Resource icon

Cities in Development (Obsolete)

Status
Not open for further replies.
What are the possibilities of allowing for a reduction on Crime when a garrison is present in your city? Just started my first game with this mod and I love the depth of it, but in the very early game, options are limited and getting the organized crime alert every turn gets to ya. I like the idea of these problems with crime, plagues, and such keeping a leader's focus on his own civilization before he/she can go tromping off on some domination spree so having to keep a military presence at home in the days before police are available makes sense. Criminals can go crazy when the town's guards are away. Just spitballin' here :p

Garrison increases Loyalty which in turn decreases Treason, but I think the main question is how you're getting OC so early; I've very rarely gotten it until the mid to late game.
 
Garrison increases Loyalty which in turn decreases Treason, but I think the main question is how you're getting OC so early; I've very rarely gotten it until the mid to late game.

I've noticed early game crime issues in cities that have insane growth speeds (multiple Bananas and/or Almsgiving religious tenet especially), even with a garrison, Barracks, and Jail. Some government reforms can help a bit, but until you get your development score up (trading posts that develop are a godsend for this early) it's not hard to outgrow the threshold with raw population growth.
 
Yes, growth I think is it bc I had a good start with Cattle and Sheep on Plains/Grassland, River location and first built the Neolithic wonder that gives growth bonus and +1 food to, you guessed it, Cattle and Sheep. I kept watching my development score fall behind and the only building I had available was a Jail. Had I gone Tradition instead of Authority it would have been much worse. Which is a shame bc certain civ's power comes through early growth. There may also be the fact I play on Marathon so rushing to any tech is time consuming.
 
If you build Trading Posts and work them they upgrade over time into Villages (+1 development) and then Towns (+2 development). I had kind of stopped building Trading Posts because they aren't that great in the normal game but in this mod they're pretty useful.
 
If you build Trading Posts and work them they upgrade over time into Villages (+1 development) and then Towns (+2 development). I had kind of stopped building Trading Posts because they aren't that great in the normal game but in this mod they're pretty useful.

That's great when you reach late Classical Era but Currency is quite far off when you're still researching Ancient Era techs while fighting plagues and the mafia. Fortunately disease is only a minor inconvenience so far.
 
Yes, plaques and organized crime appears early, but the buildings that you build in the early eras add to disease and crime. There are some buildings that decrease them, too.
 
I'm aware of the buildings that increase and decrease said issues but they don't do it effectively. So far it's a constant stream of plagues and crime waves. Are any of you playing on Marathon? I have 3 cities now and they are all cesspools bc the bonuses against crime and disease don't put a big enough dent in them, yet we are tops in almost every demographic and have no risk of war anywhere. These people should be happy and healthy unless this mod is intended to prove that humans were disgusting, anarchists in the Ancient Era. Am I simply waiting for technology to save us medically speaking? Also I'm in a jungle area and when I build a Healer it adds a health point to the tiles but doesn't remove the disease point so building the healer only puts the score even and so population is just as bad at bringing on the Black Death(most recent plague)
 
unless this mod is intended to prove that humans were disgusting, anarchists in the Ancient Era. Am I simply waiting for technology to save us medically speaking?

I mean, kinda. Plagues happened in Europe even when they were the most advanced countries.

Also I'm in a jungle area and when I build a Healer it adds a health point to the tiles but doesn't remove the disease point so building the healer only puts the score even and so population is just as bad at bringing on the Black Death(most recent plague)

It does change it to +1 health and +1 disease, but there are hidden benefits there. Every point of health you're getting each turn also increases the threshold (amount of disease points) you can take before it starts the next plague. Also, there are some things that increase Health by +%, so after you have one or more of those jungle makes a small surplus of health every turn.

I would suggest making Medicine a priority, as working the Doctor slot in an Apothecary will both generate Health and lead to Great Doctors which can make Sanatoriums. Also, if you're on a river, get Engineering as soon as possible. The Aqueduct is amazing at health generation on tiles you're already working.
 
Even in modern times, we have had breakouts of diseases/plaques so it does not matter if you are medical advanced.
 
There may be some balance issues on Marathon. The Plague Threshold begins at different levels based upon the speed, but it wouldn't hurt to increase that a bit more on Marathon.

The other important reason that Herbalists give +1 Health instead of removing the Disease is so that Civilizations trading to those cities still factor the Disease.
 
Bumping this because my previous message got swallowed up by the other messages after this one.

I'm having issues with the game crashing after setting up the game whenever I load up all of the JFDLC, E&D, RAS, CP and my own custom civilization for testing purposes. I don't suppose that it's because of my custom civilization because it also crashed if I don't have it active. Can someone help me with this? It basically prevents me from uploading my custom mod to Steam because I can't test the Mod Support at all.

I've attached the Database and Stopwatch.log within the ZIP file of the Custom Civilization Mod: https://www.dropbox.com/s/mknm3hboa80ix57/[BNW] Sengoku Musou - Kobayakawa Clan.zip?dl=0
 
Hello JFD, thanks for all of your hard work. I can't imagine playing Civ 5 without your or Gazebo's mods. I've been having a pernicious CTD which has given me 2 different errors, one from RTP and another from CID. They are
Runtime Error: C:\Users\Steve\Documents\My Games\Sid Meier's Civilization 5\MODS\JFD's Rise to Power (v 33)\Shared\Lua\UI\Overrides\Popups\MilitaryOverview.lua:108: attempt to call method 'GetNumUnitsNoCivlian' (a nil value)
and
Runtime Error: C:\Users\Steve\Documents\My Games\Sid Meier's Civilization 5\MODS\JFD's Cities in Development (v 58)\Components\Slavery\Lua\Utilities\JFD_CID_SlaveryUtils.lua:180: bad argument #2 to '?' (Key must be of type 'number' or 'string'.)
Would you have any suggestions on how I could resolve this problem to finish my game? I've attached a mods list, LUA & Database files. Thanks in advance...
 

Attachments

Last edited:
Hi
Thanks for the great mod.
I see that some of Revolution mod features are include in this mod ( rebels and separatist cities) Now i wonder if the cultural diffusion and revolution mods could be merge in this mod so its all compatible with vox populi
 
Hi
Thanks for the great mod.
I see that some of Revolution mod features are include in this mod ( rebels and separatist cities) Now i wonder if the cultural diffusion and revolution mods could be merge in this mod so its all compatible with vox populi
JFD works on his mods' CBO (VP) compatibility. If you want better compatibility, you can report bugs or tell your opinion.
 
Hi
Thanks for the great mod.
I see that some of Revolution mod features are include in this mod ( rebels and separatist cities) Now i wonder if the cultural diffusion and revolution mods could be merge in this mod so its all compatible with vox populi

There are no plans to merge Cultural Diffusion into the JFDDLC. Gedemon might maybe update the mod someday, but I really wouldn't get hopeful.
 
thanks for the reply.
THen i will just try the mods together and see if everything works fine. If not, i can post the log files and tell what went wrong and somebody might help me.
Thats fair for me.
Well after some toughs, i think i will play without Cultural diffusion and revolutions, cause it seem to erase city state from the game, unless i disable Revolution spam citystate ??
I'll check that and post my conclusion on the proper thread
thanks a lot and have a good day
 
Last edited:
Wasn't there quite recently updated version of Cultural Diffusion? (I mean, R.E.D. DLL for BNW (include Revolutions and Cultural Diffusion))

Otru; forgot about that :P
But then the issue is that that'll be incompatible with the CP, and as such the JFDDLC :/
 
Hey JFD! I wish to know if it's possible for you to create a separate mod (for Civ 5) with the same features the worker unit in this mod( Cities in Development) has (3 charges, instant improvement and no charge when removing some tiles...Just like in civ 6)... I don't think its a dificult task and I would be really thankful if you did that! :D (I can't mod because I'm noob btw)
 
Status
Not open for further replies.
Back
Top Bottom