Txurce
Deity
I may start a 1.0.6 game tonight without CSD or Tech Overflow (which I haven't seen), and report back after I conquer something.
Ok, thanks Perkus. I took the city with horsemen, and was beginning to think someone snuck a serious nerf in undocumented!
In my game I was getting it, but on the following turn.
@rhammer640
The city state diplomacy mod has some very interesting ideas and I tried it out for a while. I just want to use an approach closer to vanilla to solve the issues for this mod.
@jacktannery
You can use the culture calibration mod if you want, I think it should be completely compatible with this one and shouldn't cause any real issues.
I've updated the dev version, where I completed code for partisans and city-state conquering. This was very fun to program and I'd love to hear feedback!
- : Capturing a city causes 1 partisan to rally near the defender's capital (like earlier versions of Civ). The partisan created is a 0xp unit of the highest- resourceless type available to the defender.
Goal: help AIs fight back after their initial defensive army is wiped out.
.- : Capturing gives a one time bonus equal to approximately 15 turns of alliance. I'm working on notifications for these events.
Goal: make it more worthwhile to conquer CSs (generally a bad idea in vanilla).
- Maritime: "Food looted from the Maritime City-State of <city> allowed your capital to grow by +1 Citizen.
- Cultural: "Looted cultural artifacts from the Cultural City-State of <city> increased your empire's Culture by <culture>"
- Militaristic: "Your <unit> conscripted citizens from the Militaristic City-State of <city> into your army. (duplicates capturing unit)
@Seek
That was due to incomplete city capture code in the Balance - Combat doCityCapture function (part of the new additions above). I had an error in a line looking for capital cities.