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Cities in Development (Obsolete)

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I played several games with CID, and it was very satisfying experience. Diseases are powerful, crimes are noticeably reducing my yields, all of them are cool except one thing. Sanatorium is great for early game, but it goes incompetent continuously. It maybe good at BNW, but at VP, absence of increasing yield is critical. In my opinion, Sanatorium has to become more valuable.
Suggestion 1. Increase Sanatorium's yield with tech researching like other GPI. It makes Sanatorium better.
Suggestion 2. Sanatorium makes plagued units be able to heal (not cure) on it. It makes Sanatorium funnier and better.
What do you think about this?
 
Sanitorium buffs at Biology, unless you're talking about an earlier buff...
 
I'm having a bug when activating CID with CBP : I'm unable to purchase buildings/units (the purchase menu simply doesn't open up) and the Loyalty bar is bugged : it doesn't show loyalty/revolt progress and there is simply TEXT_KEY_LOYALTY_MEDIUM (something like that) written.
 
Is this mod compatible with the Emigration mod?
You'll have to remove the UI files from Emigration, but otherwise the mod doesn't appear to be a DLL mod, which should be fine.

I'm having a bug when activating CID with CBP : I'm unable to purchase buildings/units (the purchase menu simply doesn't open up) and the Loyalty bar is bugged : it doesn't show loyalty/revolt progress and there is simply TEXT_KEY_LOYALTY_MEDIUM (something like that) written.
Database and Lua logs, although I think your issue might just be load order related; what other mods are you using?
 
It should get a buff on pencilin perhaps, or at ecology...
 
Hey. I've got a development bug. I'm playing with all of JFD's mods, the 10/12 VP, and EUI. Development appears to be contributing to other ratings as it should. Population is causing development deficit as it should. The problem lies with the positive development aspect. It is broken down in the cityview as +.4 from buildings, etc. I have 5 buildings, so my total bonus from buildings is +2. (The others are at +0). Above that, it gives a sum of all positive values, and that sum is +0. When my total development score is calculated, it appears that 0 positive development is contributed to the total (I'm coming up [-5 + 0 = -5], when I should be getting [-5 + 2 = -3]. It seems like the building part of positive development (at least), isn't actually contributing to my total development. I could post a screen shot, but it takes about 30 minutes to get into the game, and I figured I could just explain it. Is anyone else having this problem?
 
Hey. I've got a development bug. I'm playing with all of JFD's mods, the 10/12 VP, and EUI. Development appears to be contributing to other ratings as it should. Population is causing development deficit as it should. The problem lies with the positive development aspect. It is broken down in the cityview as +.4 from buildings, etc. I have 5 buildings, so my total bonus from buildings is +2. (The others are at +0). Above that, it gives a sum of all positive values, and that sum is +0. When my total development score is calculated, it appears that 0 positive development is contributed to the total (I'm coming up [-5 + 0 = -5], when I should be getting [-5 + 2 = -3]. It seems like the building part of positive development (at least), isn't actually contributing to my total development. I could post a screen shot, but it takes about 30 minutes to get into the game, and I figured I could just explain it. Is anyone else having this problem?

Think I figured it out. In the Lua, developmentFromTowns and developmentFromVillages were initialized to -1, starting positive development at -2. Maybe this was intended, but I didn't see it documented.
 
v53:
  • Fixed an issue wherein the Fort incorrectly had 5 tile visibility.
  • Removed changes to EE's Academy (moved to PiT).
  • Removed changes to EE's Culture Line (moved to PiT).
  • Removed changes (the inclusion of Copper) to the Mint (moved to PiT).
  • Removed changes to the National Treasury (moved to PiT).
  • Removed the Venetian Arsenal (moved to PiT).
  • Fixed issue with Great Magistrates being unable to upgrade Provinces.
  • Added support for CBO's Towns and Villages for Development.
  • Cheateaus now provide 2 Development.
  • Added missing Specialist Building count from City View.
  • Added unique mission icons for Cure Plague, Distribute Vaccinations, and Upgrade Province.
  • Added Unit_Missions and UnitClass_Missions table, for tieing custom missions to units. Hence, all custom missions are no longer hardcodedly tied to units, unit classes, or promotions.
  • Culture Overview is now checked by default.
  • Added support for Whoward's Great Works Manager.
  • Mechanized Units (Siege, Naval, Air, and Tanks) can now be purchased with Gold.
  • Removed the ability to purchase Peasants, Workers, Settlers, and Colonists with gold.
  • Magistrates may now be expended in order to purchase Buildings outright in Colonies.
  • Added Medieval Peasant graphic by Patum333.
  • Pyramids and Citizenship help text updated to reflect the Worker/Peasant split.
  • When a city is plagued, its city focus will no longer automatically switch to Food focus for the human player.
  • Updated Provinces/Colonies for latest CulDiv additions.
  • When a City is set to avoid growth, it will not longer state 'X turn until growth.'
  • Fixed an issue whereby the Manor and Mansion required more improvements than stated.
  • Development Panel is now fixed and separate from the Building List (won't disappear as you scroll). Non-EUI only.
  • Added LuaEvents.JFD_PlaguedCured(playerID, unit, city), LuaEvents.JFD_PopulationGranted(playerID, unit), LuaEvent.JFD_ColonyAssimilated(playerID, city, isDecolonization), and LuaEvents.JFD_ProvinceUpgraded(playerID, unit, otherCity).
  • Increased the cost of the Human Rights and ICC projects.
  • Removed India's UA changes.
  • Changed some of the Crime colours for distinction: Theft is now a brighter Orange, Corruption is now a brighter Yellow, Heresy is now whiter, Drug Abuse is now Pink, and Abduction is now Cyan.
  • Added LuaEvents.PlagueEnds(playerID, city, plotX, plotY) and a notification will now alert you when a plague has ended in one of your cities.
  • AI should now factor in the Production/Food it receives from excess Happiness/Health.
  • Fixed issue whereby a World Event would be sent when a city revolted at Rebellious stage instead of Separatist stage of disloyalty.
  • Added missing Garden construction audio.
  • National Wonders are now sorted into their own category in the Production panel.
  • Defensive levies will now only spawn along the Pikemen line (before musketmen).
  • Assembly no longer provides any Defense or HP.
  • Slightly reduced Shackle costs.
  • Re-made the Organized Crime icons.
  • Organized Crime now disables without Health.
  • Removed the mechanic of Plagued units. Units will no longer be plagued if trained or garrisoned in a city that is plagued.
  • Added new Crime: Sabotage, which bases itself off Defense.
  • Added new Organized Crime: Saboteurs, which bases itself off Sabotage and Violence. Anarchists now base themselves off Treason and Vandalism. Terrorists now base themselves off Drug Abuse and Abduction.
  • Removed ability for Workers to build Trading Posts (as they can build Villages).
  • Added LuaEvents.JFD_OrganizedCrimeEmerges(playerID, city, OCID).
  • Fixed issue whereby OC Crime Threshold modifiers were not factored.
  • Slave Workers may now be expended to hurry Production. However, Slave Workers now increase in Shackle cost each era.
  • Manors now increase Town yield by +1 Gold, instead of Village yield. This fixes the discrepancy whereby Villages would yield more Gold in a mid-level Province than Towns.
  • Development now appears on the map. Development from Improvements is now only valid if you are working that improvement.
  • Development from Buildings now scales with the era in which the Building is unlocked (0.2 from Ancient era Buildings, 0.3 from Classical, and so forth). National Wonder now produce Development (double the Building yield of that era).
  • Forts may now upgrade into Citadels after 50 turns of being worked. Citadels grant 5 tiles visibility. Forts (and Chateaus and Kasbahs) now yield +2 Defense for the city and Citadels +5. These are all a part of the same setting.
  • Added defense breakdown in City View.
  • Population now yields 0.34 Crime each.
  • Organized Crime tt is now separated from the Crimes tt in the city view.
  • Organized Crime now reduce two specific yields by 10% (or increase unhappiness in the case of Saboteurs).
  • Prison should now correctly disable when Organized Crime is disabled.
  • Fixed an issue whereby Organized Crimes would not be removed even after falling below their threshold.
  • Fixed NaN turns issue with Great People progress in the City View.
  • Increased the base Health of the Sanatorium to 5.
  • Crimes are now sorted by highest to lowest.
  • Added missing Production and Golden Age Point tooltip support for Building yields affected by policies.
  • Added sound effects for Loyalty changes.
  • Added Quest info to City-State city banner.
  • Added (optional) bonus to Building Production when Development is high.
  • Resource demanded will no longer show on the city banner when the city is in a WLTKD.
Please make sure to update to the latest version of the CP.

The leap in version number of because various iterations have gone through beta testing.

Until the next CulDiv update, the culture-specific Province titles won't work. But I decided to release this before that because updating CulDiv will take more time than I thought. However, civ-specific and religion-specific titles will still work, and this is just a loss in flavour.

CBO users, please let me know if you encounter any issues.
 
Update looks great. I might go through the game at some point to check if all the changes are reflected in tooltips, civilopedia, etc. - last game I noticed a few concepts weren't really mentioned.

Also, something to consider: Maybe 'Traffickers', 'Smugglers' or 'Cartels' are better fits than 'Terrorists' for the Drug Abuse / Abduction organised crime?

I personally feel that Terrorists are pretty appropriate for the Sabotage / Violence organised crime considering those two elements are pretty integral to terrorism, but you might disagree.
 
Progress in Time - it's an (as of yet) unreleased mod that for now is used by JFD to add wonders, buildings, and miscellaneous changes that don't really fit in any of his other mods.

Eventually it's slated to redesign the tech tree a little bit (I remember JFD mentioning the fabled and/or requirements) but it's a ways off, so, patience.
 
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Progress in Time - it's an (as of yet) unreleased mod that for now is used by JFD to add wonders, buildings, and miscellaneous changes that don't really fit in any of his other mods.

Eventually it's slated to redesign the tech tree a little bit (I remember JFD mentioning the fabled and/or requirements) but it's a ways off, so, patience.

Thanks!
 
Update looks great. I might go through the game at some point to check if all the changes are reflected in tooltips, civilopedia, etc. - last game I noticed a few concepts weren't really mentioned.

Also, something to consider: Maybe 'Traffickers', 'Smugglers' or 'Cartels' are better fits than 'Terrorists' for the Drug Abuse / Abduction organised crime?

I personally feel that Terrorists are pretty appropriate for the Sabotage / Violence organised crime considering those two elements are pretty integral to terrorism, but you might disagree.

I think tooltips are good on the whole, although it's easilty possible by this point that I'm just overlooking stuff :p

Don't think I've ever checked the pedia tho, so it might be worth making sure it's up-to-scratch
 
CBO users, please let me know if you encounter any issues.

Increasing health of forest or jungle tile from Longhouse doesn't work with CBO.
Grain Silo doesn't add in game with CBO.
And Civilopedia also has to be overrided by CBO's one.

And...here is not a correct place where I say this, but Engineering's GridY from JFD and Pouakai's Mercenaries' ModSupport for CBO has a wrong typed line.
 
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I found a real serious problem. I only activated VP packs and CID with EUI Comp. Playing Deity difficulties, Epic speed and works well speciously. Then in 25 turns, AI completed Stonehenge. First, I thought it's happening because of difficulties. But I checked civ ranking and found AI has from under -180,000 to over 210,000 production and food and health and gpt. It's absolutely a bug, right?
 
I found a real serious problem. I only activated VP packs and CID with EUI Comp. Playing Deity difficulties, Epic speed and works well speciously. Then in 25 turns, AI completed Stonehenge. First, I thought it's happening because of difficulties. But I checked civ ranking and found AI has from under -180,000 to over 210,000 production and food and health and gpt. It's absolutely a bug, right?

I have not been able to replicate this. Can anyone else corroborate?
 
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