CID
updated to v6:
- Fixed an issue with the Tourism tooltip vis. EUI.
- Changes to Portugal and Rome are no longer automatically disabled with the CBP.
- Added missing 80x80 icon for Pena.
- Fixed an issue wherein cities to which Loyalty did not apply were gaining the high Loyalty bonus.
- Fixed an issue wherein cities with low Loyalty continued to benefit from the high Loyalty bonus.
- Fixed an issue wherein the Museum did not require the Gallery, and the Opera House, Gallery, and Museum did not state their building requirements in their help tooltip.
- Fixed an issue wherein a few of the World Events triggered by Decisions did not display their text properly.
- Added new feature: When a Building is constructed, it will play a little jingle, as in Civ IV. Disable in user settings. Modders, see the Master Support File for support.
- Adjusted Production costs of the Magistrate's Court, Supreme Court, and High Court with CBP.
- Added a 50% cap to 'Loyalty from unbroken rule.'
- Added Crimes component:
Crimes replaces the system of Maintenance in most cases. Most Buildings now produce Crime, which can impact upon any or all yields in your cities - not just Gold. Crime is divided between specific areas of Crime: Violence, Vandalism, Corruption, etc. and each of these correspond to a particular yield. They are apportioned according to your city's proportion of yields. So, for instance, if a city is producing lots of Faith, it will also be producing lots of Heresy (the more faithful, the higher the propensity for dissenting ideology).
There are a few ways to combat Crime. The primary way will be via the 'Espionage buildings': the Jail (newly added), Constabulary, and Police Station. Theft and Fraud (the two I consider to be the most damaging if too high) can be specially reduced via Policies, Treason can be eliminated via the new White Tower wonder, and Corruption and Abduction can be reduced by the Pentagon. In addition, Gandhi now receives 25% Violence. Finally, many National Wonders provide a reduction both to the city in which it is built and globally. However, when you reduce a particular Crime, this also pushes up the potency of other Crimes - building the Circus Maximus and the Pentagon as Gandhi may eliminate Violence entirely, but this will only push up all other Crimes to compensate. So, one should plan ahead, and determine just what Crimes - for Crime is inevitable - you can afford.
There are a few circumstances in which Crime is increased. First, there are four Organized Crimes: Mafia, Anarchists, Terrorists, and Counterfeiters. These appear in a city when two specific Crimes total 60% or more, and will increase Crime generally by 25%. Build the National Intelligence Agency and pass the International Criminal Court resolution in order to bump this threshold up to 90%. Next, Loyalty will increase Crime total by 50%/100% if it becomes Rebellious/Separatist. And finally, Piety when Poor/Heretical will increase Heresy by 50%/100%, and Secularization will reduce it to 0%. It should be noted, though, that this Piety interaction will not be present until the next Piety update.
Finally, everyone should be aware that the component is almost certainly going to need to be number-crunched. And there may be bugs and whatnot as per usual, particulary concerning unique components. However, I do hope that it will provide a bit more nuance to your city's development. But if you don't like it at all, you can completely disable the system.
I've also run this mod with Crimes active for several AI-only games, for several hundred turns, and never once experienced a crash. So look to your system or your other mods before complaining at me about crashes
Now, on to Health
