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Cities in Development (Obsolete)

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Just wanted to chime in and say that I really like the way that Loyalty is balanced at it's present state, in my current game (Mannerheim, on small continents plus) by the Enlightenment and Industrial eras it really felt like I had to make a conscious effort to keep my colonies loyal - which is imo how it should be.

I noticed that the tooltips (in the CityScreen with EUI at least) for national wonders don't seem to display their negative impact on specific crimes - the reduction does display when mousing over the Crime value in a city though - so I guess it's no major loss.

By the way, do you have any plans for any of your future or existing civs to interact with any of CiD's systems in unique ways (ie. UAs relating to Healths/Crimes etc.)?

Fantastic work as always - looking forward to any additional updates when they may arrive.

Great! Hopefully the few changes I make don't upset this too much (basically, starving citizens will now contribute disloyalty and the penalty from war will now scale with war score).

Intentional, though it could be changed because I can't remember why :p. Although the help tooltip (rather than the list of yields amongst the building stats) should state its effects on specific Crimes.

None atm, although I'm sure I'll think of something for Health. There's not a lot of unique things that I could do with Crimes. Otherwise, unique buildings here and there might have specific crime reducing effects. I believe Innocent's Ecclesiastic Court is intended to reduce Heresy.
 
Why are the wonders removed in the CBP version?
 
Because neither can the CBP fit anything more on its techs, and neither do I want to be responsible for upsetting balance over there. Only ones that directly interact with new mechanics are there, for now, at least.

Oh, and these are the building construction sounds that I'm missing, if anyone happens upon something that could be used in their travels: Constabulary, Arsenal, Medical Lab, Solar Plant, Bastion, Gunsmith, East India Company, Red Cross, Grand Inquisition, NVC, National Epic, Musicians Guild, Writers Guild, Artists Guild.
 
Oh, and these are the building construction sounds that I'm missing, if anyone happens upon something that could be used in their travels: Constabulary, Arsenal, Medical Lab, Solar Plant, Bastion, Gunsmith, East India Company, Red Cross, Grand Inquisition, NVC, National Epic, Musicians Guild, Writers Guild, Artists Guild.

I'm half tempted to use "NOBODY EXPECTS THE SPANISH INQUISITION!" as the Grand Inquisition chime....

Or perhaps we could use their introductory blare.
 
They're usually about 5-10 seconds in length.

One thought I had about the Great Magistrate and Great Dignitary issue is that Prestige could be spent on them, in a way (hopefully) that didn't increase the costs of the others. This was the original idea when Sovereignty was Prestige anyway. Prestige is in its infancy now, though, so I dunno if this'll truly resolve it.
 
I've never actually checked, but when you buy a great person, do you increase their spawn? I think providing the player with some way to purchase the GP would be a good solution. Some value that can be increased or decreased over time (or when you adopt a social policy), so that wonders can still help towards GM and GD generation.

Basically, it would work like normal GP points, except as a separate system not bound to typical great people points. The only caveat here is that the player would need to manually spawn/buy the GD/GM, unlike how great people auto spawn when they have enough points.

Edit: I'm very curious about that "Well" sound clip now...

Edit Edit: And do you plan to do sounds for all UB from the official game? And what is the NVC?
 
One thought I had about the Great Magistrate and Great Dignitary issue is that Prestige could be spent on them, in a way (hopefully) that didn't increase the costs of the others. This was the original idea when Sovereignty was Prestige anyway. Prestige is in its infancy now, though, so I dunno if this'll truly resolve it.

That reminds me that if you get the (CBP? I don't even remember vanilla at this point) reformation belief that lets you buy any GP with faith starting in the industrial era, Great Dignitaries and Great Magistrates don't go up in price if you buy one.
 
@Kesler
National Visitor Centre (it took me a while!)
 
Bug report

Mod list: EUI, CP, E&D, CulDiv, Piety, CID, RER(in developing), Bavaria, Prussia, Saxony, Bohemia, Archduchy of Austria

Playing as Bavaria

Problem:
1, I can control what to build in a colony
2, can not find the Call Great Dignitary/Magistrate decision

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1. This might be an EUI issue. I think I found an issue where I could make the colony stop building it's construction with EUI, but I recall that I couldn't then build anything, and that the colony went back to normal afterwards.
2. Have you researched Code of Laws? ...Have you scrolled down?
 
I think Bavaria is also in dire need of a QOL update. I would stick to the most up to date civs (The ones fully listed via Era on JFD's Civs main page)

Thanks for the assist Chrisy :D
 
1. This might be an EUI issue. I think I found an issue where I could make the colony stop building it's construction with EUI, but I recall that I couldn't then build anything, and that the colony went back to normal afterwards.
2. Have you researched Code of Laws? ...Have you scrolled down?

1. See below.

Bug report

Mod list: EUI, CP, E&D, CulDiv, Piety, CID, RER(in developing), Bavaria, Prussia, Saxony, Bohemia, Archduchy of Austria

Playing as Bavaria

Problem:
1, I can control what to build in a colony
2, can not find the Call Great Dignitary/Magistrate decision

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1. Will look into it, but it could very well be an EUI thing.
2. As Chrisy15 suggests, they won't appear until Code of Laws, so as to not clutter up the panel.
 
CID updated to v13:

  • Colonies
  • Centralized all checks on whether a city is to become a colony/whether a plot would support a colony into one function, hopefully providing more consistency. If the promotion appears, the city/fort founded there must become a colony.
  • Added the option to specify a distance from another city that a city must be before it becomes a colony (e.g. a city founded at least 5 tiles away from another city of yours will become a Colony, but not before). Off by default.
  • Added other general improvements to the code.
    Loyalty
  • Loyalty is now treated as a yield, and may now be adjusted with Building_YieldChanges, Building_YieldModifiers, etc. Thanks to Gazebo!
  • Loyalty is now on by default for all cities. There is no special rule for Disloyalty for founded cities, except somewhat with Provinces reducing it as they develop, so generally there should be no trouble maintaining Loyalty. The point of this is to ameliorate the transition to Sovereignty, which'll need Loyalty in all cities.
  • For all intents and purposes, Loyalty is now a separate component from Colonies.
  • Loyalty will now only appear on the city banner if Separatist or Rebellious.
  • In an attempt to squeeze out performance, the city banner only updates the Loyalty level at the beginning of a new turn.
  • Each Citizen now contributes 1% Disloyalty when the city is starving.
  • Fixed an issue wherein the TT for Disloyalty from losing a war would repeat for each war.
  • Disloyalty from warscore now scales with war score (the lower your warscore, the higher the disloyalty; you must have at least -10% warscore before it starts affecting you)
  • Loyalty now appears below Culture in the City View.
  • Fixed an issue with the City Banner and City View when disabling Loyalty.
  • Base Loyalty for Capitals begins at 10% only if the original owner is still alive (meaning conquered/claimed city-states will almost always begin at 30%).
  • Worked on general code improvement, hopefully increasing performance.
  • Added missing concepts page (for completeness' sake).
  • Fixed an issue wherein Disloyalty from Ideological Pressure added to Loyalty, instead of subtracted from it.
  • Chance for a city to rebel/revolt has been halved.
    Crimes
  • Fixed an issue wherein the Torii Gate did not yield Crime.
  • Crime is now treated as a yield, and may now be adjusted with Building_YieldChanges, Building_YieldModifiers, etc. Thanks to Gazebo!
  • Generally, worked on the code some more to try and squeeze out performance. The previous stutter now appears to be negligable in the late game (non-existant early), and hopefully this is the case for others as well.
  • Thanks to Sukritact, Crimes now correctly adjusts according to changes to other Crimes.
  • In light of the above, Organized Crime threshold has been reduced to 60% (because of the changes to the code, effect of OC will only appear on the next turn now).
  • Added event for Theft, Anarchism.
  • Fixed an issue wherein the Abduction event did not correctly subtract your Gold for option 2.
  • Turning a blind eye in the Corruption event now costs Golden Age Points.
  • Drydock, Harbour, and Seaport now yield Maintenance, not Crime.
  • Organized Crimes may now be disabled separately from Crimes.
    Provinces
  • Added Provinces:
  • Provinces is the measurement of your city's (and surrounding area's) development. Provinces are determined by you, through building the Manor/Mansion National Wonders, which upgrade a Municipality to a County/a County to a State. Each level benefits your Towns and Villages (similarly, the evolution of a worked Trading Post, as in Civ IV, see TT for turns left), the bombard range of your cities, and the quality and quantity of military units spawned at the outbreak of a defensive war (Levies), however, deduct from your Loyalty. To upgrade, you require a certain range of Buildings, a certain Population, and a certain number of Villages/Towns. Colonies are not a part of this sytem, and for all but Levies are treated as Counties. More detailed info can be found on the wiki. The component also provides 4 new events, but by and large is something I want to develop later with Sovereignty and Society Divided. For now, I hope it brings some added depth and flavour. If you, like Hypereon the Obviously Blind, think the Towns are fugly, then you can disable them and the prereqs. will simply become TPs, i.e. you will need 5 TPangolins to build a Manor and 7 to build a Mansion.
    Misc
  • Incorporated Whoward's UI - Enhanced Rankings mod, and added some rankings related to Colonies and Crimes. However, unlike in Whoward's version, you cannot access these whenever you please (can switch on in UserSettings).
  • Incorporated Whoward's UI - Improved City Banner mod. Have made necessary animal sacrifices.
  • Updated CBP's Honor policy to the latest incarnation.
  • Manor renamed to Chancery, in light of Provinces.
  • Added missing flavours for the Manor/Chancery.
  • Judiciary Court will no longer appear in the Civilopedia.
  • Westminster and Forum Romanum are no longer disabled automatically with CBP.
  • Added missing sounds for: Arsenal, Medical Lab, East India Company, Writers Guild, Grand Inquisition (though this is in Piety), Constabulary, Solar Plant, Gunsmith, Red Cross, National Visitors Center, National Epic, Musicians Guild, Artists Guild, thanks to Kesler!
  • Great Dignitaries may now be sent, during peace, to a city of yours under occupation in order to reclaim it. No, the AI won't do this, but on the other hand the AI won't use the Magistrate's assimilate city mission (but they will use the Magistrate's upgrade province function), so it balances out AFAIC. Great Magistrates can also do this if Provinces is disabled. Therefore, Great Dignitaries and Great Magistrates can enter rival territory without Open Borders.
  • With Provinces, Great Magistrates may be sent to upgrade a Province instantly to its next level, bypassing all requirements.
  • Mission-based text for Great Dignitary/Magistrates are now neutral ("this unit" instead of "this Great Magistrate/Dignitary", for anyone wanting to give these missions to unique units).
  • Fixed an issue wherein the Privatize Industries decision would not enact properly.
  • With both Health and Crime disabled, Production popup will now display the city's defense (just so that there's not two instances of happiness, as before).
  • Great Prophets, Magistrates, Doctors, Dignitaries, and Diplomats (City-State Diplomacy) will now appear in the Great Person list in the Info Panel.
  • Chief Magistrate/Dignitary decisions now only cost 1 of their respective resources and a lump sum of Gold.
  • Fixed an issue wherein the Organize Soviets decision stated that you gained as much Production as you spent in Gold, when actually it is for each city its production output times the number of Workers expended.
  • Production boost from Organize Soviets decisions will now account for Production modifiers and not just raw Production.
  • Fixed an issue wherein the Happiness count was calculating Happiness from military garrisons even when there was no garrison.

Tested out Colonies and EUI, and I can't choose Production. Those having an issue will need to elaborate on the problem.
 
Mod list: EUI, CP(latest beta), HR, E&D, CulDiv, Piety, CID, RER(in developing), WW1 Germany, WW1 Aus-hun

last time I can't found the Call Great Dignitary/Magistrate decision just because I forgot the Code of Law tech, but this time, I promise that I can't find these two decision at all!
Spoiler :
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I don't found any colony in this game so I can't test the colony issue.

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Not bug, but need some advice, after I conquered London and made peace with England, the London city which is a puppet constantly turn into resistant, what should I do?:confused:
 

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Sorry, I just ignored that they now cost gold. So no bugs now. But JFD can still take a look of my logs, some error in the LuA.log

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Edit:
I can not see the Loyalty icon in the city banner of non-colony cities found by myself.
And for those cities, though Loyalty is showed up in the city screen, but no information box appear when I put the mouse on to it. But it is fine in the colony cities and conquered cities.
Spoiler :
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attachment.php


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Edit 2:
Neutral in city screen but Rebellious in city banner:
Spoiler :

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I am unfortunately unable to use CiD, because whenever I pull up my city view, nothing is displayed to be built. I'm using EUI and Community Patch (Downloaded separately) as well as the mods listed below.

I ran the game unmodded with just EUI, and everything worked fine.

My guess is that there is some problem with the Community Patch (Or EE, but I that's one of those mods that I don't want to play without :P)

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I have also done the overrides in CiD for EUI compatability.
 
Getting the same issue as Kesler here, though the rest of the update looks really promising. Looking forward to the final addition of Health now that Provinces have been implemented.

The new abilities for the Dignitaries and Magistrates look pretty interesting as well. If I understand correctly, higher ranked provinces will be more difficult to keep loyal and retain control over?

Do you plan on uploading CiD to the workshop once you've added Health? It seemed a little bizarre that Piety and ExCE are on steam whilst this is not.

Great work as always, looking forward to trying out the new and revised CiD!
 
Getting the same issue as Kesler here, though the rest of the update looks really promising. Looking forward to the final addition of Health now that Provinces have been implemented.

Same issue here. City view is broken. I'm using all your updated civilizations, ExCE, Piety, Mercenaries, E&D, CP, Historical Religions, More Luxuries and EUI (with all the compabilities done as advised.) :confused:
 
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