/r/civvoxpopuli

Photograph via snooOG

A subreddit for uncensored & more casual discussion about the Vox Populi mod for Civilization5

The Vox Populi mod is a collection of rule changes for Civilization V that result in a total overhaul of the game.

Installation

Bug Reports

Wikia

FAQ

Discord

Vox Populi includes the Community Patch, which is strictly about bug-fixes and AI improvements to Civilization V: Brave New World.

Vox Populi also encompasses the Community Balance Overhaul, a much more ambitious set of rule changes that create an entirely new experience for the game.

Both mods allow for multiplayer.

No holds are barred. Want to share your starts? Ask where to settle next? Ask questions about the latest release? Argue about strategies? It's all welcomed.

/r/civvoxpopuli

5,024 Subscribers

5

*map type* for VP?

Does anyone know what the maps listed as for VP change to make them"'for VP?"

1 Comment
2024/11/09
13:32 UTC

4

Best map and settings for India

As a follow up from my question a few days ago, I want to play a game with India and make the most of their crazy farms. Does anyone know what map and maps settings would produce a good amount of flood plains? Or to put that another way, desert with plenty of rivers. Ideally it would also be easily defensible as I hope to play peacefully (although in VP that's basically impossible)

1 Comment
2024/11/08
12:18 UTC

11

What maps do you like and for what Civ?

I like to play on maps which suit the Civ I'm playing. For example pangea plus for Austria (because the city states usually spawn far from civs who might take them over) or Highlands for the Inca. I wondered if anyone had any other map + Civ combos I could try out

8 Comments
2024/11/04
12:41 UTC

12

Change list for Communitu 79a

Is there a list of features/changes for the Communitu map? The thread I found of civfanatics seems to not be fully up to date, and Id like to know what some of these settings mean.

0 Comments
2024/11/03
20:08 UTC

28

Nothing to see here, just a cute tiny island.

https://preview.redd.it/l3stdw58diyd1.png?width=1073&format=png&auto=webp&s=c17ad70a9e3e5a0670bc4d269de424b624eedae4

R5: So I recently found this little one on my map. Couldn't help myself and screenshotted immediately. Even the bush aloe is just in the right place, just... perfection.

1 Comment
2024/11/02
15:42 UTC

10

Multiplayer Vox Populi?

Is it possible to play with someone else when using the mod? I want to play with 1 other person and don't mind using third party programs to do so.

8 Comments
2024/10/26
21:42 UTC

2

Issues with the UI

I'm having trouble with the UI. It's the same issue some other users have reported, where the top bar of the UI has several broken features. It doesn't show money, golden age progress, faith, etc. I was running this with no other mods, and have never installed another UI mod. I've tried following all the suggestions I found on those posts, but nothing I found worked. Things I've tried, in no particular order:

-clearing my cache
-reinstalling Civ5
-deleting all mods and reinstalling VP (I used the auto-installer fwiw)
-verified integrity of game files (did this several times and Steam keeps saying there are either 3 or 6 files to replace, but never 0 no matter how many times I do it)

I'm at a loss as to what I need to do. I never had any issues with the default UI, and now I installed this gameplay mod which just broke it. Would greatly appreciate help. Btw the mods I'm activating are (1), (2), (3a), (4a), but even when I turn them off, I still have the same UI problems.

RESOLVED: This is really silly, but I realized I hadn’t actually turned on the mods from the mod menu. I didn’t realize that “SINGLE PLAYER” was a button, and though “BACK” was the only thing I could press.

I also realized I wasn’t deleting every file related to Civ when I reinstalled, because relevant files were stored in folders I had missed.

3 Comments
2024/10/23
23:40 UTC

6

Are there any mods that make civ 5 more like a paradox grand strategy game?

Hi, I do know about Vox Populi and JFD rise to power which is the closest I can think of, but both of them are not compatible the last time I played it and JFD ain't updating it anytime soon. I think I will pick Vox Populi over RTP as a base because of its significant fundamental improvement especially the AI, so I was wondering is there any submod for VP that bring in PDX mechanics introduced with RTP. Thanks for the help guys!

And please don't tell me to go play Paradox game instead of civ. I did and it's great but there is no PDX game that has the scope of humanity existence like civ. And please not millennia, it's far from a proper paradox game.

5 Comments
2024/10/23
15:48 UTC

19

What's one tip/trick/technique you discoverd way later than you should have?

Saw this interesting discussion on civ5 sub, thought about finding answers here for voxpopulists! So, what neat little trick did you discover way later than you should have?

18 Comments
2024/10/22
22:54 UTC

3

AI sucks at infrastructure, especially roads

I've noticed some odd AI behaviour in my current game. Most AI players are really bad at infarstructure. It's the middle ages and the AI even fails in connecting their cities. It's a huge map with 9 players and 9 CS's, difficutly chieftain. I had to select the chill barbarians options because the AI was steamrolled by them in my former game. Expansion wise the AI is doing fine now, but they have a hard time in everything else. Granted, these are custom civilizations but i've never experienced any problems on a standard map size. When it comes to FLAVOR_TILE_IMPROVEMENT they are all around a solid "5" and more.

https://preview.redd.it/3c8izd9k12wd1.jpg?width=1920&format=pjpg&auto=webp&s=cc72753735c2b6e9b1cdbf6c4bc660c0365713aa

14 Comments
2024/10/21
06:37 UTC

7

Sprites For Building Not Loading Correctly Often

Hi. Does anyone have the same issue, where pictures for Vox Populi buildings are missing from the tech tree? For building like well, and all the others. I am not sure if I am dumb, but I have been testing stable mod combinations, and feel like before my last and final build it was working fine. It is like sometimes it works, sometimes it doesn't. All files are where they should be. Any idea why? Could mods adding Wonders cause this? They are often harmless, no? I also have Future Worlds and mega Unit Pack, when I played just VP + those two it was fine if my mind is not tricking me.

1 Comment
2024/10/19
17:58 UTC

4

What's your average turns to win?

I've been playing king difficulty on standard speed/size with Netherlands and got a dom victory around 320 and diplo victory around 400. I know in vanilla people get science victories by like turn 200 and just don't see any possible route to finish that quickly in VP. Do higher difficulties end quicker?

Ik as Netherlands I can't really go for a dom untill I get sea beggars which are fairly late. And it takes a long time to get the global hegemony into play... Also as a side note give Netherlands a shot if you haven't. It's culture and gold bonuses give you the ability to be super flexible and the UU is an absolute nightmare for opponents coastal cities

Just wondering what y'all average turns to win is by type?

5 Comments
2024/10/16
20:13 UTC

18

Enhanced endgame in VoxPopuli

I was watching some videos about Artificial Intelligence and what it means for the future of humanity. When Civilization V came out, AI wasn't yet a thing, but last couple of years show, that it could became a main social and technological focus of mankind.

It makes the current Civ V tech tree feel kind of outdated and with lots of unused potential. Also, after researching all the techs and units, the gameplay, wars included, gets kind of stale and doesn't resemble exponential technological advancement anymore, as it definitely should. So I came up with a general idea of enhancing the endgame, that would address this issue and fit into VoxPopuli specifically.

Let's say, we remove Future Tech from the tech tree. Instead, the Nanotechnology leads to Bioengineering and Particle Physics lead to Quantum Science. Both predecessors must be discovered, and any of the new tech researched starts a new era - maybe Quantum Era or something like that.

Bioengineering - could increase all available Food Yields +1 and give all of your units +3 heal every turn. It could come with a Wonder/National Wonder that gives a city the ability to create new Citizens without any Unhappiness.

Quantum Science - could prevent enemy spies from stealing techs and counter the effects of the Great Firewall in the possession of the enemy if he has less techs than you. It could come with the Quantum Computer National Wonder that increases Yields of all Academies and Research Labs, and gives the ability to see into the details of every city and every civilization of at least Modern Era which doesn't have Quantum Science researched.

Bioengineering tech could lead then straight to Universal Remedy, and Quantum Science could lead straight to Artificial Intelligence.

Artificial Intelligence - could make all special city productions (Wealth, Culture, Science, Defense, Public Works) twice more effective, so for example Public Works give you not 10%, but 20% reduction at the same cost. Or it could also increase Science and Production Yields in all suitable buildings by +1 or by percentage.

Universal Remedy - could increase Growth rate in cities with Hospitals and Medical Labs and give -1 of all Needs in all cities. Also it could come with a National Wonder that enables bio-warfare.

Bio-warfare concept - when you build the National Wonder that comes with the Universal Remedy tech you are now being able to produce two new Units in the cities with Hospitals and Medical Labs. When you have a Hospital you can build the Vaccine Unit. When you have a Medical Lab you can build the Bio-weapon Unit. What is special about those Units, is that upon completion you choose "specialization" for them from the list of available civilizations.

Example. You finished the Bio-weapon Unit. From the list of available "specializations" you choose, for example, France. Then you move the Bio-weapon Unit to one of the French cities and use it. The city is now "infected". Each turn the city will now lose 1 citizen (or will have a chance to lose 1 citizen, dependent on medical buildings available) and will have a chance to spread the disease to connected French cities. The chance could be affected by the size of the cities, the available medical buildings, and by the number of connections. When the infection spreads, the newly infected city repeats the process.

When at least one of your citizens became infected, you can now build Vaccine Unit in the cities with Hospital. When completed, you choose immunity from the list of diseases your civilization has encountered and use the Unit on any owned city. If the city is already infected, the Vaccine will lower infection/death rate every turn until all Citizens gain immunity. If the city is not yet infected, the Vaccine Unit will make more immune citizens every turn until the city will be completely protected from infection (it would depend on city size and medical buildings). Also, the more percentage of your population is infected, the more HP loss every turn for all your Units. For example -1 HP per turn for every 10% of infected population.

Bio-weapon and Vaccine Units move and behave in similar manner as Missionaries, but they are completely invisible for other civilizations and tailored to infect only the chosen civilization. There is no way of knowing who infected a city. You can only find out that somebody is producing a Bio-weapon Unit, and only with the help of a spy. If someone discovers you doing so, it should end with grave diplomatic penalties that could lead to instant denouncement. If you discover someone building a Bio-weapon Unit, you can pass that information to other civilizations to manipulate their relations.

This bio-warfare concept can give the player some additional possibilities in terms of cultural or domination victory. Technologically advanced civilizations could deal with others without the need for classical warfare, simply by crippling them with "science", or it could greatly help with shifting power in the World Congress, where could also be available an Anti-Bio-warfare Resolution, similar as with nuclear weapons. Also, when city becomes infected, it could suffer penalties for Tourism, which could be used as a great countermeasure against influential civilizations going straight for the win.

The next tech to discover could be Transhumanism available after both Artificial Intelligence and Universal Remedy completed. It should resemble a level of advancement, when humans are no longer limited by their physical limitations and surpassed them. It could enable something like Human-Computer Interface National Wonder which would open a new branch of science tree, where you could choose continuous "techs" from Wealth, Culture, Defense or Military Advancement. Each turn of selection of one of those would give you 1% global boost in Wealth or Culture, or defense or attack for all Units. So even if all players would have XCOMs and stuff, the one with the better tech level would still gain advantage. I think it makes sense in terms of exponential growth and adds some dynamic to the late game warfare.

Also, the Transhumanism tech could enable the final Unit - Universal Soldier. A single Unit with a "switch" (using 1 move point) that transforms it's abilities according to the needs. Basically it can move and melee like XCOM, but you can switch it to ranged like Bazooka, or to underwater like Submarine, or to flying like Jet Fighter. I think it's a cool idea that introduces interesting unknowns into tactical equations and represents constantly evolving future battlefield.

The last tech to discover could be Utopia. When researched, your cities no longer suffer penalty from empire size and instead of Public Works you can now produce Utopia. Each turn of Utopia production reduces the Unhappiness in the city by -1 from the highest Need. When Unhappiness in the city falls to 0, the city becomes "Utopia". When all of your cities become "Utopias" and remain such for 3 turns, you start the "Utopia Era" and win the game.

The "Utopia" concept could be implemented as an additional victory condition. Similar to the science victory, but somehow more fulfilling, and also feels more like the ultimate goal of a civilization or even humanity as a whole.

Both the Bio-warfare concept and the Utopia victory concept could be, of course, optional. Those and all of the other ideas mentioned above are focused on making the endgame more dynamic and exciting without getting to much into sci-fi area. I think they quite well cover what is actually missing in the VoxPopuli when you discover everything and just wait for matters to resolve one way or another.

5 Comments
2024/10/13
18:52 UTC

10

Games always crash around turn 180-190 withe VP.

So this has been an ongoing issue for a while.

I like to play huge maps at Epic Speed. Mods are minimal other than VP and seem to have no impact.

I am experiencing crashes around the aforementioned turns no matter what changes I make. I tried with just VP running and no other mods. I have installed on a Fresh install of Windows, and now am even on a completely new computer.

Current specs:

  • 7950X3d
  • 96GB DDR5
  • 4090 Founders
  • Running off an NVME 5.0 SSD
  • Odyssey G9 Neo at 5120x1440

I am using the most current version of VP from just a few days ago. Random seed is enabled and the crash point is always the same when reload. Although in some playthroughs it happens during the enemy turns, the current one is just as my turn starts.

Currently the only mods I am using outside VP are

Info addict The no gold for road upkeep mod Really advanced setup IGE although only activate it when I need it and then turn it off again afterwards.

Even with huge maps and 16-20 civilizations I feel like I should should be able to run this so I don't think it is a hardware issue.

Is there a way to see at what point the crashes happen so I can better diagnose the issue? I can't find a crash log but figure I may just be missing it.

Any other info I could throw out that you all may be able to use to help?

Thanks guys!

34 Comments
2024/10/07
21:30 UTC

5

Is the mod available in Spanish? How can I translate it?

What files should I look into? Where's the new text I have to change for it to appear in Spanish?

4 Comments
2024/10/05
23:50 UTC

3

Antivirus is causing a crash to desktop

I recently switched my antivirus software from AVG to Aura. For some reason, Arua does not play nice with VP. If I try to start a game with virus scanning enabled, it will crash when loading. If I disable scanning for a set time, the game will run, but as soon as scanning resumes, the game will crash to desktop.

The only workaround I have found is to fully disable scanning while I am playing but that is not ideal. I don't want to leave my PC vulnerable if I forget to turn scanning back on.

Has anyone else run into this? Where would be the best place to report this issue?

1 Comment
2024/10/04
13:14 UTC

10

Installed Vox Populi V17 and some mods not working would appreciate some ideas on why that is

Community patch v. 138

Vox Populi v. 17

VP compatibiliy v.1

and a few others

however the ones not working are;

infoaddict v.22 and ingame editor v.39

They don't show up. Any ideas what I've done or not done properly for them to work?

7 Comments
2024/10/03
23:42 UTC

3

Colonialism policy question

In the policy description, it says to the effect that each unique global monopoly modifier is increased 10% or +3.

Does the “unique” part here mean if there are two monopolies giving +10% culture, taking this policy would only increase by 10% vs 20% (two monopolies)?

2 Comments
2024/09/30
14:21 UTC

13

How to have a more entertaining middle/late game?

So, first things first, this is my first "serious" game with VP. I've posted a couple of times here before but long story short I'm playing in difficulty 4 with Greece. I did two early wars against the Aztecs before they could attack me and ended up gobbling up their 4 cities in my empire.

TLDR: The middle/late game becomes slow and boring and IDK how to plan a strategy, for instance, to keep a rising rival Empire at bay and not feel like I'm just "wandering" and clicking "next turn" in the game.

I'm around turn 250. My plan is to win diplomatically. I already founded the Congress and have like 5 delegates. But, for the last turns all I did was click technologies that help me reach faster the atomic/information era so the UN is founded and building random buildings in my cities. I mean, not actually random but it's like I don't have a plan, nor speciallised cities (are they a thing in VP?) I just open and choose a building, maybe trying to reduce unhappiness, but I often end up with lots of buildings in cities that, for instance, will never be powerful science cities.

The point is that at this point the game has become kinda slow and boring. I mean, it seems it's just a matter of time and the foundation of the UN before I win. I did have some recent action because Egypt DOWd me, but fortunately I have my pal Haile as a buffer state and a nice geography that protected me as Ramesses only had one tile for all his army to go through in order to get to me. The war was funny but nothing happened in the end.

Then, I do have to say that Sweden has become quite close to me in terms of points. Maybe that spices up the game but again, what shall I do? I don't see some "plan" ahead like "oh, I go, research that, build this in these cities so that way I can pump great people and boost this particular city's science" and whatever plan I could come up with. I can't manage to think something different rather than attack or click and click up until the UN is founded.

It might somewhat harsh to put it like this but, are we supposed to know and strategically plan what we are doing? Probably it also has to do with the fact that I don't know much yet about VP and what to expect from it in terms of technologies, buildings, ideologies and strategies in the late game.

13 Comments
2024/09/29
18:52 UTC

5

Any way to play Vox Populi on the go?

Other than Steam Deck, is there a way to play Civ 5 modded on a tablet?

2 Comments
2024/09/28
22:25 UTC

8

City states keep declaring war on vassal?

For seemingly no reason, they're all declaring war one after another. Some are even my own allies so I have no idea what's causing it. It's Arabia, and a voluntary vassal, if that makes a difference.

Do city states opportunistically start wars now? He's absolutely not antagonizing them from the notifs I have. It's weird, and city states are little demons in VP so I'm worried I'll have to fight them myself.

3 Comments
2024/09/28
20:11 UTC

8

How to know what to build in cities? There are thousands of buildings... XD

I'm playing my first "serious" game with VP. I started in a kinda low level so it's become quite easy and I'm probably going to win. I did a quick war against the Aztecs (you know, strike first before you're attacked) so Montezuma's cities probably were a big early boost for my empire.

Either way, shall I build everything in every city? Clearly it will make much more sense to build the buildings that give more yields to certain resources in the cities that have those resources, but apart from those clear examples (like building harbours where you have coastal resources or need trade routes), shoul I specialise cities? How to do so? I more often than not run into a city that already has happiness buildings to reduce the different unhappiness sources, won't build military units so no need for military buildings, etc. Is that common? Am I doing something wrong?

6 Comments
2024/09/28
02:54 UTC

18

More storytelling, pls

Hi there, perhaps I am playing too much but do you know any additional mods that would make the experience more immersive and make me know the in-game world better?

Of course I know mods like InfoAddict or Map Labels, but maybe you know more stuff like this? Sometimes I have this feeling that I lack knowledge about the "current state" of in-game politics (like when exactly the major power on the other side of the map became a superpower, etc).

Do you sometimes feel the need of more narrative "history of the world" experience or is it just me spending far too much in front of the screen? XD

Thanks in advance.

7 Comments
2024/09/27
11:29 UTC

8

Persistent CTD problem

I started my first game of Vox Populi and everything went well, no problems at all until the game suddenly crashed to desktop right after entering industrial era between turns 347 and 348 or at the beginning of turn 348 (I'm not sure, autosave was created but the game of course crashes if I try to load the save). I feel like I've tried everything to prevent the crash and keep playing, but it always seems to occur at the exact same time no matter what I do.

I have tried:

  • Replaying the turn from an autosave
  • Turning off resource icons
  • Ending the turn in strategic mode
  • Changing all graphics setting to minimum values
  • Deleting the cache
  • Disabling EUI
  • Deleting some barbarian units and encampments with Ingame editor (because the CTD seems to occur right after the barbarians move)
  • Removing a civilization I am in war with from the game altogether with Ingame editor
  • Removing all the city-states with Ingame editor
  • Loadind the earliest autosave I can (I think turn 344) and play those turns again a bit differently

None of those worked, the CTD always happens. So I want to ask you guys have you had similar issues? Have you been able to play further than turn 347 or industrial era? If you've had the same problem, have you been able to fix it and how?

Here's my game details:

Vox Populi v. 4.15.2

More Unique Components for VP v. 88

Map: Large Islands for VP, huge, warlord, epic

I can also provide a save file if someone wants to try it themselves and if it's possible.

20 Comments
2024/09/26
08:45 UTC

5

Will the vox populi auto installer correctly update from previous versions?

Assuming you already have an older version of vox populi, will the vox populi auto installer correctly update from previous versions? Or should I take additional steps first (e.g. uninstalling the mod) prior to installation? If so, what is the best way to do so?

4 Comments
2024/09/22
15:40 UTC

22

Inca's UU feels like cheating

If you immediately buy/build 3-4 waraq'ak and a couple of warriors, you could immediately eliminate a nearby civ or even two depending on proximity. Don't know if it's intended or an oversight but Incan slingers have 2 range from the get go.

While archer rush is a common tactic no other civ could pull it off as fast as Incas, and you don't even have to sacrifice research for it. Forget settlers or scouts or monuments, for Incas slinger spam is the most sound investment early game. You'd have all the expansion room you need to spam cities and catch up after this anyway.

9 Comments
2024/09/21
00:55 UTC

10

Looking for a fun and challenging Dom game setup.

I really only enjoy dom victory condition at this point. Generally I go authority and get 4-6 cities before starting to conquer. My favorite civ's to play are Shoshone (land rush), Songhai (early gold rush cities & units), Inca (fast move & hammers), Netherlands & Carthage for naval war if in the mood. For some reason I get bored playing Shaka/Huns, not enough flavor maybe. Are there any interesting civ/map setups you'd recommend for a warmonger?

11 Comments
2024/09/20
17:04 UTC

9

Trespassing on Friends Mod

Hi All

In my current series of campaigns enjoying the miracle of VP I am playing as China and in my latest run I'm wanting to colonise a free continent (spamming the Chinese special ability) that I can only get to by trespassing ever so slightly on one tile of coastline that is occupied by my dear friend Pedro of Brazil with whom I have fantastic relations. Literally all it would be is he would see my passenger ships momentarily passing by from the far tip of his empire, however it is the ancient era and I cannot do this without declaring war on him.

So my question: Is there a mod that allows you to trespass on someone's land that you are not at war with, in exchange for a diplo penalty? Ideally the unit would start taking attrition damage if he's in there too long (like religious units). I want it to feel a lot like walking on City States - they get annoyed as you walk around their territory, but you don't have to jump to all out war to do so. For now, I have moved Open Borders unlock back to Agriculture, but now my AI rivals are offering me awesome deals for open borders in the ancient era that I'm able to exploit which wasn't really my intent.

If I was to try to mod it up myself - would it be the religious units I should look at for inspiration? And what would the update tag look like if I wanted every single unit in the game to have the trample-with-attrition feature without listing them all in the mod file? Ideally I want the mod to be something the AI can pick up and use well for themselves / on each other, not just handing me a big advantage.

Advice appreciated!

PG

PS I am in awe at the devs of VP and I am truly blessed to live in an age where this mod is a thing

2 Comments
2024/09/19
14:57 UTC

5

How do I get IGE for Vox?

I tried using the Vox IGE download (v46) by DonQuiche on civfanatics but it's downloading as like a word file? I can't tell what I'm doing wrong but I also can't find any other link for it or step-by-step tutorial (I'm simple).

Help?

Edit: fixed it. I may have just forgotten to put it in MODS folder in documents. Whoops

4 Comments
2024/09/17
17:59 UTC

23

Are vassals worth it?

This is a follow-up question from my previous VP post on vassals.

I’ve noticed that absolutely economically/militarily destroying a civ and then choosing to vassalize them can be quite pricy, and increases the risk of neighbouring civ hostility.

My vassals have never actually revolted against me, but I’ve often noticed that their taxes do not outweigh the cost of keeping them as subjects.

My weakened vassals are also targeted by neighbouring civs almost constantly. Is annexation the way forward? I only ever leave them with 1 remaining city to inhibit their expansion. I just don’t know whether the drain on my economy and security is worth it?

Granted it is hella fun, but going for a diplomatic victory seems virtually impossible, and domination victories become harder as i am not given enough time to let my empire recover militarily in between defence wars.

Note: in my current game I have vassalized 4 of the other 21 civs. World wars are pretty constant and I’m only on VP prince difficulty 🤣

12 Comments
2024/09/17
15:21 UTC

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