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Cities in Development (Obsolete)

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Wouldn't it just be simpler to change it from "X tiles from capital" to "Y tiles from nearest city?" That way, as your core empire expands, so too will the new colony distance. But you can still found a cluster of colonies near each other if you so choose, since "colonies" =/= "cities"

That would at least be simpler! I thought that a well-developed city (="well integrated") should be necessary to increase the colony distance. So you can't found a new city and found yet another within x distances and have it to be a city. Hiawatha would never get any colonies, plopping down new cities every 4-5 tiles.

But that would perhaps be far too complex, I really can't appreciate how difficult it is to code.
 
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*Titlecard by TPangolin

Overview
Claims, Colonies, & Crimes is a three-part mod that introduces a system of annexing City-States peacefully (Claims), founding colonies (Colonies), and a revisal of the Building Maintenance system (Crimes). Whilst Claims and Colonies will be available at the initial release, Crimes will be available at a later date. Please see the wikia for full details, including on modding and customisation support.

Please note that this mod is a WIP.

Also note that, in the future, I intend to make this mod more compatible with Gazebo's CSD. Additionally, support for EUI's tooltips may come in the future, but they're honestly very confusing, and I might instead simply merge over into the vanilla what features of EUI's tooltips I or others consider critical.

Installation

1. Download the .civ5mod mod.
2. Copy to Documents\My Games\Sid Meier's Civilization 5\MODS

Enhanced User Interface
4. Navigate to Documents\My Games\Sid Meier's Civilization 5\MODS\JFD's Claims, Colonies, and Crimes\Shared\Lua\UI\Overrides\EUI
5. Copy (Do NOT cut) the contents (7 files) into the previous Overrides folder.
6. Load the game and enter the Mods Menu (should install hereafter).

Please note that, in order to use this mod with the Community Balance Patch, you must enable the setting: 'JFD_CCC_COMMUNITY_BALANCE_PATCH' in the included UserSettings.sql file.

Credits
  • JFD: Primary Author
  • Pouakai: Author
  • Janboruta: Artwork
  • Sukritact: Artwork
  • bernie14: Graphics
  • JTitan: Graphics

JFD, can I just give you my meager paycheck now while I accept that I live in my parent's basement and play Civ and EU 4 all day? (except they want me to get a better job and move out......) You make so many wonderful things, you and Pope Gazebo......and Poukai, since EE is also quite delightful.
 
Ok, quick update to fix the major bugs so far noted:
  • Fixed an issue where the Civilopedia wasn't clearing properly.
  • Fixed an issue wherein having the same religion with a City-State did not increase your number of causes.
  • Fixed an issue wherein the actual cost of pushing a claim didn't match the reported cost.
  • Hopefully fixed the TXT_KEY issue with Liberalism.

Hopefully other issues are more minor.

seems the issue of Liberalism is not solved......I downloaded it just now

Also, Leonardo's Workshop also had TXT_KEY issue
 
@JFD

Is it possible for me to use this mod enable Claims but disable Colonies? If it is possible, how?

Set 'JFD_CCC_COLONIES_CORE' to 0.

seems the issue of Liberalism is not solved......I downloaded it just now

Also, Leonardo's Workshop also had TXT_KEY issue

Could you post your Database log, so that I can know exactly what key is causing a conflict.
 
Disabling CSD seems to have fixed my txt_key issues, but I've got a few problems still.

Westminster Abbey and the Pena National Palace don't exist. Leonardo's Workshop has a txt_key error, but it did not when I accidentally left CSD on, if that helps.

All pedia entries say Crime: 60 Gold

And as previously stated, Liberalism is still txt_keyed.

Nice new Events/Decisions tho
 
The ai certainly loves to b-line optics and rush cities and colonies now. A little frustrating but I will just have to use the same tactic against them as well.
 
I tried it, but I'm getting a glitch at the start. For some reason, what the city is producing is displayed as an icon of a worker outside of the window. It says I can fire on an enemy, and both spy symbols are above the city, along with some other minor glitches regarding the city. I hate to be the bearer of bad news, but I'm not sure what could be causing it. The only mods I have active are the same one's as usual (All the same ones I listed in the CulDiv thread a while back, except for Dynamic Culture Overview, and having ExCE disabled, and Enlightenment enabled. I also enabled just 4 mod civs, Mali, Sioux, Sumer, and DJS's Khmer.)

I tried to enable logging, so I can post logs this time. I wasn't sure which ones were needed, but I noticed the Lua mention CCC a few times.

Lua:
http://pastebin.com/EhN69SYP
XML:
http://pastebin.com/CrukaE7E
Database:
http://pastebin.com/eVLXLy7R
 
Still better than a fixed distance from the capital

I think the distance system should work similarly to the trade route system; if a city isn't within 7 tiles of any other city, it becomes a colony. This distance will be increased when you research certain techs, based on the type of city connection that the city has with your capital (land or sea). Colonies founded 7 tiles away on the same continent will stop being colonies after the range is increased if connected to your capital directly. like that:

Sagallo is an inland Russian colony. It is located on continent B, and it has a connection with Russia's capital via the coastal city of New Moscow, which is also a Colony. New Moscow will eventually stop being a colony, since its coastal and has a harbor. Sagallo won't, because it may only be connected through other cities.


Complicated but makes sense, no?
 
I think the distance system should work similarly to the trade route system; if a city isn't within 7 tiles of any other city, it becomes a colony. This distance will be increased when you research certain techs, based on the type of city connection that the city has with your capital (land or sea). Colonies founded 7 tiles away on the same continent will stop being colonies after the range is increased if connected to your capital directly. like that:

Sagallo is an inland Russian colony. It is located on continent B, and it has a connection with Russia's capital via the coastal city of New Moscow, which is also a Colony. New Moscow will eventually stop being a colony, since its coastal and has a harbor. Sagallo won't, because it may only be connected through other cities.


Complicated but makes sense, no?
You lost me at "based on the type of city connection" and everything after that. Then it became needlessly complicated and made no sense. :p
 
Maritime CS need a Sea trade route to have at least weak claim, but funny part that maritime CS does not always spawn on a sea, so landlocked maritime CS are not claimable?
 
@Tar: well, I made sense for 2 lines more than usual, did I?
 
Colonies are generally better than cities, no? Anyway, I'll implement Pouakai's suggestion (which also might be Tarcisios'). But I hope peoples are enjoying, despite bugs and what have you.

Maritime CS need a Sea trade route to have at least weak claim, but funny part that maritime CS does not always spawn on a sea, so landlocked maritime CS are not claimable?

A quirk of the vanilla game. I dunno if I should be held accountable to that :p

I tried it, but I'm getting a glitch at the start. For some reason, what the city is producing is displayed as an icon of a worker outside of the window. It says I can fire on an enemy, and both spy symbols are above the city, along with some other minor glitches regarding the city. I hate to be the bearer of bad news, but I'm not sure what could be causing it. The only mods I have active are the same one's as usual (All the same ones I listed in the CulDiv thread a while back, except for Dynamic Culture Overview, and having ExCE disabled, and Enlightenment enabled. I also enabled just 4 mod civs, Mali, Sioux, Sumer, and DJS's Khmer.)

I tried to enable logging, so I can post logs this time. I wasn't sure which ones were needed, but I noticed the Lua mention CCC a few times.

Lua:
http://pastebin.com/EhN69SYP
XML:
http://pastebin.com/CrukaE7E
Database:
http://pastebin.com/eVLXLy7R

Lua and Database logs are good, for reference. At least, they helped me solve the Liberalism TXT_KEY error (fixed in next update).

Are you using EUI? Also, Piety? I wouldn't trust Piety atm.

Also, I appreciate these reports. I haven't tested C&C in all cases, so these are useful.
Just wondering, why did you remove the production boost from Rome? They seem kinda weak now.

With the Magistrates/High Court, Rome would be OP, I think (all giving Building Production). But if the current bonus isn't strong enough, I can up the numbers. I dunno. It was a very, very old change (back when Sovereignty was Prestige). What do you think? Rome would get a large Building Production bonus otherwise (up to 50%, I think).

Disabling CSD seems to have fixed my txt_key issues, but I've got a few problems still.

Westminster Abbey and the Pena National Palace don't exist. Leonardo's Workshop has a txt_key error, but it did not when I accidentally left CSD on, if that helps.

All pedia entries say Crime: 60 Gold

And as previously stated, Liberalism is still txt_keyed.

Nice new Events/Decisions tho

Thank you! I think I've finally tackled the TXT_KEY error. Crime should be disabled - maybe you enabled it illegally? :p (you're not Natan, so probably an oversight) A database log would help me figure why Westminster and Pena aren't showing. I'll check out CSD, though - could be an issue all along.
 
Keep in mind, colonies are no pernemnetput. You can annex them fully into your empire. If your far out placed outpost is reached by the steady growth of your Civ's chain of cities, then you can annex the colony to make it a normal city.

Thank you! I think people don't realize that Magistrates can be used to annex Colonies (also, Dignitaries, but they're useful for other things). Sukritact helpfully pointed out that the GP gen. increased with Great D., M., which will be fixed in the next version - hopefully making them more viable.
 
I don't know if this is the right place to post this, but since this is the most newly released of the mods i'm trying to use, i figured this is the place.

The mods i have: full CPP(non-EUI), CCC, CD Core, Civ IV traits, Mercenaries, P&S, ExCE, E&D and EE (all latest versions). Are any of these mods incompatible with one another?

I tried enabling some of the mods in the userseting files, but i still experience problems. One of them is when every mod is enabled, the tech tree is all messed from the renaissance era and every era after + i can select to research the EE techs from the first turn. i also detected issues with the magistrates and dignitaries. there are probably more that i didn't manage to detect.
Second one is when i disable EE and play without it, the game always crashes when i finish the first turn.

i haven't tried to play with different combinations of enabled and disabled mods, but i would try if you give me instructions in order to resolve these issues. if you have any solutions i would be glad to hear them
 
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