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Glassmage11

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Glassmage11

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About this mod

The most authentic True Start Location gameplay using Vox Populi mod

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This is not simply a collection of mods. Each mod here has been carefully cultivated (including bug fixes, improvement, balance) to integrate all these mods together to create the most authentic TSL experience.

Installation: Drop the "Mods" Folder into your Documents\My Games\Sid Meier's Civilization 5. Remember to back up your original "Mods" Folder if you have to.


For the UI_bc1, VPUI, and UI_SukMainMenu folders, move them to Steam\steamapps\common\Sid Meier's Civilization V\Assets\DLC. These "mods" are the improved UI and improved intro screen for the game. Adding these mods are required because the VP mod use the expanded UI.

***IMPORTANT***: In the YNAEMP Custom Map screen, do not turn on the resources-related options or game will crash (see attached image from this page).


List:
-Vox Populi v2.7.3 - improved AI, improved balance, Civ4 style diplomacy, improved City-State interaction, random events. Bug fixes up to the latest VP v4.16 (no more bug fixes update from later VP versions, because VP has changed so much from v2.7.3 that the new bugs are from later versions)
-Community Events - extra general, religious, and civ-specific events
-Events & Decisions - general & specific Decisions for each civilization
-Enhanced Air Warfare - more modern air units
-Unique City-States - some new City-States, and City-States have special abilities like in Civ6
-Ancient Building Pack 1 & 2 - add extra buildings for early game like Bakery, Potter, Palisade Wall .etc.
-Assyrian Charioteer - Assyria gains unique Heavy Chariot unit (model from the Hittite chariot in the Wonders of Ancient World scenario), you might want to add this because the UU Siege Tower now has a unit limit of 4
-Better Lakes for Vox Populi - make Lakes better and add supporting buildings for Lakes
-Capture Great People for VP - make more civilian units capturable and give you bonus
-Casino Building
-Cemetery Building
-Cistern and Marina Buildings
-Classical Buildings
-Community Patch Mod Compatibility - add new city processes and Social Policy-specific buildings
-Global Warming & Global Warming Congress mods - add late-game global warming mechanics and mitigation options
-GMO Lab Building
-HappinessPoverty - poverty unhappiness fix for VP
-Historical Religions Edit - more religions, this is the only version compatible with Events & Decisions mod from above
-Improved TechTree Screen - make tech tree look better
-Enhanced Naval Warfare for VP - more modern navy units
-Ingame Editor - for testing or editing game
-Monopoly Buildings for VP - add extra buildings for luxury/corporation gameplay
-Music Changer - a button to change music during game
-Ocean Movement - double all naval units movement in Ocean tiles
-Parks for VP - allow you to build Park Building in city
-Polar Station Building
-Randomize City Names - so you don't see the same city names every game
-Recruitment Office Building for VP
-Sewers - allow you to build Sewers Building in city
-Ski Resort Building
-Strategic Buildings Pack - buildings that help in case you have excess of Iron and Horse resources late-game
-Gedemon's YNAEMP - Giant map (Cookie version - https://steamcommunity.com/sharedfiles/filedetails/?id=108728331) with improved city and City-States placement, integrate closely with Unique City-States mod


FAQ:
1. Can I play with 43 civ DLL?
No, VP also uses DLL modding so can't activate at the same time as 43 civ DLL. Although the JFD version of YNAEMP might allow you to play with both VP and 43 civ...

2. How can I allow both Byzantium and Ottoman to start not on the same spot in game?
Go here Documents\My Games\Sid Meier's Civilization 5\MODS\Yet (not) Another Earth Maps Pack (v 22)\XML. The default CivilizationsStartPos file has both Byzantium and Ottoman on the same spot. To change, swap the name of the alternate file CivilizationsStartPos_ file to make it the default one.

3. How come my Aztec civ can't build Settler & taken city can't be annexed (basically act like Venice)?
This is for TSL immersion. Feel free to deactivate this by editing the files below in Documents\My Games\Sid Meier's Civilization 5\MODS\(2) Vox Populi\Balance Changes:
a. in VanillaLeaderChanges.sql file - remove/comment out "NoAnnexing" code for the specific civ
b. in NewUnits.sql file - remove/comment out for specific civ in the "Trait_NoTrain" code block

4. How do I block tech progression for Native American civs or other non-European civs for more immersion?
Download the optional xml file that I posted.
-Aztec, Maya, Inca, Songhai, Zulu, Huns, Mongolia, Indonesia, Polynesia can't go pass Medieval Era.
-All other non-European civs can't go pass Industrial Era, except these Ancient/Classical/pre-Medieval Era non-pastoral civs: Assyria, Babylon, Carthage, Celt, Persia, Rome.
-China, Egypt, India developed in Ancient Era but they are tech blocked at Industrial Era because they were subjugated during European imperialism.