Sid Meier's Civilization V

Sid Meier's Civilization V

Extra Victory Conditions
409 kommentarer
Stephen  [ophavsmand] 25. sep. kl. 18:03 
@Nixon#1
I don't know what would be causing that. This mod doesn't have any scripts that affect the great general progress counter. Sorry I can't be of more help.
Nixon#1 7. sep. kl. 14:26 
Good day, gentlemen.

I have a big problem.
Great Generals spawn non-stop.

I have only JFD and Tomatekh kinda mods.

What can cause this damn bug? Any clues?:isaac:
Stephen  [ophavsmand] 6. sep. 2023 kl. 18:18 
@ecola
That happens sometimes, but deleting the cache should fix it. See the FAQ above.
ecola 6. sep. 2023 kl. 6:54 
crashes my game after intro cinematic when modded save file is present
Stephen  [ophavsmand] 11. aug. 2022 kl. 16:00 
@Captain Cum Dust
Thank you for the kind words. I'm glad that so many people have enjoyed my mods.
Kohna_401 7. aug. 2022 kl. 16:07 
you did a good thing stephen. look at all the people you made happy. you made this world just that little bit better. thank you
Stephen  [ophavsmand] 20. sep. 2020 kl. 16:43 
@[20r] schmeling65
Sorry, but no. I'm done with modding for Civ5.
schmeling65 7. sep. 2020 kl. 5:17 
could you add/edit the religion condition to the one in CIV6?
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
Dvid 3. juli 2020 kl. 1:31 
8 players with me, and 2 players were conquered by other player.
Stephen  [ophavsmand] 2. juli 2020 kl. 19:58 
@rallbut
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.
Dvid 29. maj 2020 kl. 4:28 
Recently I started a new game with this 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?
Jiang Zemin 13. maj 2020 kl. 19:10 
Can you make a VP compatible version?
rallbut 25. apr. 2020 kl. 19:44 
Do you know if there is a way to make the victory conditions to work like establishing corporate dominance in Vox Populi
Stephen  [ophavsmand] 11. feb. 2020 kl. 21:51 
@昨日霓虹
Thanks for the offer, but I am not updating this mod any more, so I am going to have to decline.
rochester 27. jan. 2020 kl. 21:47 
Can I work in translation work for Chinese?
Shavy 10. jan. 2020 kl. 17:27 
And this time you don't even need to build the world bank.
Stephen  [ophavsmand] 29. dec. 2019 kl. 15:32 
@office
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.
ThatDoctor7 29. dec. 2019 kl. 10:00 
Yeah, that's probably it. Any chances that you want to adapt the mod to Vox Populi, or are you all about Civ6 now? Just asking.
UnknownPlayer 19. dec. 2019 kl. 12:47 
A great idea for a mod, but this one crashes my whole game, had to delete every save game and reinstall. A pity!
Stephen  [ophavsmand] 17. dec. 2019 kl. 18:33 
@ThatDoctor7
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.
ThatDoctor7 17. dec. 2019 kl. 4:51 
I think I understand why the programming logic is not working here, so bear with me as I try to explain it (and probably fail):

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.
Stephen  [ophavsmand] 15. dec. 2019 kl. 20:02 
@ThatDoctor7
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?
ThatDoctor7 12. dec. 2019 kl. 8:14 
Hi, there seems to be an issue regarding Religious Victory, though maybe it's only a UI one.
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?
Stephen  [ophavsmand] 19. juli 2019 kl. 18:09 
@♣Dom♣
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).
Cocksneed Fartin 19. juli 2019 kl. 16:30 
I've found issues with the Econimic victory. I've gotten both over 20,000 gold and 400 gpt for over 15 turns, and the game still continues. Do I need all 3 conditions to win?
𝓠𝓾𝓪𝓻𝓻𝔂 28. maj 2019 kl. 15:21 
u the best
:steamhappy:
xerrenearn 26. nov. 2018 kl. 9:39 
is this compatible with More Luxuries mod or other resources mod?
Kung Fu PANDA 8. okt. 2018 kl. 16:51 
Who can I talk to to learn more. If I want to take a stab at it?
Stephen  [ophavsmand] 8. okt. 2018 kl. 15:43 
@goldenboy2.0
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.
Kung Fu PANDA 7. okt. 2018 kl. 23:45 
How exactly does ai respond the these two new opportunities?
CaptainReklaw 2. sep. 2018 kl. 18:20 
Thank you so much.
Stephen  [ophavsmand] 31. aug. 2018 kl. 16:21 
@CaptainReklaw
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.
CaptainReklaw 29. aug. 2018 kl. 19:20 
I asked to use a snippet of your code for my scenario a while back, and you agreed. The scenario is coming along fine but I can't get it to show the victory progress. Can you possibly give me some advice?
Stephen  [ophavsmand] 25. aug. 2018 kl. 9:50 
@dukenukkem
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.
sarasosio 15. aug. 2018 kl. 22:58 
@Stephen This is a crucial mod for expansive players that don't want to stick to the traditions means of play. It's worth noting that by reducing the economic conditions (5K-10K gold in treasury, 150 gpt, and more than half of the resources), the AI can stumble into victory. The AI can be bad at managing an economy, although I sometimes see certain civs gaining an excess of 150, which can be difficult for players to acheive without the Commerce policies. This is more accessible for larger maps, and for those of us using mods that can remove luxury resources, we can avoid game breaks.

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.
Kill3rCat [1st FORECON] 9. aug. 2018 kl. 8:08 
@Stephen Thanks.
Stephen  [ophavsmand] 8. aug. 2018 kl. 15:47 
@Kill3rCat the Ironfist D-2-506
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.
Kill3rCat [1st FORECON] 8. aug. 2018 kl. 9:44 
Will the Economic Victory be compatible with mods which add new luxury resources, or will it only look for vanilla luxury resources?
Shir✿e 21. juli 2018 kl. 20:23 
@Stephen Thank you very much for letting me know. Keep up the great work. :necroheart::pug::necroheart:
JEELEN 21. juli 2018 kl. 12:12 
@Stephen: Aye, sir. Oddly, it no longer is the case, so it must have been a temp glitch. ;)
Stephen  [ophavsmand] 21. juli 2018 kl. 8:51 
@JEELEN
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.
Stephen  [ophavsmand] 21. juli 2018 kl. 8:49 
@Shiroe
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).
JEELEN 8. juli 2018 kl. 9:30 
@Stephen: Can't report a CTD, but your mod seems to block IGE somehow. Bit of a pity.
Shir✿e 28. juni 2018 kl. 9:31 
I love the Religion victory, the AI's inherent nature to make worship Shinto or Islam whenever possible is great when I am attempting to destroy their religions at the same time. However, would it be possible to modify the GPT requirement to something like 1,500 for a difficulty like Emperor? And the overall requirement to something closer to 40,000 Accummulative? Or would this be too high for an AI to possibly acquire during a playthrough? I usually play Emperor and get about 5,000 Gold produced per turn by about turn 200-250, with a usual 3,500(Most of which is just workers ilding around due to a lack of an improved script) put back into costs and fees. Love these 2 victory conditions btw, nice work on them.
Stephen  [ophavsmand] 26. juni 2018 kl. 16:56 
@Zet
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.
Misha 22. juni 2018 kl. 10:34 
I don't remember if I commented on this before but... It says it happens "on rare occasions" that this mod crashes the game when you try to start it. However, it always happens for me. I'll be able to run the game once or twice with the mod, then it starts crashing every subsequent run. Is there any fix for this? I love having the option of these 2 additional victory conditions.
Zalseon 10. maj 2018 kl. 16:36 
Ohhhhh i did not see the luxery resource part, ok, dickheads with monopolies can still offer a challange I can work with that!
Stephen  [ophavsmand] 10. maj 2018 kl. 16:18 
@Zalseon
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.
Zalseon 10. maj 2018 kl. 16:07 
Is there a way to make economic victory based on a percentage of total global GDP? some of my ust have mods combined will have everyone winning in the middle ages lol.
3Questionmarks 21. apr. 2018 kl. 7:31 
@Stephen
Thank you for makeing that clear, this if far better than i expected and we will definatly be using this in our next game