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#1 |
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King
Join Date: Sep 2010
Location: Eerily Quiet Gardens
Posts: 624
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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] 1.) The Diplomatic Units:
2.) The Buildings:
3.) Policies: Patronage Branch
4.) Gameplay Changes:
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);
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:
Look for 'City State Diplomacy' in the Steam Workshop and in the Civfanatics downloads section.
Last edited by Gazebo; Nov 04, 2012 at 03:44 PM. Reason: v35 |
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#2 |
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Deity
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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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creator of: 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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#3 |
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Deity
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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!
__________________
creator of: 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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#4 | |
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King
Join Date: Sep 2010
Location: Eerily Quiet Gardens
Posts: 624
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Quote:
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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#5 |
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Los'
Join Date: Mar 2008
Posts: 4,357
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RED doesn't turn your units into spearmen.
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#6 |
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King
Join Date: Sep 2010
Location: Eerily Quiet Gardens
Posts: 624
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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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#7 | |
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Los'
Join Date: Mar 2008
Posts: 4,357
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Quote:
Love this mod by the way. |
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#8 | |
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King
Join Date: Sep 2010
Location: Eerily Quiet Gardens
Posts: 624
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Quote:
I'm glad you like it! Any suggestions for improvement? G |
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#9 |
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Chieftain
Join Date: Nov 2001
Posts: 57
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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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-Dhaeman |
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#10 | |
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King
Join Date: Sep 2010
Location: Eerily Quiet Gardens
Posts: 624
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Quote:
Will put them online once finished. G |
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#11 | |
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Los'
Join Date: Mar 2008
Posts: 4,357
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Quote:
The AI is definitely using it to good effect. Siam actually has allies in my game.
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#12 | ||
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King
Join Date: Sep 2010
Location: Eerily Quiet Gardens
Posts: 624
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Quote:
How's the production balance? What's the average number of turns it is taking you to build one of the units? Quote:
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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#13 |
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Deity
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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?
__________________
creator of: 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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#14 | |
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King
Join Date: Sep 2010
Location: Eerily Quiet Gardens
Posts: 624
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Quote:
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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#15 |
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Deity
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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!
__________________
creator of: 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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#16 |
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Deity
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Isn't it already so that there is only one ally for a CS at a time?
__________________
creator of: 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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#17 |
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Warlord
Join Date: Oct 2010
Location: NYC
Posts: 179
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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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#18 | |
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King
Join Date: Sep 2010
Location: Eerily Quiet Gardens
Posts: 624
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Quote:
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. G |
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#19 | ||
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Los'
Join Date: Mar 2008
Posts: 4,357
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Quote:
Quote:
Yes. |
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#20 | |
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King
Join Date: Sep 2010
Location: Eerily Quiet Gardens
Posts: 624
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Quote:
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! G |
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