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Cities in Development (Obsolete)

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Mafia:

My Lord/Lady, it appears that a Mafia has formed in our empire, and are extorting local officials and corrupting them, as well as terrifying the local population. What should we do to restore order?

1. Shut it down! (All cities with above 75%...Mafia... Become puppets, and a barbarian appears outside each of these cities. The cities will then be subject to individual percentage chances to be returned to your control, based on your crime fighting power)

2. Maybe they will listen to reason... (Costs culture and a Dignitary. 70% failure chance. If successful, starts a WLtKD in all puppet-candidate cities. Else, perform number 1)

3. I know what language these thugs speak... (Lose gold)
 
Try deleting your Cache folder (My Documents/My Games/Sid Meier's Civilization V). Also make sure you don't have any older copies of CCC in your mod folder, and that you have the latest CP.

These are strange issues. The database log (you did logging correctly, btw) shows that something has interfered with the Community Patch, which in turn has stopped many of CID's things from working.

And welcome to the forums! :D
I found the issue! Apparently the automatic installer for the Community Balance Project has flawed files. I manually downloaded the Community Patch and now it works. I'll go notify the CPP people.
 
Is that normal? :p
Spoiler :
aEYPeYT.jpg
 
I dont really know but it could be that you can easy add more names via the Gametext.xml

Just add this in your ModSupport XML:
<Row Tag="TXT_KEY_COLONY_NAME_JFD_NEW_ZEALAND_07">
<Text> JFD Island </Text>
</Row>

I think this should work.
 
Is that normal? :p
Spoiler :
aEYPeYT.jpg

What? Of course! That's the glorious TXT_KEY_COLONY_NAME_JFD_NEW_ZEALAND_07 colony, located off the shores of TXT_KEY_CITY_NAME_JFD_NEW_ZEALAND_WANGANUI. I spent many a twilight wandering its shores. :p

I'd given NZ too many colonies in the code. It's been fixed, I just haven't yet released the NZ update.
 
New Zealand has no Colonies though. They're all Polynesian/English.

Also, what if, when your colony names run out, a colony chooses a normal city's name and adds "New" to it? For example, if the Dutch run out of colony names, their next colony might be "New Rotterdam"? Definitely mimics real life too.
 
Really appreciate the help on the events, guys. Just need Theft and I'm good to go :D

@TimeWalker
Heresy making counterfeits makes more sense if you use an example other than money - false relics could be counted as counterfeits, and false gods could be taken similarly. Medieval monks would often take bones from graves and then sell them as the bones of a saint.

@JFD
I'm assuming there's a Helix religion in Piety II. Or at least a Helix event. Or maybe a CulDiv event for the Oriental group! (Brainwave: Are there Pokemon events for the Oriental group? "A wild Pokemon appeared in Kyoto! Sir/Madam, what should we use!")

Exactly my intention. I am content and have thought carefully for as they are. For instance, terrorists rather than Mafia deal in Abduction because of the impact upon Tourism. Terrorism, after all, discourages Tourism more than Mafia - although Terrorists do certainly vandalize.

Well, there is now :D There are two events relating to Pokemon in CulDiv IIRC (Pokemon is actually my other love, basically :p): one for Jynx and one for Stunfisk. Basically, the most montrous Pokemon... Oh! Need Garbador event now :p
 
Wild Pikachu approaches! Call to arms! LOL.
 
Theft:

Throughout the empire our people are suffering due to massive amounts of thievery, and our tradesmen are making threats to evacuate the empire unless something is done!

1. Announce a ban is to be imposed on being out afterhours, and impose harsh punishments for those who break the law.
While a city is garrisoned, thievery deteriorates at a doubled rate and has no happiness effect.
Lose a magistrate. If a city is not garrisoned, all unhappiness effects pertaining to thievery are doubled and grow at tripled rate until the event expires.
2. The people have simply fallen on hard times. Distribute a portion of the treasury throughout the empire to discourage this behavior!
25% chance to immediately remove all thievery effects in the empire
Lose 40% of all gold in your empire's treasury. If part 1 fails, thievery growth rate doubles until the event expires.
3. If you can't beat them, join them!
Gain 20x your current gold output immediately.
After action 1 is applied, immediately lose 75% of your gold output until the event expires. Anarchy throughout your empire for 5 turns. Happiness loss from thievery doubles.
4. The grass is greener on the other side, why don't you see for yourself?
All thievery effects are immediately halved and grow at a reduced rate until the event expires.
A random nation is randomly distributed all of the thievery effects you lost. Incur heavy diplomatic penalties as a result. Cannot occur with a nation you are at war with. Lose 75% of your tourism output until the event expires.

I'm not sure how plausible these are, but I think they sound cool. If a bit imbalanced.
 
My theft ideas:

A gang of thieves have broken into the bank of pCity and have taken a large sum of money that was stored there! How should we react?

1. Hunt down these criminals; we will make them pay. (% chance to lose no money, and start a WLtKD in pCity. Chance increases with police power. Else, lose gold based on pCity's gold output)

2. Let them go; instead focus on making sure this never happens again! (Lose gold based on pCity's gold output, and also gold based on the number of Banks in the empire. Cities with Banks lose 10% Thievery from improved security, and gain +10% police power from increased police protection).

Alternatively, an option-less event:

A gang of thieves have broken into the bank of pCity and have taken a large sum of money from the reserves. Our attempts to locate the stolen gold have failed, and it is likely that the money is already circulating outside our economy. (Lose gold based on pCity's gold output. Only fires if pCity has a bank, and if pCity has a high Theft value)

Police Power would be substituted for however you're representing the state authority, be it Police Stations and Constabularies, or the Courts.

Also, welcome Joefesok, to the wondrous world of Civfanatics!
 
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 :p

Now, on to Health :D
 
Honestly with all the stuff modders are doing with this game I doubt we'll ever need a Civ VI.

I would take a Civ VI if they hard coded less :p Honestly, if they just tried new gameplay mechanics like these, then they could easily make a more content rich game. (I would hope)

Congrats on the release JFD, I'm guessing this is the last one to make it out before Christmas, and it's a worthy one.

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.

Does this mean it is impossible to eliminate crime? Must you always retain a certain amount of crime like 10%? For example, if you have 5% violence and 5% abduction, then you eliminate abduction, violence thus increases by 5%?

I've also run this mod with Crimes active for several AI-only games, for several hundred turns

How well did the AI manage?

In addition, Gandhi now receives 25% Violence.

Upon building his first nuke? ;)
 
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