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That happens sometimes, but deleting the cache should fix it. See the FAQ above.
Thank you for the kind words. I'm glad that so many people have enjoyed my mods.
Sorry, but no. I'm done with modding for Civ5.
when half of the cities of one player have the religion, the player gets converted completly. The moment the player who created the religion has every player converted, he wins.
That would it be like in civ6
Sorry, I don't know if that is possible. Also, I'm done with modding for Civ5, so there will be no further updates to this mod (except bug fixes).
@Xiaopulaen
Sorry, but I'm done modding for Civ5 so I will not be doing this.
@Dvid
How many players were there? I could see that this could possibly happen under some circumstances, but it is very rare. I'll look into it and see if there is an easy fix, and if so I will patch the mod.
Spread: 72%.
Followers: 326
Holy Cities: 4/5
But there are only 4 holy cities because no one founded a fifth religion!
So now what?
Thanks for the offer, but I am not updating this mod any more, so I am going to have to decline.
Sorry that that happened. Did you try deleting the cache before reinstalling? That usually is the fix for if this mod crashes the game. I do not know why this mod sometimes corrupts the cache, but it does.
@ThatDoctor7
Sorry, but I have indeed moved on to Civ6, so I will not be updating this mod for compatibility issues with other mods. I will add a note to the description so others know that there are issues with the religious victory when running Vox Populi. Thanks for bringing this to my attention.
I think Vox Populi might be causing the issue. I'm not very familiar with the mod as a lot of its development happened after I moved on from Civ5 to Civ6, but a quick search of CFC indicates that it does indeed change how the state religion of a civ is handled. If a player can be considered the founder of more than one religion, or if a religion can ever become an orphan (having no founder), that will break the code of this mod in a way that I do not think I could fix. If you still have the save for your game, try giving away those cities or somehow razing them and see if that does the trick.
My religion is Orthodoxy.
I conquer the holy cities for Protestantism and Buddhism and Hinduism, and convert them to Orthodoxy. I am now the leader of those three religions even if they're not my majority one. Thus the victory conditions will always consider them of their own starting religion for victory purposes.
I peacefully convert the holy cities for Catholicism and Confucianism. These actually count because, by not owning the cities, I am not the leader of their religions.
The end result was:
80%/70% World Population
1100/550(?) Practicioners
3/6 Holy Cities
No Religious Victory.
(I suppose I could have traded the other three holy cities after having converted them, but I was embargoed by the World Council.)
I am playing with the Vox Populi modpack, so that may have something to do with it.
By "conquered and wiped out" do you mean that you own the cities and have converted them, or do you mean that you own the cities and have destroyed the players who owned them previously? The code checks for players that have ever existed, checks to see if they have founded a religion, and gets that religion's holy city and adds it to the table of cities that needs to be converted, so I'm unsure of what sequence of events could have broken that rather simple check. The UI in this instance reads directly from the table of holy cities, so I think it is an actual problem and not just a UI issue. If you have a save of the situation could you please share it so I can have a look?
My latest Rome game, I conquered and wiped out two competing Holy Cities and their respective religions. Right now I have 5 Holy Cities out of 6 following my Religion, 2 conquered and 2 converted peacefully through use of Great Prophets, but the Victory Conditions screen seems to only register the peacefully converted ones, not the conquered ones. Is this an actual problem or just a UI glitch? Do you intend to fix it?
Yes, for each of the two new victories you are required to achieve all three victory conditions (at the same time). You are not utterly dominant economically unless you are fabulously wealthy and have everything money can buy (one of each luxury). If you have not played the diplomacy game, you might have to go to war with the AI to get all the luxuries. If you are on their good side and they refuse to sell, just up the price (they all have a price, even if they pretend otherwise, but it might be obscenely high).
AI programming is beyond my ability, so they don't respond at all. These victories are entirely player oriented, but they were designed with the default AI in mind such that normal play will work towards inhibiting the player's ability to achieve the goals, even though the AI don't actively persue the goals themselves.
Note that for UI, you have to import the files you are changing such that they fully replace the normal files that handle functions you are trying to change. In the UI files in this mod you will see that the files are substantially the same as the base game files they are meant to replace, the only changes I made were those between comments "EVC Start" and "EVC End". If you are not making any additional UI changes to the files "VictoryProgress", "EndGameMenu", or "AdvancedSetup", you can just copy those files from this mod into yours. If you are making additional changes, make sure all changes you are making are merged together in the appropriate file along with all the remaining base game UI info. And remember to make sure that import is set to 1 in the .modinfo file for the appropriate files, as all UI files must be imported to take effect.
I won't be updating this mod any further, but your suggestion to create a little tutorial so people can customize the mod's victory parameter's to their preferences is a good idea. I will add such a tutorial to the end of the description when I have time.
As for religious victories, I wouldn't mind a blend between that presented in Civ 6 and your version; that is, at least half of every civ's citizens are practicing one religion in addition to the holy cities.
All this could be modified through the resources downloaded here without releasing a new mod version, although I think a guide might be helpful for players to optimize their preferences.
It looks for all resources, so it will pick up those added by other mods as long as they add them in the same format as the vanilla resources.
That is unfortunate, but not surprising. Adding victory conditions requires changing some fundamental aspects of the game code, so it is not at all surprising that it would be incompatible with another mod that also changes fundamental aspects of the game code.
I don't think I'll be increasing the GPT requirements, as those numbers you mentioned seem much higher than what the average player gets. However, if you want to change the number for yourself, that is a very easy fix: go to the mod's folder, navigate to the "Lua" folder in this mod, open the file "EconomicVictory.lua" in a text editor, and edit the line "g_EVCGoldTarget = 20000;" to change the accumulated gold target and the line "g_EVCGPTTarget = 400;" to change the GPT target (make sure you only edit the number itself, changing anything else could break the mod).
Unfortunately there is no permanent fix. Since it only happened rarely for me there was no way for me to figure out what was causing it. My best guess was that it had something to do with mods being updated, but if you are getting that crash every time I don't know why that would be. Sorry I can't be of more help on this.
No, but you do have to have all 3 victory conditions met to win the victory, so while it will be susbtantially easier with more gold (but then again so will every other victory) you still have to collect 1 of each luxury resource.
Thank you for makeing that clear, this if far better than i expected and we will definatly be using this in our next game
Each of the victories requires all 3 objectives listed. So Economic Victory requires 400GPT for 10 turns and stockpiling 20,000 gold and getting at least 1 copy of each luxury resource. The last one should make things very competitive in multiplayer. Also, the gold requirements scale with difficulty - they will go up (ord down) by 50GPT and 5,000 gold respectively for each difficulty level above (or below) Prince. Also, for multiplayer religious victory you will probably want to make a house rule not to station inquisitors in cities to block spread but rather just use them to eradicate religions, or else the Holy City requirement may become impossible (the AI never uses its inquisitors to block, so this is only an issue with human opponents).