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Old Oct 18, 2010, 04:27 PM   #1
Gazebo
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Citystate City-State Diplomacy Mod

City-State Diplomacy Mod (CSD)





- Mission -

To give Civilization V a better, more realistic simulation of geopolitics via a new system of city-state diplomacy.


- Design Philosophy -

This mod is a complete overhaul of the city-state diplomacy system. It reduces the importance of the 'Gifts of Gold' and introduces a new, unit-based system of influence.

Players are now encouraged to build and use diplomatic units and/or complete city-state quests if they want to earn influence. Because diplomacy now requires production, time and energy, players must actively and consciously strive to maintain good relations with neighboring city-states. Furthermore, diplomatic units, being defenseless, are liable to capture or destruction if sent too far from safety, thus long-distance diplomacy now utilizes a risk-reward system. The AI has been trained to utilize this system, so do not be surprised to see diplomatic units from many different civilizations criss-crossing the world in search of influence!


- This Mod Includes -

This mod includes 4 new diplomatic units, two new diplomacy-centric buildings, two new national wonders, three world wonders, a modified Patronage tree and a modification of the AI's city-state diplomacy mechanic. See the spoiler below for more details.[/QUOTE]

Download v35

CSD Version 35 Contents:

1.) The Diplomatic Units:
  • Messenger (unlocked at Writing): Move: 2, Cost: 80. 1 unit available at a time. Promotion: Sight Penalty.
  • Envoy (unlocked at Civil Service): Move: 2 Cost: 160. 2 units available at a time. Promotion: Sight Penalty.
  • Diplomat (unlocked at Scientific Theory): Move: 2, Cost: 280. 3 units available at a time. Promotion: Sight Penalty.
  • Ambassador (unlocked at Atomic Theory): Move: 3, Cost: 450. 4 units available at a time. Promotion: Sight Penalty.

2.) The Buildings:
  • School of Scribes (unlocked at Trapping): Cost: 75. +50% diplomatic unit production. +1 Production.
  • Postal Service (unlocked at Steam Power): Cost: 350. +50% diplomatic unit production. +2 Production
  • Gutenberg Press (National Wonder - unlocked at Printing Press): +100% diplomatic unit production. Grants all Diplomatic Units the Diplomatic Immunity Promotion (+2 Movement, +1 Sight, Travel Without Treaty).
  • Foreign Office (National Wonder - unlocked at Electronics): +100% diplomatic unit production. Grants all Diplomatic Units the Professionalism Promotion (+2 movement, ignore terrain costs/impassable terrain).
  • Forum Romanum (World Wonder - unlocked at Mathematics): +25% diplomatic unit production. 3 free Messengers.
  • Summer Palace (World Wonder - unlocked at Theology): +25% diplomatic unit production. 4 free Royal Emissaries (faster Diplomatic Units).
  • Warsaw Pact (World Wonder - unlocked at Nuclear Fission): +50% influence with all city-states. 1 free Messenger.

3.) Policies: Patronage Branch
  • Aesthetics: Minimum City State influence is 20. School of Scribes produces 1 Happiness.
  • Philanthropy: Gold Gifts produce 25% more Influence. The Gutenberg Press produces +20% Gold for the city in which it is built.
  • Cultural Diplomacy:Resources from CSs increased by 100%. Happiness increased by 50%. Foreign Office produces +3 Culture.
  • Educated Elite: City states will occasionally grant you Great People. 2 Free Envoys.
  • Scholasticism: Allies provide 33% science bonus. Postal Service produces +10% science for the city in which it is built.

4.) Gameplay Changes:
  • 'Gift Gold' option tweaked to favor diplomatic units.
  • AI trained to use diplomatic unit system.
  • AI now favors City-State alliance and friendship over conquest.
  • United Nations grants 3 free Ambassadors when completed.
  • Swedish national trait modified. Gifts of great people now only grant 5 influence, however all Swedish diplomats begin the game with the 'Nobel Laureate' promotion, which grants +3 movement speed.
  • Options.sql added to CSD main directory for mod customization and compatibility.
    Options include: tweak influence earned from diplomatic missions, the cost and influence value of gold gifts, enabling/disabling the Patronage policy modifications, support for Gods and Kings, Thal's VEM/UP and, lastly, bonuses related to the UN.

Instructions
Support for Gods and Kings is enabled by default. To set support for Vanilla (non-G&K) Civ 5, please open the Options.sql file (located in your Documents/My Games/Sid Meier's Civilization 5/MODS/City-State Diplomacy folder) and open it with textedit (or your text editor of choice). Here, scroll down until you see the following lines:

Code:
/*
Gods and Kings Expansion Compatibility
1 = Using Gods and Kings Expansion (default)
0 = Not Using Gods and Kings Expansion
*/

INSERT INTO CSD (Type, Value)
VALUES ('USING_GAK', 1);
Change the ('USING_GAK', 1) to ('USING_GAK', 0). Save the file, then open Civ 5 and load the mod normally.

Version History

Latest Version Updates (v35):

1.) Compatibility with the Fall Patch
2.) Includes small tweaks to the AI
3.) Ability to enable/disable gold gifts in the Options.sql file


Old Changes:

Spoiler:


City-State Diplomacy 1

Version 4.0 Changes:

1.) New diplomatic units (Envoy, Emissary) for Medieval and Renaissance Eras.
2.) Bugfixes, typo corrections and AI tweaks.

Version 5.0 Changes:

1.) Bugfixes and AI tweaks.
2.) Unit balancing.

Version 6.0 Changes:

1.) Tweaked Suleiman's Trait to be +3.
2.) Added 'Ignore Movement Penalties' Promotion to Envoys, Emissaries (oops).
3.) Split 'Suleiman's Caravanserai Trait' and the 'Medical Support Units' mods off from main 'City-State Diplomacy' mod.

Version 6.0-9.0 Changes:

1.) More AI and Unit tweaks (balancing, mainly).
2.) Added 'May Enter Rival Territory' Promotion to diplomatic units (you can now send diplo units through a rival's territory- useful but risky!) and reduced their LoS/movement speed to make them poor scouts.
3.) Added 'MaxPlayerOwn' limit of 2 to all diplomatic units (solves AI overproduction).
4.) Tweaked AI response to embarkation (still not perfect).

Version 10.0-10.1 Changes:

1.) More AI and Unit tweaks (balancing FTW).
2.) 'Maxplayerinstances' limit made dynamic for the different units.
3.) New AI flavor of happiness should encourage non-diplomatic civs to build diplo units.
4.) AI still cannot embark with diplo units (it tries to stack a military and a civilian unit in water...) This mod works best, therefore, NOT on an island-heavy map.

Version 11.0 Changes:

-Edited diplo units to be more likely to 'go it alone' across the map (as opposed to waiting for a military unit) to reduce pathfinding and 1UPT woes. Diplo units are now much more active and move more quickly.

-Boosted CS production by 5% and reduced the FLAVOR_DIPLOMACY for all units (this should fix the 'I'm going to build diplo units no matter what!' thing that Bismarck was doing).

-Tweaked the FO to only give 33% boost (stacking with Freemasonry, factories etc. made build times too low even for ambassadors).

-Raised the maximum number of units to 2-2-3-4-5 (Messengers-Envoys-Emissaries-Diplomats-Ambassadors) to help late-game diplo victories. Scaling will come later.

-AI Tweaks for GS_Spaceship, GS_Conquest and GS_Cultural (makes even conquest-oriented civs likelyl to try and ally with at least one CS)- this should keep the number of surviving CSs around 75% during any given game (as opposed to 20% survival in vanilla).

Version 12.0 Changes:

-reduced unit and building costs across the board

-increased AI likelihood of allying with CSs

-removed 'kill city-state' quest from CS quest list

-removed escort AI protocol for diplo units (they are now free range diplo units!)

-increased FLAVOR_DIPLOMACY for all three GS to encourage all civs to ally with at least one CS

Version 13.0 Changes:

-adjusted unit costs again (made it arithmetic, as opposed to linear)

-finally fixed the escort system

-nerfed CSs a little bit to make them just a little weaker

Version 14.0 Changes:

- AI can definitely no longer gift gold to CSs

- Units and AI balanced to compensate for 'anti-gold-gifting' apocalypse

-boosted CSs to compensate

Version 15.0 Changes:

- Gold gifting makes an inglorious return due to economic woes and AI incompetence at hurry purchasing.

- Gold gifting menu tweaked and costs/benefits of gold gifting dramatically altered.

- Research agreements and tile purchasing costs raised to compensate for reduced dependence on gold gifting.

- Diplomat and Ambassador costs reduced (esp. Ambassadors).

-Unit promotions/demotions scaled to encourage the usage of higher-level units (i.e. Messengers and Envoys can no longer travel through enemy territory, etc.- see the civilopedia for more on this).

-Unique artwork and unit models for all 5 units! (recolors of original blue-on-white design)- helps differentiate the units both in the civilopedia/tech tree and on the map.

-Building production modifiers increased to 33% (from 25%) for freemasonry and forum.

-Diplomatic units no longer share a Unitcombat class with scouts

-United Nations now grants 3 free Ambassador units when completed.

-WIP: Strategic view icons are evil and must be eliminated! (i.e. solved)

Version 16.0:

- Fixed v15 corruption issue

-Added gametext for UN Ambassadors.

--------------------------------------------------------------------------
City-State Diplomacy Mod 2

Version 2.0

-Recompiled and Reorganized Mod

-Streamlined files for performance and easier management

-Restarted version count to 1.0 (then 2.0)

-Added new trait for Suleiman and v.3 of Medical Support Units

Version 3.0

-Now with French language support (thanks Zaelon!)

-Tweaked city-state strength and army size capacity.

-Fixed a few typos.

Version 4.0

- Unit costs tweaked to increase production curve (especially for 4th and 5th level units).

-Tweaked city-state strength and army size capacity (again).

-UN moved to Mass Media and cost increased to 1200 (from 1000).

-Fixed text for Trade Missions and updated new tech info for UN, Forum, Mass Media and Railroads.

-Forum now grants culture instead of gold and has a maintenance cost of 2 Gold.

-Added Seek's FO idea (Can Enter Rival Territory Promotion).

-Dropped Gift costs to 1000, 1500 and 2000.

Version 5.0

- WTO moved out of 'experimental' phase and permanently added to mod.

-Unit costs adjusted slightly to reduce late-game spam.

-AI less encouraged to send dozens of diplomatic units to the same CS.

- Forum cost adjusted to 120.

-Typos, bugfixes and other typical version changes.

Version 6.0-6.1

-Fixed .dds file issue (thanks testers!!)

-Now compatible with latest patch

-AI redundancies removed to make mod more compatible with CCMAT and vanilla CiV

-AI proclivity towards diplomacy reduced slightly to encourage combat.

-Unit and building costs tweaked slightly to favor early-game diplomacy and late-game challenge

-Diplomatic mission costs raised to 1500, 2000 and 3000

Version 2.7.0-2.7.1

- .dds file issue now fixed (thanks testers!!)

- Fixed typo in Forum tooltip (said +2 culture, while it gives only +1)

- Cleaned up .xml files

- Added Italian language support

- Adjusted AI proclivity towards diplomacy ever so slightly.

Version 2.8

- Restructured Unit and Building icon artwork to reduce file-size (145MB-->45MB)

- Added in full Italian translation (thanks Rolle!)

- VFS toggled to 'true' for civ5artdefines_units.xml file

Version 2.9-2.9.1

- AI tweaks (hopefully fixes the AI sending ALL of their diplo units to the same City-State)

- Unit/Building price reductions

- FLAVOR_DIPLOMACY tweak for Freemasonry

- Fixed nagging unit-based crash

Version 2.9.2

-Small changes/modifications in preparation for v17.

v17: - Big changes! CSD overhauled to include eight new buildings, four new promotions and a modified Patronage tree. See above for changes (as nearly every aspect of CSD has been modified).

- Version numbering made less complex- now just v17 (as opposed to the digit system).

Versions 20-24

- 4 Buildings removed to emphasize quality over quantity- remaining buildings revamped.

- Many bugfixes and tweaks to AI.

-Balancing and Patronage tree redesign.

-Patch corrections, etc.

Versions 25-6
- Diplomacy Flavor tweaks for AI, Grand strategies and units
- Removed CS production/science/growth tweaks
- Renamed Inn and Guildhall
- Fixed TBC-related bug
- Added upgrades for units

Version 27-9
1.) Building names: Forum --> Villa; Grand Piazza--> Summer Palace (new art!); Press --> Embassy (new art!)

2.) Villa and Embassy now have 1 and 2 gold maintenance (respectively) and produce culture instead of the rather paltry % trade route bonus.

3.) Summer Palace and Foreign Office provide two free diplomatic units when finished to offset scaling costs (# of cities) and to boost their intrinsic value. Also provide some culture.

4.) Patronage policy tweaks nerfed a bit (esp. science % bonus and gold % bonus ones).

5.) Villa and Embassy costs tweaked down a bit.

6.) Cleaned up text for units, buildings, policies and promotions.

7.) Strategic view icons now working for CSD!

8.) Options.sql added for customization and compatibility.

Versions 30-34
1.) Compliance with new art SQL system
2.) Support for Gods and Kings

3.) Complete rebalance of mod (see details above- all aspects modified).

4.) Added three world wonders (Forum Romanum, Summer Palace and Warsaw Pact).

5.) Sweden modified for diplomatic unit balance (has new trait- see above).

6.) New titles and artwork for all buildings (updated in v34 for Postal Service).
7.) Support for Thal's G&K UP beta mod.

8.) AI reworking for better city-state diplomacy (more protective of neighboring city-states).


Look for 'City State Diplomacy' in the Steam Workshop and in the Civfanatics downloads section.
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Last edited by Gazebo; Nov 04, 2012 at 03:44 PM. Reason: v35
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Old Oct 19, 2010, 07:08 AM   #2
V. Soma
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wow!

In another thread I was just about complaining about city states and diplomacy victory

I will try this!
(perhaps with other modpacks, like CCMAT - I hope that will be possible...)
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Old Oct 19, 2010, 07:11 AM   #3
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Gazebo, you write:
"you cannot save up your gold, build the UN and then buy off all the votes– you have to maintain good relations with your city-state friends by sending diplomatic units to them over a longer period of time."

Could you be more specific?
Is the mod with a Read me on things? Civpedia?

Keep up the promising work!
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Old Oct 19, 2010, 09:38 AM   #4
Gazebo
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Quote:
Originally Posted by V. Soma View Post
Gazebo, you write:
"you cannot save up your gold, build the UN and then buy off all the votes– you have to maintain good relations with your city-state friends by sending diplomatic units to them over a longer period of time."

Could you be more specific?
Is the mod with a Read me on things? Civpedia?

Keep up the promising work!
Soma,

This mod is compatible with everything in the CCMAT except for R.E.D. For some reason, that mod makes the diplomatic units turn into spearmen!

So you can use it with CCMAT, just don't be alarmed if this happens.

As per your second question, I have fully updated the game's civilopedia and tooltips for the new system– the way the game's new mechanic works is as follows:

Researching 'Writing' will give you access to the first diplomatic unit, the Messenger. He has a move of 3 (ignoring terrain costs) and costs 100 Production to make (so he's quite expensive in the beginning). Once built (like any other unit), you have to move him across the game-map into a city-state's territory. Once in their territory, send him on a 'trade mission' by clicking the trade mission button on the left side (just like with Great Merchants). This will net you 50 influence points with the City-State and will expend the Messenger.

As you progress through the game, you will unlock buildings, policies and new units that make City-State diplomacy easier– each new diplomatic unit moves faster than its predecessor (i.e. Messengers move 3, Envoys move 4, Emissaries move 5, et. al.)– this simulates the increasing rapidity of communication throughout history.

Once you research globalization, you will have access to both the UN (as normal) and the Ambassador diplomat unit. The Ambassador has a move of 7 and, by the end of the game (if you've built the Foreign Office wonder and Forums in your cities) should be fairly easy to build. You will then have to send ambassadors to all of the world's city states to boost your relations with them if you want to win the Diplomatic Victory!

Does this make more sense?

Hope you enjoy it! I've worked on this quite a bit– unit graphics, icons, artwork, civilopedia entires and AI modifications are all customized and polished.

-G

Last edited by Gazebo; Oct 19, 2010 at 10:14 AM. Reason: Edited syntax and grammar to reduce confusion.
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Old Oct 19, 2010, 10:09 AM   #5
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RED doesn't turn your units into spearmen.
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Old Oct 19, 2010, 10:13 AM   #6
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Quote:
Originally Posted by Sonereal View Post
RED doesn't turn your units into spearmen.
Are you saying you tried this mod and it didn't turn them into spearmen or that the purpose of R.E.D. isn't to turn your units into spearmen? Now I'm confused as well!

I know what R.E.D. is for (and enjoy using it), however the last time I tried to use it with this mod it caused my diplomatic units to look like squads of spearmen. Perhaps we each (unknowingly) removed the glitch that was causing this problem?

I'll test it out and let you know.

-G
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Old Oct 19, 2010, 12:08 PM   #7
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Quote:
Originally Posted by Gazebo View Post
Are you saying you tried this mod and it didn't turn them into spearmen or that the purpose of R.E.D. isn't to turn your units into spearmen? Now I'm confused as well!

I know what R.E.D. is for (and enjoy using it), however the last time I tried to use it with this mod it caused my diplomatic units to look like squads of spearmen. Perhaps we each (unknowingly) removed the glitch that was causing this problem?

I'll test it out and let you know.

-G
I meant that I'm playing with CCMAT which includes RED and your messenger units look like messengers, not spearmen.

Love this mod by the way.
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Old Oct 19, 2010, 12:57 PM   #8
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Quote:
Originally Posted by Sonereal View Post
I meant that I'm playing with CCMAT which includes RED and your messenger units look like messengers, not spearmen.

Love this mod by the way.
Excellent! It is probably because I switched to using settler pieces to make the new units (as opposed to the scout pieces I used in previous versions). I will update the mod info to inform people that it is, in fact, compatible with CCMAT.

I'm glad you like it! Any suggestions for improvement?

G
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Old Oct 19, 2010, 03:23 PM   #9
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Suleiman's new trait seems too powerful compared to Arabia only receiving +1 gold per route (in addition to their oil bonus). I would say give Ottomans +1 gold per route in addition to their base trait. The point of this mod appears to be to change diplomacy and adding other things may make people not want to play.
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Old Oct 19, 2010, 07:53 PM   #10
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Quote:
Originally Posted by Dhaeman View Post
Suleiman's new trait seems too powerful compared to Arabia only receiving +1 gold per route (in addition to their oil bonus). I would say give Ottomans +1 gold per route in addition to their base trait. The point of this mod appears to be to change diplomacy and adding other things may make people not want to play.
Thanks for the advice– I'll simply make this mod 'modular' (ha!) and allow players to choose their parts a la carte (Diplomacy/Medical Units/Suleiman's trait)

Will put them online once finished.

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Old Oct 19, 2010, 08:32 PM   #11
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Quote:
Originally Posted by Gazebo View Post
Excellent! It is probably because I switched to using settler pieces to make the new units (as opposed to the scout pieces I used in previous versions). I will update the mod info to inform people that it is, in fact, compatible with CCMAT.

I'm glad you like it! Any suggestions for improvement?

G
Not really. The mod is simple but at the same time pretty deep. It increases the geopolitics of the game and as soon as PBEM is released, it'll probably make diplomacy games verrrrry interesting.

The AI is definitely using it to good effect. Siam actually has allies in my game.
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Old Oct 19, 2010, 09:21 PM   #12
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Quote:
Originally Posted by Sonereal View Post
The AI is definitely using it to good effect. Siam actually has allies in my game.
Ha! Good to know they are using them- hopefully not to excess...

How's the production balance? What's the average number of turns it is taking you to build one of the units?

Quote:
Originally Posted by Sonereal View Post
Not really. The mod is simple but at the same time pretty deep. It increases the geopolitics of the game and as soon as PBEM is released, it'll probably make diplomacy games verrrrry interesting.
That's what I was going for- one small addition that can change the game without destroying the vanilla gameplay.

One last question- what do you think about the Forum? Too strong, or not strong enough?

Also, the mod is now modular- I split Suleiman's Trait and the Medical units off into their own mods.

Thanks again,
G
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Old Oct 20, 2010, 01:47 AM   #13
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Can I come up with ideas?

I believe that getting influence over a CS should be scaled, based on:

- the civ that has the present BEST relation with the CS should be in best position to gain new influence,
say, 100% value
(eg. if I have allied relation, that is the best, no other major civ can have that,
so when I send a unit to the CS to gain influence, I get 100% value, say 50 influence points)
(also, if I am the first to get influence with the CS, in this case all civs have equal levels, so mine is "best" /no worse than the others'/


- all other civs, not with best position with the CS, trying to get influence,
should gain less than 100% value with the unit - there would be a formula to it...
the worse the position, the less inflence can be gained...
(eg. I am neutral, with bar filled up 2/3.
3 other civs are better: 1 allied, 1 friendly, 1 neutral with bar filled 4/5...
then I have hard time to gain influence on the CS, as it has 3 more important relations...
so I can get, say (calculated by the 3 better ones) sg. like 60% influence point gain with my unit sent there)


I hope you see the "method" idea

Basically:
The first who comes to contact and deal with the CS (investing influence there)
should be in better position than the others.
But any civ can work out the way to be in leader position...

The aim with this:
To make it more difficult for civs to "buy" votes at the end,
and to make it important that you get into contact with CS early, first,
and that you hold position with CS, "fighting" with other civs...

Has does this sound?
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Old Oct 20, 2010, 07:32 AM   #14
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Quote:
Originally Posted by V. Soma View Post
Can I come up with ideas?

I believe that getting influence over a CS should be scaled, based on:

- the civ that has the present BEST relation with the CS should be in best position to gain new influence,
say, 100% value
(eg. if I have allied relation, that is the best, no other major civ can have that,
so when I send a unit to the CS to gain influence, I get 100% value, say 50 influence points)
(also, if I am the first to get influence with the CS, in this case all civs have equal levels, so mine is "best" /no worse than the others'/


- all other civs, not with best position with the CS, trying to get influence,
should gain less than 100% value with the unit - there would be a formula to it...
the worse the position, the less inflence can be gained...
(eg. I am neutral, with bar filled up 2/3.
3 other civs are better: 1 allied, 1 friendly, 1 neutral with bar filled 4/5...
then I have hard time to gain influence on the CS, as it has 3 more important relations...
so I can get, say (calculated by the 3 better ones) sg. like 60% influence point gain with my unit sent there)


I hope you see the "method" idea

Basically:
The first who comes to contact and deal with the CS (investing influence there)
should be in better position than the others.
But any civ can work out the way to be in leader position...

The aim with this:
To make it more difficult for civs to "buy" votes at the end,
and to make it important that you get into contact with CS early, first,
and that you hold position with CS, "fighting" with other civs...

Has does this sound?
I like these ideas a lot– the key will be figuring out how to code this in. We will have to hard-code that there can be only one 'ally' of a C-S at a time (perhaps by creating a new category of friendship: neutral (0), cordial (30), friendly (60), ally (90)). The problem with this, however, is that if it is easier to gain influence as an ally, then it might become near-impossible for another civ to gain influence in that city. We will have to figure this out (I imagine, since there is currently no mathematical language for this in the game, we will have to have access to the core files first).

Perhaps we could also make influence gain scale relative to your capital's distance to a city-state?

Good stuff!
G
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Old Oct 20, 2010, 07:51 AM   #15
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Yes, relative distance can also be a factor

I don't think it is bad that it is hard to gain influence for the civs that come late in order...
in fact, this is kind of the point in this idea!
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Old Oct 20, 2010, 07:52 AM   #16
V. Soma
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Isn't it already so that there is only one ally for a CS at a time?
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Clashing of Empires
(A standard sized version of Rhye's Civ for Civ 3)


My civ5 ideas:
- Conditioned Technological Development | Unit maintenance & supply | Land Unit Combat idea for 2 UPT
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Old Oct 20, 2010, 08:01 AM   #17
blazekid87
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pretty interesting idea. May I make some suggestions?

You should have diplomatic units perform missions like the great merchant. Doing so will boost relations with the other civ or city state but consume the unit. You should still allow gold to boost relations but the amount you give will depend on how far you are away from them. So to gift a city state gold on the other side of the globe would cost lets say 500 while the one close to you would cost 250. Doesnt have to be those exact numbers, just giving an example. I'll def check this out.

Good luck!
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Old Oct 20, 2010, 08:12 AM   #18
Gazebo
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Quote:
Originally Posted by blazekid87 View Post
pretty interesting idea. May I make some suggestions?

You should have diplomatic units perform missions like the great merchant. Doing so will boost relations with the other civ or city state but consume the unit. You should still allow gold to boost relations but the amount you give will depend on how far you are away from them. So to gift a city state gold on the other side of the globe would cost lets say 500 while the one close to you would cost 250. Doesnt have to be those exact numbers, just giving an example. I'll def check this out.

Good luck!
Blazekid,

Your first sentence is exactly what these units do, so yeah!

For the second, my only problem with that is that it puts us right back where we started in terms of gameplay– I still think that throwing money at a city-state is an...odd way of conducting diplomacy.

Glad your interested.
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Old Oct 20, 2010, 08:14 AM   #19
Sonereal
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Originally Posted by Gazebo View Post
How's the production balance? What's the average number of turns it is taking you to build one of the units?
I've only used the Messenger so far (super slow game speed but with CCMAT). Production really isn't out of hand. The only thing I've noticed is that the AI likes to build them just to have around. In my current game, Japan has a ton of them but they don't have astrology (or whatever tech allows ocean-going) so they just have a butch of messengers hanging around.

Quote:
One last question- what do you think about the Forum? Too strong, or not strong enough?
The Forum, relatively speaking, takes a long time to build in my core cities but its pretty balanced.

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Originally Posted by V. Soma View Post
Isn't it already so that there is only one ally for a CS at a time?
Yes.
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Old Oct 20, 2010, 08:14 AM   #20
Gazebo
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Originally Posted by V. Soma View Post
Isn't it already so that there is only one ally for a CS at a time?
Yes– its early and I'm sleepy. I guess what I meant is that it shouldn't be possible for two people to gain benefits from the same C-S– it should be an 'all or nothing' affair.

And I agree that it should be difficult for Civs to gain influence over a CS if that CS is already an ally, but you don't want it to be so hard that players have to constantly build diplo units to make ends meet. Guess its just a factor of balance.

If you know how to code this, feel free to take a crack at it. I have no idea where to begin when it comes to distance equations, etc.

<-- History Professor, not a mathematician!

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