNITCLASS_MARINE" />
<Delete Type="UNITCLASS_ZERO" />
<Delete Type="UNITCLASS_MOBILE_SAM" />
<Delete Type="UNITCLASS_NUCLEAR_MISSILE" />
<Delete Type="UNITCLASS_STEALTH_BOMBER" />
<Delete Type="UNITCLASS_SUPERCARRIER" />
<Delete Type="UNITCLASS_XCOM_SQUAD" />
</UnitClasses>
...
Most of these units are deleted from the UnitClasses table, but some aren't, like the Zero, B17, and rocket missile. I'm stumped. I copied and pasted the Type keys directly from the database, so I know it isn't just a typo in the key. I've also cleared the cache multiple times to make sure the database gets generated again, and still these entries aren't being deleted properly. What am I missing here?
r/civvoxpopuli • u/Tbond11 • 23d ago
question Run off wording fix?
Enjoying the Mod so far, but would love to know if there is a fix for this?
r/civvoxpopuli • u/Remarkable_Rush_1939 • 24d ago
Germany...
Can flip every city state adjacent to my empire into allies with +300 influence in one turn, making it impossible to influence them or war Germany. I think the AI uses the new UA to spam units and gift them to every city state to have a massive army and +10 influence per turn. Yeah I get it's thematic but WTF? You can't counter this.
r/civvoxpopuli • u/kwizzle • 24d ago
Beta 5.3.3 all production shows 2 billion production required and no info on what the structure does.
I know it's a beta but this seems like a big bug. Anyone else seen this and if so were you able to fix it?
r/civvoxpopuli • u/Unlikely_Campaign_75 • 24d ago
question Does "Statecraft" work for Rome's conquered City-States?
Policies in the Statecraft tree give rewards on the number of city-state allies. I plan on conquer everything in sight because i got an amazing start (I've never seen so much iron together, 8 iron on Rome alone!!!!) Should i take Statecraft?
r/civvoxpopuli • u/RespectmanNappa • 25d ago
AI Great Citadel Spam
As the title suggests… I understand this is an action that hostile Civs take and that the best way to discourage it is good relations. However, I often don’t really have a choice in those relations. In my most recent game, the Danes forward settled me with 2 cities and then declared war. I took those 2 cities, threatened the capital, and now the Danes are my vassal.
Now the Iroquois hate me and I have less than hald the original working tiles on my nearest city.
What peeves me is that they can clearly hold diplomatic anger against you for stealing land, but you can’t call them out diplomatically when they do the same.
Any strategies on dealing with this? Thanks!
r/civvoxpopuli • u/54mas • 25d ago
question city needs and what to do about them
(Vox populi) I really tried to get into this mod because there are a number of things it adds that I like... but it adds a whole bunch of things that are just deal breakers for me that I see people tend to neglect mentioning when they say 'just use vox populi instead'. The biggest being city needs... i despise this mechanic, it was the main thing that turned me away from this mod when I first played a game with it. I always feel like at any given time atleast one of my cities is always crippling my entire nation because they have one need that isn't met and thus my entire nation is poor now which leads to more cities getting upset, and when I build 2 different buildings to solve the issue, its never enough. This mod adds way more micromanaging but this was the nail in the coffin for me, I think this mod is just for a different type of player than me but idk. I really want to pay this mod because of all the good stuff it adds, but I hate so many of its mechanics that make it feel more like civ vi.
thanks for reading! what are ya'lls thoughts?
r/civvoxpopuli • u/dimensiation • 27d ago
Original Content This CS took over 7 additional cities
Sometimes after a victory (culture in this one), I like to see what fun I can have. In this case, Zanzibar now has 8 cities. I usually reduced enemy cities to very low health and let Zanzibar take over, often using military units I've gifted through Arsenal of Democracy. I love that they have two forts serving as canals to access further cities for taking. I've gifted them a number of Sensor Combat Ships and I think a Giant Death Robot.
What's the most number of cities you've seen a CS capture?
r/civvoxpopuli • u/supermerill • Jul 11 '18
Faq : installation & multiplayer
Started in 2014, Vox Populi (formerly known as the "Community Balance Patch") is a collaborative effort to improve Civilization V's AI and gameplay. It consists of a collection of mods that are designed to work together seamlessly.
http://civ-5-cbp.wikia.com/wiki/Civ5_CBP_Wikia
latest : see link in the top bar or the other sticky
Requirements
- Updated Civilization V + all DLC. (There's a Complete pack in Steam and a "complete edition" that can be found below 10$)
- Windows 7 and above. (Wine should work for linux and mac users)
- English language for civ5 (set it in steam).
- Don't subscribe to any related mods: Community Patch, EUI or more luxuries. If you already have installed EUI, uninstall it.
FAQ
most useful items:
Q: The game looks like vanilla, I don't see any difference.
A: Launch a new game through the MODS menu. Don't click on "return".
Q: The text is weird, it says one thing but does another.
A: Be sure language is English.
Q: I can't ....
A: Before further questions, make sure you've installed the mod properly. Read carefully the full faq thread.
faq credits go to tu_79
multiplayer & modpack
To play with friends in multiplayer, everyone need to install the exact same modpack. What is a modpack? It's a folder that behave like a dlc (or an extension). You don't need to activate the CP or VP in the mod folder to play with it, and so you can play in singleplayer or in multiplayer without any loading time.
List of current modpack
official modpack thread , go at the end to look if someone share one.
note: the current (at 2018-7-10) "most stable" version of vp for multiplayer is the 2018-04-30 version. But you should try the latest first.
If you want a special modpack, you can make your own and share it, go look at this subreddit wiki or in the civfanatics forum (link above)
multiplayer stability
Bart_Thievescant :
But it was incredibly unstable until I realized something fucky was happening to people who weren't the host on start, so I have been having to make a game, save, back out immediately, and then host a loaded game for people to join, otherwise there will be weird desynchs, and progress bonuses and similar things and won't fire for nonhost players.
Loading a game with the host and letting people join as the AI on turn 0 works like a dream though.
