Sid Meier's Civilization V

Sid Meier's Civilization V

Dynamic Towns - Vox Populi
51 Comments
Azaquor  [author] Aug 27 @ 3:32pm 
@andrewwang36 Dynamic Towns isn't compatible with VP 4.22 yet. I'm looking into it. Thank you for your patience!
andrewwang36 Aug 26 @ 3:52pm 
tried this in VP 4.22. Village seems to be the normal VP village,
towns seem to be the non-VP version? i think? (idk for large towns, didnt get to guilds). (was getting 2g 1prod from a town being passed over with a trade route)
Azaquor  [author] Feb 6 @ 7:46pm 
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 Feb 6 @ 10:47am 
"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 Dec 17, 2024 @ 9:59am 
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 Jun 15, 2024 @ 2:22pm 
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  [author] Jun 14, 2024 @ 1:19pm 
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 Jun 14, 2024 @ 7:40am 
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 Nov 17, 2023 @ 4:42am 
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 Nov 17, 2023 @ 4:39am 
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 Nov 17, 2023 @ 4:35am 
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 Nov 17, 2023 @ 3:46am 
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.
Azaquor  [author] Nov 16, 2023 @ 9:26pm 
And version 4 is out, adding full compatibility for Vox Populi 4.2.7. Thanks to Lucius for calling my attention to the Rationalism changes!
Azaquor  [author] Nov 16, 2023 @ 9:25pm 
Lucius and Chinag, these are good ideas. Though some would be easier to implement than others. For example, I'm pretty sure in regular BNW it's simply impossible to adjust improvement defensive strength based on adjacent tiles or even policies or techs. Which is a shame since that would open up a lot of great design space. Maybe it's possible in VP though?

I'm also slightly wary of giving Authority too much of a boost to their civil infrastructure, since the general idea is "Authority gets to take over rich cities."

Let's keep brainstorming! I also intend to start a balance discussion over on the VP forums sometime soon, if I can get around to it.
Lucius, the Heavenly Dragon Nov 16, 2023 @ 11:36am 
Also, thanks for the quick update Azaquor!
Lucius, the Heavenly Dragon Nov 16, 2023 @ 11:34am 
Quicker towns would certainly be handy for Authority, but I think that perhaps a better idea would to be instead allow Forts to be considered as Important for growing towns, and possibly even increasing the defensive strength provided by Towns adjacent to Forts.

Wars in Vox Populi are either ones spanning great fronts or large mobile armies.
Chinag Jul 9, 2023 @ 3:35pm 
Have you considering adding an Authority Finisher buff for towns? Would love it if all three starting policy trees had their own unique twist for growing towns.

I'm thinking either towns grow quicker to help late improvement building due to conquest,

or towns/large towns providing extra healing and XP to a fortified unit, like an outpost to quickly patch and train some units.
Azaquor  [author] May 23, 2023 @ 12:15pm 
@Lucius, the Heavenly Dragon, I love this idea! Unfortunately I don't see an obvious way to implement it. The game engine wants strategic resources to be all or nothing.
Lucius, the Heavenly Dragon May 19, 2023 @ 1:06pm 
Perhaps, allow them to immediately connect it, but provide only half of the resources there since there is a Town extracting the Resource rather than a dedicated mine?
Azaquor  [author] May 19, 2023 @ 4:53am 
@Techpriest Enginseer Thank you!! That's a great idea! I'd love to get more feedback from the VP community. I'll make a CivFanatics account and then post as soon as I get a chance.
Azaquor  [author] May 19, 2023 @ 4:48am 
@Lucius, the Heavenly Dragon, Yeah that's a good idea! Although maybe a tradeoff is needed. What if I made Villages buildable on Strategic Resources, but they only got connected by Large Towns? I think that would fix the issue you described but still leave some meaningful choices.
Azaquor  [author] May 19, 2023 @ 4:42am 
@Chinag Yes, building Villages on Bonus Resources was added during beta, after feedback that the strategy of placing cities was too frustrating in earlier versions. Imo this made the gameplay a lot more fun and forgiving.

You might notice that the AI recommendation changes depending on what's currently lacking in your city/empire, and also based on your city's focus.
Lucius, the Heavenly Dragon May 18, 2023 @ 4:09pm 
Tbh, I'd like if it could be built on Strategic Resources, many a time my Tradition Capital Suburb plans are ruined when a Strategic Resource is revealed adjacent to my Capital.
Techpriest Enginseer May 18, 2023 @ 4:09pm 
One of VP dev here, this is very cool. Thanks for posting a compatibility update! Do you think you could post it within CivFanatics so your mod can get more exposure? https://forums.civfanatics.com/forums/mods-repository.549/
Chinag May 12, 2023 @ 2:51pm 
Is it meant to be buildable on Bonus resources? I noticed I could build them on Pasture or Rice (I think) and was infact the recommended improvement. I didn't see if automated workers built them over the usual improvements but it's honestly not something I desire the AI to be doing
Lucius, the Heavenly Dragon May 10, 2023 @ 4:53pm 
Nice.
Azaquor  [author] May 10, 2023 @ 12:56pm 
Version 3 is out, with support for Vox Populi 3.4.1
Azaquor  [author] May 10, 2023 @ 11:05am 
@Ripple Effects, Thanks for letting me know! Looks like they changed some of the policy text. I'll get to work on an update.
她惹绿色 笔吴 (猫 ㅇㅅ May 9, 2023 @ 3:06am 
Not sure if it'll affect the mod, but VP's updated to 3.4. I'll also test it.
Lucius, the Heavenly Dragon May 2, 2023 @ 5:40am 
If it's too much work, then feel no need to implement it. I'm happy with the mod as is, I just thought it might be a fun addition under certain circumstances.
Azaquor  [author] May 1, 2023 @ 2:01pm 
@Lucius, the Heavenly Dragon Hmm that's a good thought, I'll look into what it will take. This is probably one of those things that's surprisingly more work for the dev than you'd think, so let me investigate.
Lucius, the Heavenly Dragon May 1, 2023 @ 6:47am 
Btw, could you add an option that allows us to disable the mutual exclusivity of the Suburb and the Burg?

I just thought it would be fun to mess around with in a more chill Roleplay Match rather than a Competitive Match against the AI.
Azaquor  [author] Apr 30, 2023 @ 8:59pm 
@Funny Hunter Thank you! I'd be happy to help support integration into the Vox Populi core, if the community voted for it.
Funny Hunter Apr 30, 2023 @ 2:35pm 
Mod seems cool, wish it could be implemented in some way into the core of vox populi
Azaquor  [author] Apr 28, 2023 @ 5:44pm 
All good! Thanks for all your help checking everything over!
Lucius, the Heavenly Dragon Apr 28, 2023 @ 5:37pm 
Yeah, sorry, my bad I misunderstood your comment.
Azaquor  [author] Apr 28, 2023 @ 4:49pm 
From the Murano Glassworks description: "Great Person Improvements and Towns in all Cities gain +2 Food and +2 Tourism. Large Towns in all Cities gain +2 Food and +4 Tourism." Villages were also getting the +2 Food and Tourism, which is fixed now.
Lucius, the Heavenly Dragon Apr 28, 2023 @ 3:37pm 
No, no, the issue was that the bonus applied to Villages and Regular Towns as well, instead of just Large Towns.

I didn't even know it was restricted to the Capital only... (mostly because I barely improve outer cities with extra improvements due to needing my workers for my mega capital (when I play Venice)
Azaquor  [author] Apr 28, 2023 @ 2:08pm 
Good catch! Version 2 is up with the fix. Turns out that Murano Glassworks yields bonuses are supposed to be for all cities.

I like your idea for a balance buff to Piazza San Marco! I didn't add it yet, since I haven't played Venice in VP and I'm a bit wary of buffing things I don't understand (*cough* Rationalism Science *cough*).
Lucius, the Heavenly Dragon Apr 28, 2023 @ 8:04am 
I wanted to double check before posting just to be sure, but over my last three games as Venice, the Mirano Glassworks gives +2 Food and +2 Tourism to every Settlement Level, not just large towns, but overall, I feel that Venice pretty much needs this buff to keep their capital growing at a good pace(even with half of my trade routes dedicated to food transfer). So perhaps, you could move this bonus to the Piaza San Marco and then have the Glassworks provide double the bonus?

Alternatively, you could just patch it.
Azaquor  [author] Apr 27, 2023 @ 2:32pm 
Thanks @Sedna! I'm so glad you're enjoying it!

All feedback is welcome, there's already a VP balancing thread on the main mod, or you could post here if you prefer.
Sedna Apr 27, 2023 @ 11:47am 
Thanks for this one. Love DT and I can't play without VP so this is optimal :steamthumbsup:
Azaquor  [author] Apr 23, 2023 @ 2:05am 
Version 16 of Dynamic Towns is out with a fix for Vox Populi players. Too many tiles were getting marked as important. For Dynamic Towns - Vox Populi players, it's safe to update your save!
Azaquor  [author] Apr 22, 2023 @ 1:48pm 
@Sedna, In theory it should work regardless of load order, since this modmod depends on both Dynamic Towns and Vox Populi, the game engine will force it to load after them both.
Sedna Apr 22, 2023 @ 9:18am 
Do we enable this last?
Azaquor  [author] Apr 22, 2023 @ 7:06am 
Haha all good! I also had to look at it twice
Lucius, the Heavenly Dragon Apr 22, 2023 @ 7:05am 
It was a part of the Building granted by the Finisher rather than a direct effect, so when the Suburb part was added it moved it up and somehow I didn't see it.
Lucius, the Heavenly Dragon Apr 22, 2023 @ 7:05am 
Nevermind. I doublechecked, I was blind
Lucius, the Heavenly Dragon Apr 22, 2023 @ 7:00am 
Quick Question, does this overwrite the original tradition finisher which allows you to work the fourth ring of tiles in your Capital or is it simply a UI issue?
Lucius, the Heavenly Dragon Apr 22, 2023 @ 6:39am 
Very Nice. I will test immediately