Bugged City-States

The Boz

Nooblet
Joined
Sep 27, 2010
Messages
97
Location
Uncanny Valley
City States in my last two games don't work. Both use the newest version of Thal's Balance, 7.4 I believe. I get 0 Food and Culture, and Military units arrive every 9,999 turns. At first I thought it was a scaling thing, so I just kept giving the CS money, hoping we'd both grow until I see some results, but I've lately contacted a Militaristic CS which announces it'll give me a unit in 9,999 turns. Approximately.
 
Nevermind. I had not deleted the previous version of TBC. Therefor this report could be just a conflict.
 
After a couple of reloads, the CSs started to perform, I can finally see their bonuses in the city food/culture mouseovers, and I recently started getting military units, about one every ~50 turns (marathon game, BTW). But the mouseover texts still don't list the bonus on the CS screen itself, and the Militaristic ones still say they're giving out a unit in 9,999 or 9,996 turns.
 
It's just a display thing. Most of the citystate display is done in the c++ part of the game we don't have access to yet as modders. The actual effects should work:

Maritime gives era * (2:c5food: friend | 3:c5food: allied) distributed among our cities.

Cultural gives 5:c5culture: + era * (2:c5culture: friend | 3:c5culture: allied) distributed among our cities.

Militaristic gives 1 free unit, with era * 10:c5war: XP, at the capital, every X turns. X is quicker when we have more militiaristic friends and allies.
 
Militaristic gives 1 free unit, with era * 10:c5war: XP, at the capital, every X turns. X is quicker when we have more militiaristic friends and allies.

How is "X" computed? Do we have any control over it? In my previous game by the end I was allied with pretty much every CS and the rate of getting units (subjectively) hadn't increased much. It's only one data point so I doubt it's a bug but I like knowing the precise mechanics too.
 
Thanks for the info. Yeah, I loaded one of my earliest savegame, it appears that they do give out actual bonuses, but in most cases where you'd look, it says the bonuses are 0.
 
@Zaldron
Each allied citystate adds 100% and friend adds 75% to the spawn rate. The base spawn timer is 15 turns (varies by gamespeed). So with 1 ally a unit spawns every 15 / 1 = 15 turns, and with 5 militaristic allies it's once every 15 / 5 = 3 turns.

While answering this question I actually discovered a bug making the turn timer longer than intended when we have multiple allies, and this should be fixed in v7.6. :)
 
@Zaldron
Each allied citystate adds 100% and friend adds 75% to the spawn rate. The base spawn timer is 15 turns (varies by gamespeed). So with 1 ally a unit spawns every 15 / 1 = 15 turns, and with 5 militaristic allies it's once every 15 / 5 = 3 turns.

Hi Thal!

I think 75% for a friendly CS is a bit overpowered since I can have many friendly CS very easy (don't need to compete with other major civs) compared to the allied one, especially in the late game. Or let me say: Apart from the allied state of the CS in a war against another major civ it's very less important having CS as an ally, because the friendly bonus is high enough, especially when I am going to have many friendly CS.

Because of that I would suggest a 50% spawn rate bonus?
 
Hi Thal!

I think 75% for a friendly CS is a bit overpowered since I can have many friendly CS very easy (don't need to compete with other major civs) compared to the allied one, especially in the late game. Or let me say: Apart from the allied state of the CS in a war against another major civ it's very less important having CS as an ally, because the friendly bonus is high enough, especially when I am going to have many friendly CS.

Because of that I would suggest a 50% spawn rate bonus?

I'm pretty sure Thal specifically set this to 75% so that certain quests that give friendly will actually result in getting a unit before the friendship ran out. At lower levels you could get temporary friendship and wind up with no unit at all. I believe his argument was that the resources and increased spawn rate of being allied still made being an ally a strong upgrade to friendship.
 
Alliance also gives happiness, strategic resources, and prevents all other leaders from allying with that citystate. Friendship only gives the unit rewards. This is why I usually do about a 2:3 or 3:4 ratio between friendship:ally bonuses.
 
Alliance also gives happiness, strategic resources, and prevents all other leaders from allying with that citystate. Friendship only gives the unit rewards. This is why I usually do about a 2:3 or 3:4 ratio between friendship:ally bonuses.

Thanks for the explanation, I didn't recognize the resource bonuses.
 
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