CCC updated to v3:
- Added the option to specify a set number of cities you must first own before a city will be founded as a colony (by a Settler).
- Fixed the rogue tooltips appearing when hovering over the city name, intended for CBP.
- Increased the disloyalty from Population to 5. Increased Loyalty from Constabularies and Police Stations to 10%.
- Fixed TXT_KEY errors with the Altaic colony lists.
- Drill Academy now requires a Governor's Mansion before it can be constructed (oversight).
- Removed some rogue print statements.
- Fixed an issue wherein Cities without a Loyalty value (i.e. regular cities) were occassionally going into resistance or flipping to Barbarians.
- Fixed an issue wherein Leonardo Da Vinci was inventing insane future machines of death.
- AI will no longer expend Great Dignitaries for Dignitaries every time (only if they have few Dignitaries).
- Changed 'Colonist' promotion to 'Colonial Settler,' so that right-clicking the Colonist unit won't take you to the promotion's pedia.
Also, just FYI, Sovereignty will probably interact with Colonies further, if you're still worried about wanting to turn colonies back into cities. As for the dynamic city distance - again, I'll get to it (probably), but its at the
lowest priority atm, due to how much extra code it'll be. I still have to implement Fort Colonies somehow, so this was just a QoL update. But don't hesitate to request other options for colonies in the meantime.
After Crimes (and initial bug/balance catching), I may release this to the Steam Workshop. I expect this might be a bit more convenient when it comes to keeping track of smaller updates like this. Oh what a matyr your Modding Emperor is!
Also, anyone noticed any issues vis-a-vi the Culture line/Windmill changes and unique variants?
Hey so I am not exactly sure if I am missing an important game mechanic but I am unable to push any claims on a city-state to annex them.
When I finally get all five things needed for a medium claim I actually end up losing one of those things. Like Geneva wanted to be the same religion with me and we already were the same religion but it didn't seem to recognize that and Zurich wanted an active spy despite the fact that I had an active spy in the city.
Am I missing something or is it a bug? Also just wanted to let you know that despite this I am finding this mod to be absolutely awesome and I really appreciate all the hard work you are putting into these mods! I can't wait for Sovereignty and Crime!
The religion bug was caught at v2, but maybe you missed the update? Should definitely not be a problem in v3 anyway. Dunno about the Spy. If you experience the same issue after trying v3, please re-report it with your
Lua log.
I've never had the pleasure of getting that far to settling colonies. I'd do it on an earth map but it spawns city states and other civs directly next to me and I can't for the life of me figure out why it does that.
But that's not important, what is important is that I'm getting the Floating Gardens building on the turn after I found cities from CCC.
A few posts back, Tarcisio suggested that this was caused by his Bulgarian civ, which he has since fixed. Otherwise, I've not experienced this from CCC.