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Cities in Development (Obsolete)

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24195.411] Runtime Error: JFD's Cities in Development (v 12)\Shared\Lua\Utilities\JFD_CIDUtilities.lua:270: attempt to index field 'BUILDINGCLASS_JFD_CRIMES' (a nil value)
[24199.967] Runtime Error: JFD's Cities in Development (v 12)\Shared\Lua\Utilities\JFD_CIDUtilities.lua:270: attempt to index field 'BUILDINGCLASS_JFD_CRIMES' (a nil value)

JFD is there a chance to play without crime ? Whne crime is activated dont have this problem

There's a setting to disable Crimes in the mod folder
 
In city view i can't see my scores on production,faith,gold.etc....

You can't see them at all, or they don't show tooltips when you hover over them?

Are you using EUI?
 
Tooltips,i see values but tooltips not.Yup using EUI and i copy from EUI folder in Overrides. Told you ,everything is ok when crime is activated,but when not got this runtime error.
 
Thank you JFD! Now work's perfect! I'm glad that i am so better in founding problems,so you now where to modify code. :D
 
Wish there were more like you - I still see comments saying "Mod's broken", with no elaboration. It makes me feel sorry for the dev :(
 
So I was browsing the wikia when I noticed something in the CID page. Provinces and towns? Has this been revealed before or is this new?
 
So I was browsing the wikia when I noticed something in the CID page. Provinces and towns? Has this been revealed before or is this new?

Provinces has been discussed, and is simply a system for guiding the player toward particular Buildings, in light of all the extra buildings that I add throughout my mods. As you would've read, there are three Province levels, each requiring specific requirements (buildings, population, and a number of improvements). Provinces themselves have a small affect on military - affecting bombard range and the units are spawned at the outbreak of war (and thus introducing a rudimentary system of levies), and there's room for further development here (though I can't think of much atm). It is, however, by and large a platform for some of Sovereignty's reforms (for e.g., the Peerage set of Reforms will exchange Loyalty for Happiness, and vice-versa, with the amount dependent upon the Province level). This means when Provinces is introduced, Loyalty will by default be switched on for all cities but the Capital (I just need to figure balance for your own cities). It's not a tremendously large feature, and you may feel it unnecessary if you're not big on flavour or Sovereignty, but it's certainly still optional.

I had originally wanted Provinces to allow Towns as an upgrade to Trading Posts, however, this circumvented my design for Provinces, in that Provinces serves as a measurement of your city's (and surrounding area's) development, not as an accomplishment in and of itself (otherwise you'd always want Duchies, which is contrary to the Loyalty strains that would come with Sov.). However, a lack of Towns and Villages makes having a Province composed solely of a city a little underwhelming, so I've ultimately rested on incorporating (for the most part) TofuSojo's Trading Posts Grow Into Towns mod, which'll give me some freedom to work with in the future viz. not only Sovereignty but also Society Divided.

Regardless, Provinces is a nice and easy thing to work on whilst I await Pope Gazebo's magic powers to fix Crimes and to allow Health to continue.
 
Speaking of Crimes, I've noticed something rather infuriating, not sure if it's related to the other issues with it.

In my recent games, once I get to around Renaissance/Industrial, crime just seems to shoot through the roof, to the point where even newly founded cities are so crime-laden that I sometimes even end up with a few turns of negative production in them. With only really two buildings to counter crime at that stage of the game (jails and the constabulary, which you only really get at that point), I don't really know how to handle it. Hell, I don't even know what else there will be later on to fight crime aside from the police station (which is just another 10% and I doubt would help much). There are honestly quite a few things that I don't think make sense about it either, like the courts giving crime instead of reducing it. It might just be me, but really, I just feel like there's way too much sources of crime compared to the tools we have to fight it.
 
Speaking of Crimes, I've noticed something rather infuriating, not sure if it's related to the other issues with it.

In my recent games, once I get to around Renaissance/Industrial, crime just seems to shoot through the roof, to the point where even newly founded cities are so crime-laden that I sometimes even end up with a few turns of negative production in them. With only really two buildings to counter crime at that stage of the game (jails and the constabulary, which you only really get at that point), I don't really know how to handle it. Hell, I don't even know what else there will be later on to fight crime aside from the police station (which is just another 10% and I doubt would help much). There are honestly quite a few things that I don't think make sense about it either, like the courts giving crime instead of reducing it. It might just be me, but really, I just feel like there's way too much sources of crime compared to the tools we have to fight it.

Combating loss of Production is one of the toughest challenges for the mod, but that's ideally what Commonwealth (from Liberty) and the Court of Chancery can help address. But it is not about counteracting Crime so much as conforming it to be more manageable - i.e. to reduce areas of Crime that you can't afford to have affecting your yields (Theft and Fraud being the biggest ones here) and increasing those you can (such as Corruption, as that is tantamount to the original maintenance system anyway).

But does anyone else agree that Crime shoots up in the Renaissance/Industrial? Certainly there's room for number-crunching. And more means of combating specifc Crimes could be certainly introduced - though I'm at a loss. Maybe beliefs? I'm sure there is some communalism amongst the vanilla religions that could arguably reduce Theft by virtue of eliminating the concept of private property.

As I said to Natan, have you not heard of corrupt Judges? ;) As to whether they should reduce Crime, well, I'll paraphrase John Stuart Mill:

"As for what is called the failure of [the Courts], who is able to judge of that? We partly know who those are whom it has not deterred; but who is there who knows whom it has deterred?”

Same could be said for Jails et al., I guess, but I wanted to validate my remembering of that quote :p TBH, I'd if anything from a conceptual perspective have the Courts increase Crime, for it is they that actually administer the law and thus bring to light the law-breakers. Therefore, without them, there is only Crime in so far as you can personally see it as ruler. But going a bit too far with the idea.
 
Why do I have to be stuck on my phone when there's so much to say...

I think you should have a certain number of towns/villages per province to achieve the third rank for a province. And there should be some sort of passive/peacetime reward. Perhaps a reduction in how many turns you have to wait until you can enact another Sov reform. It would also be interesting if you could enact certain economic zones to a province, specialize what a province does. Or if when a province achieves the third level, the player has differet options about what they can turn it into. Go for that extra ranged and exp bonus, or perhaps structure the province to generate more gold via trade routes, or workers are more productive in this province (that may not have the most use late game, but could industrial era).

Another method could be the second level of province has the same requirements, but each different variant for the third level has different requirements (have pop 25, certain num of mines, production buildings = workers stationed on mines and logging camps increase production for that tile)
 
How can I know if settler found a city or a colony? I found 2 colonies, one 14 tiles away from the capital and second one - 15. But when I wanted to found 3rd colony 23 tiles away it became a city, not a colony. Has one colony to be far from each other to become a colony?
 
Personally, I'm very glad you've adapted trading posts into towns. Provinces needed it.

As for crime, why not introduce one more anti crime building, a prison (as there is a difference between that and jail) Perfect chance to also make that Alcatraz wonder ;)
It seems to me that people really want to be able to achieve a city with no crime, as if there is a way to 'beat it'. Something I have to ask, is that if there is a specific crime that is eliminated (fraud) but that pushes up another (violence), is there anyway to later rebalance these crime values after finding the increase in violence isn't worth the deduction in fraud? Or are you stuck with these crime values for the rest of the game?

This is all theory guessing tho, since I have yet to use crimes yet :p
And I too find it odd that a law building increases crime. I get what your going for JFD, but in laymens terms, you expect 'law' to not be connected to 'more crime'. Again, it's a gameplay thing I imagine, and Sov will probably have some reforms that could adjust this.

As for another way to combat crime (other than a Prison building), perhaps have a Great Detective ;) When expended, choose a crime to lower permanently.

I jest, but in seriousness, perhaps introduce buildings later in the game to allow the player to really focus down on the crimes. Look at EE, with the Salon and the... Academy? You can't build both. Maybe introduce buildings later on in sets of 2, each focusing on a certain crime, but prevent from building it's opposing anti crime building.

Outside of more buildings and religious related affairs (or special provinces) Sov reforms are the last big factor that will play into it.

(All the more reason to finish it ;) )

On a side note, can you sell slaves in any way when slavery is properly realized? You can buy them for quick labor, by why not sell them for quick cash?
 
Personally, I'm very glad you've adapted trading posts into towns. Provinces needed it.

As for crime, why not introduce one more anti crime building, a prison (as there is a difference between that and jail) Perfect chance to also make that Alcatraz wonder ;)
It seems to me that people really want to be able to achieve a city with no crime, as if there is a way to 'beat it'. Something I have to ask, is that if there is a specific crime that is eliminated (fraud) but that pushes up another (violence), is there anyway to later rebalance these crime values after finding the increase in violence isn't worth the deduction in fraud? Or are you stuck with these crime values for the rest of the game?

This is all theory guessing tho, since I have yet to use crimes yet :p
And I too find it odd that a law building increases crime. I get what your going for JFD, but in laymens terms, you expect 'law' to not be connected to 'more crime'. Again, it's a gameplay thing I imagine, and Sov will probably have some reforms that could adjust this.

I jest, but in seriousness, perhaps introduce buildings later in the game to allow the player to really focus down on the crimes. Look at EE, with the Salon and the... Academy? You can't build both. Maybe introduce buildings later on in sets of 2, each focusing on a certain crime, but prevent from building it's opposing anti crime building.

On a side note, can you sell slaves in any way when slavery is properly realized? You can buy them for quick labor, by why not sell them for quick cash?

A prison is a more permanent institution, whereas Jails hold criminals temporary (who are then either released or transferred to prison or court). I think any more general Crime-fighting buildings will reduce it too far.

Yes, it seems that might be the case. You can build other NWs in order to bump up other Crimes, but I suppose there's no real way otherwise.

Art is always an issue, which is why I settled on NWs instead of specific Buildings - which was the original idea, and perhaps would've provided more flexibility.

There is no true Slavery component in the works anymore, atm.

How can I know if settler found a city or a colony? I found 2 colonies, one 14 tiles away from the capital and second one - 15. But when I wanted to found 3rd colony 23 tiles away it became a city, not a colony. Has one colony to be far from each other to become a colony?

A promotion will mark your Settler, indicating when the city it founds becomes a colony. Colonies don't affect distance... yet... Maybe something went wrong with the calculation of the capital's distance.

Why do I have to be stuck on my phone when there's so much to say...

I think you should have a certain number of towns/villages per province to achieve the third rank for a province. And there should be some sort of passive/peacetime reward.

There will be - I haven't put it in the wikia yet as I am waiting Gazebo for the functionality. I'll consider your other suggestions more fully later.
 
Sob reforms are the best bet for any crime fine tuning at this point.
Not even in a simple way, with contracts? I suppose that's not enough, but I do hope there is a labor reform for slavery.
 
Yes, I agree. Emo reforms will most certainly help.

As for the Crime peak, I could switch Crime from the Courts to Maintenance, which would doubly solve any conceptual dissonance.

There's still the Emancipated | Corvee | Slavery set of reforms, but otherwise no fleshed out Slavery mechanic. I had planned for Contracts, but I think I failed to come up with enough variety with what exactly they offered (slaves that had extra movement, ignored terrain penalties, and...)
 
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