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Cities in Development (Obsolete)

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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)

Merill has a mod for that: Civ6 additions to CP
And as the title suggests it will require the latest version of the Community Patch
 
You could always just use CID and then disable everything other than the worker changes; Jifford went through the effort of giving everything a UserSetting for a reason...
 
Is there anyway to develop this mod with no dependencies? Community Patch crashes a lot in my PC...
:undecide:
The CP is integral to the JFDDLC's functionality. The vast majority of features would be impossible without it.
 
I have the same issue here as well. I've played with the mod files a bit and my current workaround is to modify the function "JFD_CID_Slavery_PlayerCanTrain" in "JFD_CID_Slavery_Functions.lua" to always return true. This one tweak lets you both buy Slave Workers with Shackles and build Slave Workers with Production. It's something I ignore in the build menu, but since they take longer than even the early World Wonders at a hammer cost of 300 it doesn't really affect gameplay anyway.

Also of note is that Slaves show a cost of 10 Shackles + 2 per era in the city screen when they cost 20 + 2/e. Seeing it greyed out in the menu when I had 15 shackles confused me quite a bit.


I'm also getting a quite strange interaction in my fully loaded modlist: Shackles are instead counted as Iron. I haven't quite figured out where that conflict is yet, but I'll report back when I know.

Just wanted to let know that the workaround helped me. Thank you!
 
Thank you for posting this, however this particular mod requires not just the Community Patch, but the Community Balance Overhaul as well. A standalone, vanilla version would be amazing.
It actually only requires the patch only but Chrisy15 is right that CiD is configurable.
 
Not sure if this has been discussed somewhere already, but if a Civilization-mod does not have explicit support for CiD: are there elements in CiD that can or will create an error with that Civ?

I'm going through the different components of CiD in the Wikia and for most of them I don't immediately see a connection. Perhaps something with colonies (names?), but for the rest...

I have a few Civilization-mods loaded that don't have the explicit CiD support (mostly older ones like Phoenicia, Sami, Khmer, Maasai, Tuscany, Xiongnu, Zapotecs, Polynesia split), so before starting a game I'm wondering what I might run into later in the game...

thanks
 
Not sure if this has been discussed somewhere already, but if a Civilization-mod does not have explicit support for CiD: are there elements in CiD that can or will create an error with that Civ?

I'm going through the different components of CiD in the Wikia and for most of them I don't immediately see a connection. Perhaps something with colonies (names?), but for the rest...

I have a few Civilization-mods loaded that don't have the explicit CiD support (mostly older ones like Phoenicia, Sami, Khmer, Maasai, Tuscany, Xiongnu, Zapotecs, Polynesia split), so before starting a game I'm wondering what I might run into later in the game...

thanks

As long as they have working CulDiv support, they should function fine. Of course, the risk with older civs is that their CulDiv support might be broken, buuut...
 
I have a mod that adds a building in a new building class, and I'm wondering how to make it Crimes compatible, i.e. the building get +1 Crime and 0 Gold maintenance iff CiD is loaded. Is there a way to write this change directly into the mod, or is my only option to have a second "compatibility" mod with dependencies for both?
 
You can write it directly into the mod. Crime is a regular yield, so just add YIELD_JFD_CRIME to the Building_YieldChanges table. Make sure to add a reference to CiD. Code would look like so:

Code:
INSERT INTO Building_YieldChanges
(BuildingType, YieldType, Yield)
SELECT 'BUILDING_', 'YIELD_JFD_CRIME', 1)
WHERE EXISTS (SELECT Type FROM Yields WHERE Type = 'YIELD_JFD_CRIME');

Similarly, update the maintenance:

Code:
UPDATE Buildings
SET GoldMaintenance = 0
WHERE Type = 'BUILDING_'
AND EXISTS (SELECT Type FROM Yields WHERE Type = 'YIELD_JFD_CRIME');
 
Great mod, but there's one issue. I can purchase slave units (i.e: enslaved composite bowman), but I can't purchase slave workers. I watered down all my mods and tested it with only dependencies, plus IGE, and it still didn't work, even with enough Shackles. I think it has something to do with the mod itself, I don't think there are other mods that are causing conflict.
20170430010407_1.jpg

Has this been a long-standing issue?
 
Yeah, buying slave workers doesn't work. I'd hop in the files and set it so you can purchase normal workers with gold for now.
 
Indeed you can't purchase slave workers yourself, but I have seen some slave workers from AI... so assume AI is able to buy them?
 
Hmm, I guess it's a problem with the mod itself then. Guess it'll just have to be fixed at some point...
 
Same here, and I need these slaves...
 
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