[Bts] JCityLimit: Controlling City Count

Jeckel

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!! RELEASED !! - July 24, 2008
!! NEW VERSION !! - August 7, 2008

Requires: Civilization 4: Beyond the Sword v3.17


This mod allows you to limit the maxium number of Cities each Civilization can have in each Era of the game. A new tag has been added to the CivilizationInfo xml file that allows you to set each Civilization's iCityCountLimit for each Era. It is also possible to set iCityCountLimit to -1 to remove the limit on Cities in that Era.

In addition to limiting the number of Cities allowed by Era, optional tags have been added to the Civilization Infos to allow you to limit what Terrain and Features will disallow Founding of a City for each Civilization.

Two new tags are also added to the WorldInfo xml file allowing you to set a value that the Era City Limit is mulitplied by and to set another value that is then added to the Era City Limit. This will allow a way to tie the Era City Limit to the Size of the Game's Map.

New options in the GlobalDefinesAlt.xml file will let you control how this mod handles the Conquest and Trade of Cities once the Era City Limit has been reached. Options will also allow you to keep the required number of Buildings for National Wonders to within reach. See the Mod API for details on each of the new GlobalDefines options.

Also, the ability to set indiviual Plots as not allowing City Founding is now possible, using Python. See the Mod API for the exact methods.

When playing a game, holding your Cursor over your Civilization's Flag on the Main Interface will now display your Current Era and your City Count Limit if there is one. Also the Pedia Page for Civilizations is modified to show the new info set by the mod.

Requires: Beyond the Sword v3.17
Changes: XML, Python, SDK
Version: 1.200 - August 7, 2008
Download: JCityLimit Mod
Sources: http://forums.civfanatics.com/downloads.php?do=file&id=10114
 
Screen Shots

1: City Limit Text when you are below your City Limit for that Era.
2: City Limit Text when you have your max number of Cities for the Era.
3: Settler Unit showing a Tile with all the reasons a City could not be Founded.
4: Civilization Pedia Page showing a Terrain and Feature City Founding Limit.
5: Civilization Pedia Page showing no Terrain or Feature City Founding Limit.
 

Attachments

  • JCityLimit_BelowCityLimit.JPG
    JCityLimit_BelowCityLimit.JPG
    97.8 KB · Views: 438
  • JCityLimit_AtCityLimit.JPG
    JCityLimit_AtCityLimit.JPG
    80.9 KB · Views: 391
  • JCityLimit_NoCityFounding.JPG
    JCityLimit_NoCityFounding.JPG
    90.7 KB · Views: 372
  • JCityLimit_PediaCivs_1.JPG
    JCityLimit_PediaCivs_1.JPG
    125 KB · Views: 356
  • JCityLimit_PediaCivs_2.JPG
    JCityLimit_PediaCivs_2.JPG
    122.8 KB · Views: 362
Future Changes:

Modify WB Save to store City Limit data.

Change Log:

v1.200 - Added iCityLimitAdd and iCityLimitMul tags to CIV4WorldInfo.xml.

v1.200 - Add getCityLimit, getExtraCityLimit, and getTotalCityLimit functions to CvPlayer.

v1.100 - Some how make Required Num Buildings for Nation Wonders take City Limit into account.

v1.100 - Add XML tag to CivilizationInfos to disallow Founding Cities by Terrain.

v1.100 - Add XML tag to CivilizationInfos to disallow Founding Cities by Feature.

v1.100 - Add Python exposed method to set individual Plots to not allow City Founding.

v1.100 - Update CvPediaCivilization.py to show new tags data.

v1.100 - Fix code so Found City Button shows, but is greyed out, instead of not being shown.

v1.100 - Add GlobalDefines Option to set max Cities that can be Conquested/Traded over Era City Limit.
 
Cool! Can't wait to try this out. This should make for a really different type of game. Maybe even a OCC for all players!

Yea, one city challenge was sorta my inspiration for this.
 
You wouldn't lose any of your cities, but you wouldn't be able to capture, trade, or found any more since your above the limit.
 
I could put some kind of check in to Disband a number of Cities until you are at the Limit, but the question would then be which Cities to Disband. Any suggestions?
 
Cool mod.. I have tested a similar playstyle myself with limited cities, but I used Settlers u can't bye.. only get as a goody or the first one to reach a tech ( all techs after the 6 starting ones).. pretty fun to play but frustrating sometimes.. :D

Next I will test is to have Great People to found cities instead of Settlers.. not. my GP can't discover techs..
 
It's probably best just to keep the cities and not be allowed to gain any more above the limit.

Cool, then I won't mess with adding anything new to the mod. :cool:

I've been playing a bit with this, 18 civs on a Dual sized pangea in the Ancient Era limited to 1 city for each player. Very fun and turns just fly by.
 
Ok, I released a new version.

Check the third post for changes from v1.000.

As long as there are no glitches then this will be the last version of this mod I will be releasing for a while. I have to move on to my JRouteNative Mod. :king:
 
No, you have to move on to your JCultureControl and JImprovementLimit modcomps. :p ;)

I'm actually thinking I'll try to use those two in my FfH modmod. (It would probably be better if you go ahead and merge them together first.) I already made most of the changes I wanted to make before compiling a custom DLL (based on the one Xienwolf made for the Fal Further modmod), so I'm mostly waiting on your modcomps before I compile it.
 
Those are on the list. I'm releasing an update for JRouteNative Mod, then I will pick between JCultureControl and JImprovementLimit and get back to working on one of them. :band:
 
Cool mod.. I have tested a similar playstyle myself with limited cities, but I used Settlers u can't bye.. only get as a goody or the first one to reach a tech ( all techs after the 6 starting ones).. pretty fun to play but frustrating sometimes.. :D

Next I will test is to have Great People to found cities instead of Settlers.. not. my GP can't discover techs..

I have similar ideas about this. Probably easier to mod than what the starter of this thred did and fun as well. This way you can only expand by conquering other cities and hoping for a big settler.

Could you tell me how you did it (which files you modded, what you added, etc)
 
I'm playing a game with this mod that a friend sent me. I was in the Medieval Era, and the City Status showed 5/5 (0/1). I captured a city, and the city count changed to 6/5 (1/1). After I made it to the next era, the city status was 6/7 (0/1).

What does the "(0/1)" part of the city status indicate?

BTW, nice mod:goodjob:
 
The (0/1) is the number of cities you can capture through conquest over the max number of cities.
 
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