Sid Meier's Civilization V

Sid Meier's Civilization V

28 avaliações
Dynamic Towns - Vox Populi
   
Premiar
+ favoritos
Nos favoritos
- favoritos
Tamanho
Publicado em
Atualizado em
17.554 KB
21/abr./2023 às 19:00
16/nov./2023 às 9:53
4 notas de atualização (ver)
Você precisa de certos conteúdos adicionais para usar este item.

Inscreva-se para baixar
Dynamic Towns - Vox Populi

Em 1 coleção de Azaquor
Dynamic Towns Compatibility
6 itens
Descrição
Makes Dynamic Towns compatible with Vox Populi. Fully compatible as of Vox Populi 4.2.7.

Requires Brave New World, Vox Populi[forums.civfanatics.com], and Dynamic Towns.

This is a public beta. Please report any issues you experience!

All balance feedback and suggestions are welcome!


Improvements
  • Trade Hub -- renamed Great Merchant improvement
  • Village -- +2 Gold, no Culture -- can be adjacent -- road or trade route: +1 Gold
  • Town -- +2 Gold, +1 Production, +1 Culture -- road or trade route: +1 Gold & Production -- railroad or Industrial trade route: +2 Gold & Production
  • Large Town -- +4 Gold, +2 Production, +2 Culture -- road or trade route: +2 Gold & Production -- railroad or Industrial trade route: +3 Gold & Production

Technology
  • Trade -- Build a Village
  • Currency -- Villages can begin growing into Towns
  • Guilds -- Town: +1 Gold -- Towns can begin growing into Large Towns
  • Banking -- Trade Hub: +3 Gold
  • Railroad -- Town: +1 Culture -- Large Town: +2 Culture -- Trade Hub: +3 Food
  • Refrigeration -- Large Town: +1 Gold -- Trade Hub: +3 Gold

Policies
  • Tradition -- Finisher -- Suburbs (a Large Town can grow adjacent to a City for every 14 Citizens it has)
  • Progress -- Finisher -- Burgs (Large Towns can grow closer to Cities, but not adjacent)
  • Industry -- Entrepreneurship -- Town: +1 Gold, +2 Production -- Large Town: +3 Gold, +2 Production
  • Industry -- Finisher -- Town: +1 Culture -- Large Town: +1 Culture and Production
  • Imperialism -- Finisher -- Villas
  • Rationalism -- Rights of Man -- Town & Large Town: +2 Gold, +2 Production
  • Rationalism -- Finisher -- Town: +1 Science -- Large Town: +2 Science

Unique Improvements
  • Netherlands -- Polder -- desirable -- +1 Gold from adjacent Towns, Large Towns, and Trade Hubs
  • Morocco -- Kasbah -- historic -- suburbs can develop next to a Kasbah
  • China -- Siheyuan -- convenient -- suburbs can develop next to a Siheyuan which is next to a City
  • Brazil -- Brazilwood Camp -- important
  • Portugal -- Feitoria -- important
  • France -- Chateau -- historic
  • Maya -- Kuna -- historic
  • Polynesia -- Moai -- historic
  • Shoshone -- Encampment -- convenient
  • Spain -- Hacienda -- convenient
  • Inca -- Pata-Pata -- bountiful
  • Huns -- Eki -- nothing

Buildings
  • Stock Exchange -- Town: +2 Gold -- Large Town: +2 Gold -- Trade Hub: +2 Gold
  • Venice -- Murano Glassworks -- Town: +2 Food and +2 Tourism -- Large Town: +2 Food and +4 Tourism

Resources
  • Desirable -- Amber, Coffee, Coral, Lapis Lazuli, Jade, Olives, Perfume, Tea, Tobacco, all base Luxuries
  • Bountiful -- Maize, Rice, all base Bonus Resources
Discussões populares Ver todos (1)
4
16/nov./2023 às 21:04
AFIXADO: Known Issues
Azaquor
49 comentário(s)
Azaquor  [autor(a)] 6 de fev. às 19:46 
For now, please use Vox Populi 4.16.2 for Dynamic Towns compatibility. 4.16.2 is the latest stable version with an installer.

I last updated Dynamic Towns when 4.2.7 was current. I haven't combed through all the VP design changes since then to make sure everything is beautifully meshed, but it should still work with 4.16.2.

The next maintenance release of Dynamic Towns - VP will probably target the next stable release of VP.
Vespa 6 de fev. às 10:47 
"Fully compatible as of Vox Populi 4.2.7" - What have I missed or misunderstood? The most recent release of Vox Populi is 4.18.4 (as of the time of posting this comment).
fsupple1 17/dez./2024 às 9:59 
i have installed Vox Populi version 4.17.18 (latest version). I want to add this mod to it. I have downloaded this mod along with the original Dynamic Towns mod and they both show up in my mods screen in the game. When I go to activate this mod I get this message "Mod is missing required dependents.' and I can't activate the mod in the game. Any idea why I am having this problem?
Lucius, the Heavenly Dragon 15/jun./2024 às 14:22 
Oh yea, I forgot about this, but they have also added a new kind of City Connection which may be of interest to you.

Industrial City Connections (ICCs)
- New type of City Connection
- ICCs require a FULL rail connection to the capital, a Seaport, or a full rail connection to a city with a Seaport
- ICCs have a special icon, made by gwennog
- Benefits:
Provides Production in the city, equal to the amount of Gold given by a City Connection
Machu Picchu & Colosseum also increase Production given by ICCs
Gives +1 Production and Gold to Villages under them (+2 if a Trade Route passes through them)
This bonus only works for a full connection - no more patchwork road/railroad systems
Unlocks Train Station, which has been renamed to Coaling Station
See Train / Coaling Station and Seaport entry under Buildings for other balance changes

^^ Ripped straight from the Vox Populi 4.8 Changelog.
Azaquor  [autor(a)] 14/jun./2024 às 13:19 
Thanks for the heads up Lucius! That's a good idea! Things are quite hectic right now, but I'll make this change when I get a chance.
Lucius, the Heavenly Dragon 14/jun./2024 às 7:40 
Hello there Azaquor, I wanted to inform you that sometime in the future Rome in Vox Populi will be gaining the Villa as a unique improvement. Might I suggest renaming the Villa in Dynamic Towns to Port perhaps?
Lucius, the Heavenly Dragon 17/nov./2023 às 4:42 
Just realized I didn't include an example.

The University Event has you pick between
Focus on the Hard Sciences: +2 Science
Focus on Liberal Arts: +1 Culture
Religious Education is most important +1 Faith from Universities.
Lucius, the Heavenly Dragon 17/nov./2023 às 4:39 
By the way, since I am here suggesting ideas, it would be nice if there were some Events for Towns & Large Towns.

Like instead of just growing into a Large Town, what if you could choose certain specialties?

VP has similar events when you build your first University, and there are also ones that trigger for Markets & Monuments at different thresholds.
Lucius, the Heavenly Dragon 17/nov./2023 às 4:35 
Since the idea I suggested previously seems not be that easy to implement, I thought of a new (and better idea).

What if Villages adjacent to Forts and Citadels could grow into Military Bases (Authority Finisher)?
(aka like how Suburbs can grow adjacent to Kasbahs).

Military Bases would have less yields than other Large Towns, but would compensate for that by granting +40% Defensive Strength (higher than a typical large town, but lower than a Fort) to Units and dealing 5 Damage to units enemy units adjacent. (like a weaker version of a Citadel)

For yields, it could probably give +2 Production & Border Growth Points. (like how Forts in VP give Border Growth but giving Production instead of Science since it is a town)
-PS (yields doubled on City-Connections & Trade Routes to keep them useful after a War when the front has moved)

Though it would probably need some additional balancing
Chinag 17/nov./2023 às 3:46 
Oh you should definitely open a thread on the Civ forums for this - the peeps there have way more knowledge about balance and coding limits than we do.

I still think Authority should have some town bonus, considering the other trees got it basically for free.

I know atleast that giving fortified units XP based on their tile is possible as it's already done by a custom civ on the forums. Look up "Macedonian Empire for VP" thread on the forums, it's on their unique improvement.