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Cities in Development (Obsolete)

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Well that's not entirely true, as there are flavours for Slavery and Colonies to be supported. And adding CiD reference will likely fix a lot of problems - such as the Oathsworn thing
 
Natan plz

There is no such thing as CID support.

@stef

Lua and Database logs, I guess. However that looks like it's gonna be either 1. Firaxis not being able to do negatives or 2. Another "Blame G". Can you replicate the bugs with other units and other civs?

Well that's not entirely true, as there are flavours for Slavery and Colonies to be supported. And adding CiD reference will likely fix a lot of problems - such as the Oathsworn thing


Huh. Huh huh. Clearly, I'm the smarter knight.

Can you add a default favor for mods that don't have any (like you did with piety, I believe)?
 
They do have a default, though...
 
Well that's not entirely true, as there are flavours for Slavery and Colonies to be supported. And adding CiD reference will likely fix a lot of problems - such as the Oathsworn thing


According to Wikia the Gauls do have CiD support...

For sake of completeness I attached 2 log files:
- One with files from just after having purchased oathsworn with shackles but without having iron
- The other with files from just after having attacked with an oathsworn (5XP) and composite bowman (2XP), so where they all got full XP instead of just half

Hope this helps, thanks for your work and support


EDIT: 2 other things I've noticed:
- If you declare war on an AI, do they always get Levies in each city regardless of the Civil Service prerequisite? I just declared war on an AI and I'm certain that Civil Service has not yet been invented by them. Although not certain it does feel that they have more Levies than cities...
- I do not get attacked when I'm at range 3 from the capital as I believe the intention would be? (but I do at range 2).
 

Attachments

Going back to Jan's suggestion fromthe last page, the previous version (8 - 12) of the CP seems to break the diplocorner... Despite the fact I've literally eliminated the entire folder from EUI.

BTW, thanks for the fix, but... What, exactly, does it fix? The Bugs with the city banner or something else?
(Asking because I have to be totally sure about the changes in my mod list when its that big)

P.S. is anyone else experiencing a bug when you can pick social policies from any era since the beginning of the game? I haven't been able to trace that back to... Anything.
 
P.S. is anyone else experiencing a bug when you can pick social policies from any era since the beginning of the game? I haven't been able to trace that back to... Anything.

This is caused by the Community Patch, hopefully Gazebo will have a fix for us soon. There's also a hotfix for it lying around somewhere, but I cannot recall where :p
 
v48:
  • Fixed a few lua issues.
  • Fixed issues causing the Slave and Levy LuaEvents to not work correctly. However, these now send the unitID of the unit purchased, not the unit object.
  • Reduced Slave Worker cost to 20 Shackles.
  • Damage to plagued units reduced to 2 per turn (from 5).
  • Workers and Slaves will now remain as such instead of converting into Peasants when captured.
  • Right-clicking a Yield in the City View will now bring you to a pedia page about that yield (except Production which doesn't have one... and Culture if using the big UI...). Useful mainly for CiD's yields (non-EUI only).
  • Units now immediately take some damage upon receiving the plagued effect.
  • Fixed an issue whereby the Mercenaries Overview could be selected in the Overview Selection menu.
  • Fixed an issue whereby Barbarians could build the Galleass.
  • Fixed an issue whereby the AI could not spend Shackles.
  • Fixed an issue whereby Treason was being shown as -1 Happiness from Buildings in the TT.
  • Fixed an issue whereby captured Peasants would turn into Settlers.
  • Fixed an issue whereby Installing a Satellite would not close the capture city popup.
  • Changed the Plague icons used, and added 4 new types (Cholera, Influenza, Leprosy, and Pneumonia).
  • Fixed an issue whereby Cure Plague would not work if there is no Plague in the city.
  • Naval and Air units will no longer contract Plague.
  • Fixed an issue whereby the Loyalty counter was not working correctly.
  • Integrated EUI's Starvation warning on the City Banner.
  • Fixed an issue whereby the Cistern did not yield Health on Lakes.
  • With ExCE, Feathers Happiness is now unlocked with Trapping alongside the Trading Post.
  • Fixed an issue whereby the AI was not subject to the changes to Annexation vs. Puppeting. Thanks to Gazebo!
  • Fixed an issue whereby the Heresy reduction/increase from Piety Level would repeat in the Crimes TT.
  • National Wonders are now organized in their own section in the City View (non-EUI only).
  • The Building, Wonder, National Wonder, and Great Work section headers now show how many are in each category.
  • Fixed an issue whereby the Improvement/Building progress indicators would not be hidden if Provinces was disabled.
  • Fixed an issue whereby building the Recyling Center would cause the Lua to break.
  • Added unique Building sounds for: Babylonian Walls, Bazaar, Burial Tomb, Candi, Ducal Stables, Floating Gardens, Hanse, Ikanda, Krepost, Mud Pyramid, Mughal Fort, Paper Maker, Pyramid, Royal Libery, Satrap Court, and Stele, thanks to Sir Kesler!
  • Increased the production cost of Trafalgar Square (to 750).
  • Health, Disease, Happiness, and Unhappiness values are now rounded.
  • Removed Portugal's trait changes.
  • Forts (in Misc) now grant vision to tiles (for outside your borders) and take less time to build. Feitorias also gain this visibility effect.
  • Development added!
    From the civilopedia: [Development] is the measurement of a city's capacity to support its Population. You must build at least as many Buildings/Citadels/Forts/Towns/Villages as your Population Threshold, otherwise the city will have increased Crime and Disease, and decreased Wonder Production. However, going beyond this Population Threshold will increase the city's Happiness and Health. Your Population Threshold is how much Population a city has, plus any reductions to this because of the city's Province level.
    Note: this mechanic REQUIRES Crimes and Health to be active. Can be disabled in the US.

Make sure you're using the latest version of the CP!

Special thank you to Artistriarch Janboruta, Sir Kesler, Sir TranquilSilence, and Sir Chrisy for testing and feedback! (so blame them for problems :p)
 
Is there something I can enable/disable to keep Venice's puppeted city states from turning into colonies and instead stay regular puppets? Right now I have to turn off colonies altogether to stop it.
 
The loyalty basically starts at seperatist and never improves. I've always had them revolt on me no matter how many loyalty boosting buildings/policies I have. And it seems that if I disable colonies I break the game.

Why does disabling/removing colonies break the game?
 
The only thing I can think of for Venice not wanting Colonies is that they'd be able to purchase ~~*less*~~ less stuff than Puppets, since Colonies are limited in their choices.

...geez, rip formatting :p
 
hi,
> EUI problem :P
> City screen

mods in use :
- Vox Populi (8-18)
- EUI (obviously)
- Community Patch Mod Compatibility (v 14)
- Ingame Editor (v 39)
- JFD's Rise to Power (v 25)
- JFD's Rise to Power - EUI Compatibility Files (v 24)
- JFD's Cultural Diversity (Core) (v 10)
- JFDs Cultural Diversity (Soundtrack) (v 1)
- JFD's Cities in Development (v 48)
- JFD's Cities in Development - EUI Compatibility Files (v 48)
- Sukritact's Events and Decisions (v 3)

those are the few to test it out.

really wanna try this mod, hope u can help, sorry for the bother :/
 
I don't want to cause a whole update when you're busy with other mods(as an extensive self-modder, I know how that eats up time and sanity), I'd just be happy with knowing how to keep Venice from founding colonies at all, since that should let it make regular puppets, right?
 
I don't want to cause a whole update when you're busy with other mods(as an extensive self-modder, I know how that eats up time and sanity), I'd just be happy with knowing how to keep Venice from founding colonies at all, since that should let it make regular puppets, right?

Try hunting in a utilities file for a function that calculates whether a city is far enough away to be a colony, and add a limit so that it won't fire if
Code:
player:GetCivilizationType () == GameInfoTypes.CIVILIZATION_VENICE
 
I ended up taking out the code that lets you make a city a colony on capture, since that's what a MOV is doing.
 
You didn't delete stuff, did you? By the looks of things, the majority of the problems can be fixed by modifying JFD_CID_ColoniesUtils.lua, and adding in
Code:
if player:GetCivilizationType() == GameInfoTypes["CIVILIZATION_VENICE"] then return false end
to the function JFD_IsPlotFoundsColony.
 
hope this helps, first 1/2, seems the lua text is too long!
Spoiler :

[116747.281] Initializing Lua 5.1.4
[116835.656] InstalledPanel: Refreshing Mods
[116835.656] InstalledPanel: GetModBrowserListings()
[116835.812] InstalledPanel: Refreshing Mods
[116835.812] InstalledPanel: GetModBrowserListings()
[116849.750] InstalledPanel: Refreshing Mods
[116849.750] InstalledPanel: GetModBrowserListings()
[116849.984] InstalledPanel: Refreshing Mods
[116849.984] InstalledPanel: GetModBrowserListings()
[116956.250] SelectCivilization: GameInfo.Units[NONE] is undefined
[116960.140] Map Script: Generating Map
[116960.140] Map Script: Generating Plot Types (Lua Pangaea) ...
[116960.156] Map Script: Setting Plot Types (MapGenerator.Lua)
[116960.171] Map Script: Setting Plot Types (MapGenerator.Lua)
[116960.218] Map Script: Setting Plot Types (MapGenerator.Lua)
[116960.218] Map Script: Setting coasts and oceans (MapGenerator.Lua)
[116960.218] Map Script: Expanding coasts (MapGenerator.Lua)
[116960.234] Map Script: Setting Terrain Types (MapGenerator.Lua)
[116960.234] Map Script: Map Generation - Adding Rivers
[116960.250] Map Script: Map Generation - Adding Lakes
[116960.250] Map Script: Adding Features (Lua Pangaea) ...
[116960.265] Map Script: Creating start plot database.
[116960.265] Map Script: Dividing the map in to Regions.
[116960.265] Map Script: Map Generation - Dividing the map in to Regions
[116960.265] Map Script: -
[116960.265] Map Script: Data for Start Region # 1
[116960.265] Map Script: WestX: 11
[116960.265] Map Script: SouthY: 1
[116960.265] Map Script: Width: 19
[116960.265] Map Script: Height: 13
[116960.265] Map Script: AreaID: 1077
[116960.265] Map Script: Fertility: 529
[116960.265] Map Script: Plots: 247
[116960.265] Map Script: Fert/Plot: 2.1417004048583
[116960.265] Map Script: -
[116960.265] Map Script: -
[116960.265] Map Script: Data for Start Region # 2
[116960.265] Map Script: WestX: 13
[116960.265] Map Script: SouthY: 14
[116960.265] Map Script: Width: 20
[116960.265] Map Script: Height: 10
[116960.265] Map Script: AreaID: 1077
[116960.265] Map Script: Fertility: 512
[116960.265] Map Script: Plots: 200
[116960.265] Map Script: Fert/Plot: 2.56
[116960.265] Map Script: -
[116960.265] Map Script: Choosing start locations for civilizations.
[116960.265] Map Script: Map Generation - Choosing Start Locations for Civilizations
[116960.265] Map Script: -
[116960.265] Map Script: --- Region Terrain Measurements for Region # 1 ---
[116960.265] Map Script: Total Plots: 247
[116960.265] Map Script: Area Plots: 144
[116960.265] Map Script: -
[116960.265] Map Script: Mountains: 5 - Cannot belong to a landmass AreaID.
[116960.265] Map Script: Total Water Plots: 92 - Cannot belong to a landmass AreaID.
[116960.265] Map Script: -
[116960.265] Map Script: Lake Plots: 3
[116960.265] Map Script: Coast Plots: 67 - Does not include Lakes.
[116960.265] Map Script: Ocean Plots: 22
[116960.265] Map Script: Icebergs: 21
[116960.265] Map Script: -
[116960.265] Map Script: Flatlands: 102
[116960.265] Map Script: Hills: 42
[116960.265] Map Script: -
[116960.265] Map Script: Grass Plots: 34
[116960.265] Map Script: Plains Plots: 28
[116960.265] Map Script: Desert Plots: 26
[116960.265] Map Script: Tundra Plots: 8
[116960.265] Map Script: Snow Plots: 6
[116960.265] Map Script: -
[116960.265] Map Script: Forest Plots: 25
[116960.265] Map Script: Jungle Plots: 20
[116960.265] Map Script: Marsh Plots: 3
[116960.265] Map Script: Flood Plains: 0
[116960.265] Map Script: Oases: 1
[116960.265] Map Script: -
[116960.265] Map Script: Plots Along Rivers: 35
[116960.265] Map Script: Plots Along Oceans: 42
[116960.265] Map Script: Plots Next To Plots Along Oceans: 29
[116960.265] Map Script: - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
[116960.265] Map Script: -
[116960.265] Map Script: --- Region Terrain Measurements for Region # 2 ---
[116960.265] Map Script: Total Plots: 200
[116960.265] Map Script: Area Plots: 129
[116960.265] Map Script: -
[116960.265] Map Script: Mountains: 2 - Cannot belong to a landmass AreaID.
[116960.265] Map Script: Total Water Plots: 68 - Cannot belong to a landmass AreaID.
[116960.265] Map Script: -
[116960.265] Map Script: Lake Plots: 3
[116960.265] Map Script: Coast Plots: 49 - Does not include Lakes.
[116960.265] Map Script: Ocean Plots: 16
[116960.265] Map Script: Icebergs: 22
[116960.265] Map Script: -
[116960.265] Map Script: Flatlands: 94
[116960.265] Map Script: Hills: 35
[116960.265] Map Script: -
[116960.265] Map Script: Grass Plots: 25
[116960.265] Map Script: Plains Plots: 41
[116960.265] Map Script: Desert Plots: 6
[116960.265] Map Script: Tundra Plots: 20
[116960.265] Map Script: Snow Plots: 2
[116960.265] Map Script: -
[116960.265] Map Script: Forest Plots: 41
[116960.265] Map Script: Jungle Plots: 0
[116960.265] Map Script: Marsh Plots: 0
[116960.265] Map Script: Flood Plains: 0
[116960.265] Map Script: Oases: 0
[116960.265] Map Script: -
[116960.265] Map Script: Plots Along Rivers: 13
[116960.265] Map Script: Plots Along Oceans: 45
[116960.265] Map Script: Plots Next To Plots Along Oceans: 35
[116960.265] Map Script: - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
[116960.265] Map Script: - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
[116960.265] Map Script: Region # 1 has been defined as a HYBRID Region.
[116960.265] Map Script: Threshold Values:
[116960.265] Map Script: Desert: 0.20 - Tundra: 0.20 - Jungle: 0.20 - Forest: 0.25 - Hills: 0.30 - Plains: 0.30 - Grass: 0.30
[116960.265] Map Script: Region Values:
[116960.265] Map Script: Desert: 0.18 - Tundra: 0.06 - Jungle: 0.14 - Forest: 0.17 - Hills: 0.29 - Plains: 0.19 - Grass: 0.24
[116960.265] Map Script: - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
[116960.265] Map Script: - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
[116960.265] Map Script: Region # 2 has been defined as a FOREST Region.
[116960.265] Map Script: Threshold Values:
[116960.265] Map Script: Desert: 0.20 - Tundra: 0.20 - Jungle: 0.20 - Forest: 0.25 - Hills: 0.30 - Plains: 0.30 - Grass: 0.30
[116960.265] Map Script: Region Values:
[116960.265] Map Script: Desert: 0.05 - Tundra: 0.16 - Jungle: 0.00 - Forest: 0.32 - Hills: 0.27 - Plains: 0.32 - Grass: 0.19
[116960.265] Map Script: - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
[116960.281] Map Script: Normalizing start locations and assigning them to Players.
[116960.281] Map Script: Placing Natural Wonders.
[116960.328] Map Script: -- Placed all Natural Wonders --
[116960.328] Map Script: -
[116960.328] Map Script: -
[116960.328] Map Script: Placing Resources and City States.
[116960.328] Map Script: Map Generation - Assigning Luxury Resource Distribution
[116960.328] Map Script: -
[116960.328] Map Script: Region# 2 of type 3 has been assigned Luxury ID# 21
[116960.328] Map Script: -
[116960.328] Map Script: Region# 1 of type 8 has been assigned Luxury ID# 47
[116960.328] Map Script: -
[116960.328] Map Script: Luxury ID# 31 assigned to Random.
[116960.328] Map Script: -
[116960.328] Map Script: Luxury ID# 32 assigned to Random.
[116960.328] Map Script: -
[116960.328] Map Script: Luxury ID# 26 assigned to Random.
[116960.328] Map Script: -
[116960.328] Map Script: Luxury ID# 13 assigned to Random.
[116960.328] Map Script: -
[116960.328] Map Script: Luxury ID# 16 disabled.
[116960.328] Map Script: -
[116960.328] Map Script: Luxury ID# 30 disabled.
[116960.328] Map Script: -
[116960.328] Map Script: Luxury ID# 17 disabled.
[116960.328] Map Script: -
[116960.328] Map Script: Luxury ID# 48 disabled.
[116960.328] Map Script: -
[116960.328] Map Script: Luxury ID# 52 disabled.
[116960.328] Map Script: -
[116960.328] Map Script: Luxury ID# 44 disabled.
[116960.328] Map Script: -
[116960.328] Map Script: Luxury ID# 46 disabled.
[116960.328] Map Script: -
[116960.328] Map Script: Luxury ID# 45 disabled.
[116960.328] Map Script: -
[116960.328] Map Script: Luxury ID# 50 disabled.
[116960.328] Map Script: -
[116960.328] Map Script: Luxury ID# 25 disabled.
[116960.328] Map Script: -
[116960.328] Map Script: Luxury ID# 19 disabled.
[116960.328] Map Script: -
[116960.328] Map Script: Luxury ID# 49 disabled.
[116960.328] Map Script: -
[116960.328] Map Script: Luxury ID# 27 disabled.
[116960.328] Map Script: -
[116960.328] Map Script: Luxury ID# 33 disabled.
[116960.328] Map Script: -
[116960.328] Map Script: Luxury ID# 23 disabled.
[116960.328] Map Script: -
[116960.328] Map Script: Luxury ID# 20 disabled.
[116960.328] Map Script: -
[116960.328] Map Script: Luxury ID# 34 disabled.
[116960.328] Map Script: -
[116960.328] Map Script: Luxury ID# 41 disabled.
[116960.328] Map Script: -
[116960.328] Map Script: Luxury ID# 22 disabled.
[116960.328] Map Script: -
[116960.328] Map Script: Luxury ID# 51 disabled.
[116960.328] Map Script: --- Luxury Assignment Table ---
[116960.328] Map Script: -
[116960.328] Map Script: - - Assigned to Regions - -
[116960.328] Map Script: Region# 2 has Luxury type 21
[116960.328] Map Script: Region# 1 has Luxury type 47
[116960.328] Map Script: -
[116960.328] Map Script: Total unique regional luxuries: 2
[116960.328] Map Script: -
[116960.328] Map Script: - - Assigned to City States - -
[116960.328] Map Script: Luxury type 14
[116960.328] Map Script: Luxury type 15
[116960.328] Map Script: Luxury type 24
[116960.328] Map Script: -
[116960.328] Map Script: - - Assigned to Random - -
[116960.328] Map Script: Luxury type 31
[116960.328] Map Script: Luxury type 32
[116960.328] Map Script: Luxury type 26
[116960.328] Map Script: Luxury type 13
[116960.328] Map Script: -
[116960.328] Map Script: - - Luxuries handled via Special Case - -
[116960.328] Map Script: Luxury type 18
[116960.328] Map Script: -
[116960.328] Map Script: - - Disabled - -
[116960.328] Map Script: Luxury type 16
[116960.328] Map Script: Luxury type 30
[116960.328] Map Script: Luxury type 17
[116960.328] Map Script: Luxury type 48
[116960.328] Map Script: Luxury type 52
[116960.328] Map Script: Luxury type 44
[116960.328] Map Script: Luxury type 46
[116960.328] Map Script: Luxury type 45
[116960.328] Map Script: Luxury type 50
[116960.328] Map Script: Luxury type 25
[116960.328] Map Script: Luxury type 19
[116960.328] Map Script: Luxury type 49
[116960.328] Map Script: Luxury type 27
[116960.328] Map Script: Luxury type 33
[116960.328] Map Script: Luxury type 23
[116960.328] Map Script: Luxury type 20
[116960.328] Map Script: Luxury type 34
[116960.328] Map Script: Luxury type 41
[116960.328] Map Script: Luxury type 22
[116960.328] Map Script: Luxury type 51
[116960.328] Map Script: - - - - - - - - - - - - - - - -
[116960.328] Map Script: Map Generation - Placing City States
[116960.328] Map Script: Map Generation - Choosing sites for City States
[116960.328] Map Script: All city states assigned.
[116960.328] Map Script: Map Generation - Placing Luxuries
[116960.328] Map Script: -
[116960.328] Map Script: Attempting to place Luxury# 21 at start plot 19 17 in Region# 2
[116960.328] Map Script: -
[116960.328] Map Script: Attempting to place Luxury# 47 at start plot 14 8 in Region# 1
[116960.328] Map Script: -
[116960.328] Map Script: -
[116960.328] Map Script: -Assigned Luxury Type 31 to City State# 1
[116960.328] Map Script: -
[116960.328] Map Script: Placed Luxury ID# 31 at City State# 1 in Region# 1 located at Plot 26 7
[116960.328] Map Script: -
[116960.328] Map Script: -
[116960.328] Map Script: -Assigned Luxury Type 21 to City State# 2
[116960.328] Map Script: -
[116960.328] Map Script: Placed Luxury ID# 21 at City State# 2 in Region# 2 located at Plot 31 15
[116960.328] Map Script: -
[116960.328] Map Script: -
[116960.328] Map Script: -Assigned Luxury Type 31 to City State# 3
[116960.328] Map Script: -
[116960.328] Map Script: Placed Luxury ID# 31 at City State# 3 in Region# 1 located at Plot 28 12
[116960.328] Map Script: -
[116960.328] Map Script: -
[116960.328] Map Script: -Assigned Luxury Type 21 to City State# 4
[116960.328] Map Script: -
[116960.328] Map Script: Placed Luxury ID# 21 at City State# 4 in Region# 2 located at Plot 14 22
[116960.328] Map Script: -
[116960.328] Map Script: - - -
[116960.328] Map Script: Attempting to place regional luxury # 47 in Region# 1
[116960.328] Map Script: -
[116960.328] Map Script: Target number for Luxury# 47 with assignment split of 1 is 1
[116960.328] Map Script: -
[116960.328] Map Script: -
[116960.328] Map Script: Number of LuxuryID 47 left to place in Region# 1 is 0
[116960.328] Map Script: -
[116960.328] Map Script: - - -
[116960.328] Map Script: Attempting to place regional luxury # 21 in Region# 2
[116960.328] Map Script: -
[116960.328] Map Script: Target number for Luxury# 21 with assignment split of 1 is 1
[116960.328] Map Script: -
[116960.328] Map Script: -
[116960.328] Map Script: Number of LuxuryID 21 left to place in Region# 2 is 0
[116960.328] Map Script: * *
[116960.328] Map Script: * iNumTypesRandom = 4
[116960.328] Map Script: * *
[116960.328] Map Script: * *
[116960.328] Map Script: * targetLuxForThisWorldSize = 18
[116960.328] Map Script: * *
[116960.328] Map Script: * *
[116960.328] Map Script: * random to add to target = 1
[116960.328] Map Script: * *
[116960.328] Map Script: * *
[116960.328] Map Script: * totalLuxPlacedSoFar = 10
[116960.328] Map Script: * *
[116960.328] Map Script: * *
[116960.328] Map Script: * iNumRandomLuxTarget = 9
[116960.328] Map Script: * *
[116960.328] Map Script: -
[116960.328] Map Script: Random Luxury ID#: 31
[116960.328] Map Script: -
[116960.328] Map Script: Random Luxury Target Number: 4
[116960.328] Map Script: Random Luxury Target Placed: 4
[116960.328] Map Script: -
[116960.328] Map Script: -
[116960.328] Map Script: Random Luxury ID#: 32
[116960.328] Map Script: -
[116960.328] Map Script: Random Luxury Target Number: 3
[116960.328] Map Script: Random Luxury Target Placed: 3
[116960.328] Map Script: -
[116960.328] Map Script: -
[116960.328] Map Script: Random Luxury ID#: 26
[116960.328] Map Script: -
[116960.328] Map Script: Random Luxury Target Number: 3
[116960.328] Map Script: Random Luxury Target Placed: 3
[116960.328] Map Script: -
[116960.328] Map Script: -
[116960.328] Map Script: Random Luxury ID#: 13
[116960.328] Map Script: -
[116960.328] Map Script: Random Luxury Target Number: 3
[116960.328] Map Script: Random Luxury Target Placed: 3
[116960.328] Map Script: -
[116960.328] Map Script: -
[116960.328] Map Script: +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
[116960.328] Map Script: + Random Luxuries Target Number: 9
[116960.328] Map Script: +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
[116960.328] Map Script: + Random Luxuries Number Placed: 13
[116960.328] Map Script: +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
[116960.328] Map Script: -
[116960.328] Map Script: -
[116960.328] Map Script: --- Eligible Types List for Second Luxury in Region# 1 ---
[116960.328] Map Script: - Found eligible luxury type: 31
[116960.328] Map Script: - Found eligible luxury type: 26
[116960.328] Map Script: - Found eligible luxury type: 18
[116960.328] Map Script: --- End of Eligible Types list for Second Luxury in Region# 1 ---
[116960.328] Map Script: -
[116960.328] Map Script: Placed Second Luxury type of ID# 18 for start located at Plot 14 8 in Region# 1
[116960.328] Map Script: -
[116960.328] Map Script: --- Eligible Types List for Second Luxury in Region# 2 ---
[116960.328] Map Script: - Found eligible luxury type: 31
[116960.328] Map Script: - Found eligible luxury type: 32
[116960.328] Map Script: - Found eligible luxury type: 26
[116960.328] Map Script: - Found eligible luxury type: 13
[116960.328] Map Script: - Found eligible luxury type: 18
[116960.328] Map Script: --- End of Eligible Types list for Second Luxury in Region# 2 ---
[116960.328] Map Script: -
[116960.328] Map Script: Placed Second Luxury type of ID# 32 for start located at Plot 19 17 in Region# 2
[116960.328] Map Script: Failed to place 2 units of Marble.
[116960.328] Map Script: Map Generation - Placing Strategics
[116960.343] Map Script: -
[116960.343] Map Script: Placed Minor Strategic ID# 3 at City State# 1 located at Plot 26 7
[116960.343] Map Script: -
[116960.343] Map Script: -
[116960.343] Map Script: -City State# 2 gets no strategic resource assigned to it.
[116960.343] Map Script: -
[116960.343] Map Script: Placed Minor Strategic ID# 3 at City State# 3 located at Plot 28 12
[116960.343] Map Script: -
[116960.343] Map Script: -
[116960.343] Map Script: -City State# 4 gets no strategic resource assigned to it.
[116960.343] Map Script: Map Generation - Placing Bonuses
[116960.343] Map Script: Placing 'sexy Bonus' in third ring of start location in Region# 1
[116960.343] Map Script: Placing 'sexy Bonus' in third ring of start location in Region# 2
[116960.343] Map Script: Map Generation - Normalize City State Locations
[116960.343] Map Script: -
[116960.343] Map Script: --- Table of Results, New Start Finder ---
[116960.343] Map Script: -
[116960.343] Map Script: Region# 1 has start plot at: 14 8 with Fertility Rating of 258
[116960.343] Map Script: -
[116960.343] Map Script: Region# 2 has start plot at: 19 17 with Fertility Rating of 236
[116960.343] Map Script: -
[116960.343] Map Script: --- End of Start Finder Results Table ---
[116960.343] Map Script: -
[116960.343] Map Script: -
[116960.343] Map Script: --- Table of Final Results, City State Placements ---
[116960.343] Map Script: -
[116960.343] Map Script: - City State 1 in Region 1 is located at Plot 26 7
[116960.343] Map Script: - City State 2 in Region 2 is located at Plot 31 15
[116960.343] Map Script: - City State 3 in Region 1 is located at Plot 28 12
[116960.343] Map Script: - City State 4 in Region 2 is located at Plot 14 22
[116960.343] Map Script: -
[116960.343] Map Script: - - - - -
[116960.343] Map Script: -
[116960.343] Map Script: --- Table of Final Results, Resource Distribution ---
[116960.343] Map Script: -
[116960.343] Map Script: - LUXURY Resources -
[116960.343] Map Script: 13 Whale...: 3
[116960.343] Map Script: 14 Pearls..: 0
[116960.343] Map Script: 15 Gold....: 0
[116960.343] Map Script: 16 Silver..: 0
[116960.343] Map Script: 17 Gems....: 0
[116960.343] Map Script: 18 Marble..: 1
[116960.343] Map Script: 19 Ivory...: 0
[116960.343] Map Script: 20 Fur.....: 0
[116960.343] Map Script: 21 Dye.....: 5
[116960.343] Map Script: 22 Spices..: 0
[116960.343] Map Script: 23 Silk....: 0
[116960.343] Map Script: 24 Sugar...: 0
[116960.343] Map Script: 25 Cotton..: 0
[116960.343] Map Script: 26 Wine....: 3
[116960.343] Map Script: 27 Incense.: 0
[116960.343] Map Script: - Expansion LUXURY Resources -
[116960.343] Map Script: 30 Copper..: 0
[116960.343] Map Script: 31 Salt....: 6
[116960.343] Map Script: 32 Crab....: 4
[116960.343] Map Script: 33 Truffles: 0
[116960.343] Map Script: 34 Citrus..: 0
[116960.343] Map Script: 41 Cocoa...: 0
[116960.343] Map Script: - Mod LUXURY Resources -
[116960.343] Map Script: 44 Coffee..: 0
[116960.343] Map Script: 45 Tea.....: 0
[116960.343] Map Script: 46 Tobacco.: 0
[116960.343] Map Script: 47 Amber...: 3
[116960.343] Map Script: 48 Jade....: 0
[116960.343] Map Script: 49 Olives..: 0
[116960.343] Map Script: 50 Perfume.: 0
[116960.343] Map Script: 51 Coral...: 0
[116960.343] Map Script: 52 Lapis...: 0
[116960.343] Map Script: -
[116960.343] Map Script: + TOTAL.Lux: 25
[116960.343] Map Script: -
[116960.343] Map Script: - STRATEGIC Resources -
[116960.343] Map Script: 0 Iron....: 32
[116960.343] Map Script: 1 Horse...: 14
[116960.343] Map Script: 2 Coal....: 21
[116960.343] Map Script: 3 Oil.....: 28
[116960.343] Map Script: 4 Aluminum: 8
[116960.343] Map Script: 5 Uranium.: 16
[116960.343] Map Script: -
[116960.343] Map Script: - BONUS Resources -
[116960.343] Map Script: 6 Wheat...: 5
[116960.343] Map Script: 7 Cow.....: 4
[116960.343] Map Script: 8 Sheep...: 5
[116960.343] Map Script: 9 Deer....: 9
[116960.343] Map Script: 10 Banana..: 2
[116960.343] Map Script: 11 Fish....: 23
[116960.343] Map Script: 12 Stone...: 7
[116960.343] Map Script: 40 Bison...: 2
[116960.343] Map Script: -
[116960.343] Map Script: -----------------------------------------------------
 
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