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Cities in Development (Obsolete)

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I will take your silence as the "whole thing."



Presuming I did this correctly and all...
Sorry. Not really concentrating on Mercs/CCC atm. But this raises a red flag:

Code:
AraucaniaPatagoniaOrelieAntoineI.lua:147: Error! tableRoot is not defined properly, or is not a table! Received: [nil] Aborting...

If you can locate this mod - something to do with Patagonia or Araucania or something - then I'd suggest disabling it and seeing if that fixes the issue. At the very least, this certainly sounds like it'd interfere with Mercs. TSL routine.
Looks like it's an old version of Araucanía and Patagonia (v1 or 2). I had set up TSL wrong, but fixed it shortly after the initial upload. So yeah, that's proudly what's causing the problem, but downloading the updated civ should fix it.
 
Sorry. Not really concentrating on Mercs/CCC atm. But this raises a red flag:

Code:
AraucaniaPatagoniaOrelieAntoineI.lua:147: Error! tableRoot is not defined properly, or is not a table! Received: [nil] Aborting...

If you can locate this mod - something to do with Patagonia or Araucania or something - then I'd suggest disabling it and seeing if that fixes the issue. At the very least, this certainly sounds like it'd interfere with Mercs. TSL routine.

I was more so asking about lack of Westminster and Pena from a while ago, but I'm glad you've found what broke Mercs atleast.
 
Update your copy of the Community Patch (you have v66, should be v68). Should fix the issue. Hopefully.

You're correct sir! Westminster and Pena show up on the tech trees.

But where one problem is fixed, another arises. Upon founding a city I immediately crashed. I'll go ask over in the Community Patch thread to ask about that.
 
My apologies Bossman, here's the database log.


Sorry. Not really concentrating on Mercs/CCC atm. But this raises a red flag:

Code:
AraucaniaPatagoniaOrelieAntoineI.lua:147: Error! tableRoot is not defined properly, or is not a table! Received: [nil] Aborting...

If you can locate this mod - something to do with Patagonia or Araucania or something - then I'd suggest disabling it and seeing if that fixes the issue. At the very least, this certainly sounds like it'd interfere with Mercs. TSL routine.



1. Just because you don't like how it works, doesn't mean it needs changing. But I do think some more ways should stand to be introduced to combat it, and I like the 1% per turn under your control.

2. Ok, will think about it.

3. Disagree completely. Seeing hidden antiquity sites promotes exploration, albeit with an Archaeologist. Now, if only you needed to have the site in your borders to excavate it, or it excavated it faster in your borders - something to encourage settling those spots.

Appreciate the feedback, Natan :)



The bottom code will be enough.

Quick update to accomodate Sukritact's latest E&D, as well as the latest beta for EUI.

1. I just thought that it should be more dependent on the city's status rather than on things such as war.
2. Thank you!!!
3. But.... Its kinda counter intuitive: why would you wanna settle colonies when you can have cities working a huge number of tiles?
 
JFD, are you still continuing to add Europa Universalis IV features into Civilisation V? If so, please add a casus belli system.
 
That already exists from the City State Diplomacy mod. There's a World Congress solution that makes wars more 'forgivable'.
 
Guilders are actually closely related to Florins which is why the icon is a f. The guilder has an alternative icon/acronym which is "fl", maybe you could make the Florin a capital F or use a fancier font to differentiate the two even more. Florins were pretty important in European history and had many non-Florentine European counterparts so it would be sad to see it go.
 
JFD, are you still continuing to add Europa Universalis IV features into Civilisation V? If so, please add a casus belli system.

That's not what I'm actually doing, it was just a joke :p

Quick update to fix an incompatibility with EUI. But please be sure you're using the latest CP DLL (28th November beta) before updating.
 
Well, you are though, unknowingly :). Piety, Prestige, Claims, Colonies, Cultural Diversity, Mercenaries.
 
Right. This mod is now called Cities in Development. It may not be particularly inspiring, but it effectively reflects the mod's content (with Claims just there for lolz), and I think matches Exploration Continued Expanded's title in theme. Now I can rest easy :p
 
CID, alongside CD, and CP, and CBP :p I do like the name tho.

So have you decided if Mercs is going to be a requirement of this pack? I think you stated something before along those lines, unless I'm not remembering correctly.
 
No, no, Mercs was going to be a part of Trade and Prosper (Chartered Ventures, whatever), but that ultimately still depends on how Trade manifests, and the working ideas I've had have hit some brick walls. So TP/CV/Mercs. is still a grey area.
 
Question, does the Have a long-term alliance with a City-State claim require a consecutive 25 turns?

Also, realistically, if you think about it, the Burial Tomb should increase Vandalism rather than decrease it. It would make the Burial Tomb too weak mechanically, but just putting something out there.

This might be a bit dark, but there could be a Concentration Camp national wonder that can only be built in Colonies that requires a Prison in every Colony and significantly increases Loyalty in the Colony and slightly decreases Crime in all cities and Colonies.
 
Yes, 25 consecutive turns.

I think you're getting too caught up in the whole 'grave robbers' thing. Burial tombs were built with all manner of traps - mazes, dead ends, curses (if applicable), etc. Hence, whilst its certainly possible to pilfer its treasures (which is why it still produces Crime, as opposed to the no maintenance in vanilla), its also certainly harder than would be to vandalise a regular temple/shrine. This notwithstanding, grave robbing is more of a 'theft' crime, and considering Egyptian mummys and treasures (where not stolen) are some of the best preserved, I think a reduction in vandalism is perfectly representative.
 
No, no, Mercs was going to be a part of Trade and Prosper (Chartered Ventures, whatever), but that ultimately still depends on how Trade manifests, and the working ideas I've had have hit some brick walls. So TP/CV/Mercs. is still a grey area.

What's the problem, code or implementation? Trade seems to be your bane when it comes to game play modification.

Also, realistically, if you think about it, the Burial Tomb should increase Vandalism rather than decrease it. It would make the Burial Tomb too weak mechanically, but just putting something out there.

I had thought the same thing as well, but as JFD put it, at least 15% more of your average tomb robber will get lost and perish in the tombs. :3
 
Ah, I see what you're getting at.

25 consecutive turns is a bit hard to get IMO. This is especially harder if you have city-state hoarders like Greece and Siam who can take away your perfect 24-turn alliance. I think there should be, say, a 1-turn tolerance period, so you still have to have enough gold :c5gold: to keep the alliance but annoying things like that don't happen with enough stashed gold.
 
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