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How's it meant to?

It's a National Wonder, no? So it should be giving Saxony a free Great Artist upon completion. (I haven't gone and tested myself to see whether or not it is, but I think that's what Chrisy's saying.)
 
Excuse me, I still have some confusion about the colonies system.
I found a colony, and:
1, I can't purchase any building or tile, intend to be? IIRC purchase is available in older versions?
Cities founded a certain distance from your Capital Capital or with a Colonist will become Colony Colonies instead. Colonies act not disimilarly to puppets, in that they do not contribute to CultureIcon Social Policy or National Wonder costs and you cannot control Production Production in them. However, unlike in a Puppet, you may still purchase Buildings, Tiles, and Units.
2, Why is there an 'annex the city' button in the city screen?
3, Assembly and Governor's Mansion at the same time?
4, Why can't I Assimilate the Colony when my GM is on the tile of the colony?
Spoiler :


 

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Sorry if this has already been mentioned. After founding a colony with Portugal i cant seem to purchase tiles

EDIT: Now i get the same issue with Putin, and i can also annex the colony (it seem that colonies partially work like a puppeted city)
 
It's a National Wonder, no? So it should be giving Saxony a free Great Artist upon completion. (I haven't gone and tested myself to see whether or not it is, but I think that's what Chrisy's saying.)

Lol, some reason I read that as the Anglo-Saxon UA :p

It most certainly should, assuming you have the latest patch of the game.

Yup, that's what I was talking about :)

I'm pretty sure I didn't get an artist, and I definitely have the latest version of the game.
 
Excuse me, I still have some confusion about the colonies system.
I found a colony, and:
1, I can't purchase any building or tile, intend to be? IIRC purchase is available in older versions?

2, Why is there an 'annex the city' button in the city screen?
3, Assembly and Governor's Mansion at the same time?
4, Why can't I Assimilate the Colony when my GM is on the tile of the colony?
Spoiler :



As explained earlier, the Floating Gardens - not the Governor's Mansion - is what presently determines if a city is a colony, and hence the entire system has gone all screwy. You'll note that there is no Colony icon beneath the Province marker (should have the coins AND the puppet icon to indicate a Colony) - though I don't remember why the city banner is working. There's a rough fix a page back, but I can't fix it myself atm as I have an essay due today and I'm only halfway done :p

Yup, that's what I was talking about :)

I'm pretty sure I didn't get an artist, and I definitely have the latest version of the game.

Ok, will look into it.

Sorry if this has already been mentioned. After founding a colony with Portugal i cant seem to purchase tiles

EDIT: Now i get the same issue with Putin, and i can also annex the colony (it seem that colonies partially work like a puppeted city)

See above - same issue.
 
A small update to fix that stupid Colony issue:
  • Fixed an issue wherein the Village used the Trading Post's graphics.
  • Fixed an issue wherein the Floating Gardens registered cities as Colonies, and not the Governor's Mansion.
  • Doge's Palace from CBP should now receive the Palace's starting Magistrates and Dignitaries.

I won't be getting to other, smaller bugs nor balance changes until after RtP is released/updated, and the first update will likely only address issues with Crimes. Issues with Loyalty would be the following update, as some changes will be happening to conform to my making Local Happiness the Production mirror of Health (i.e. excess Local Happiness can into Production (bypassing Theft) and stopping Resistance, like excess Health can into Food (bypassing Violence) and stopping Plague). This won't interact with Global Happiness, which I'd rename to Stability or Prestige or something in order to relieve the dissonance associated and make that clearer, but this would probably cause too many issues.
 
I think it would be great if, when you capture a city in Colony range, you have the options of:

a) Raze
b) Puppet
c) Colony or
d) Annex

Instead of defaulting to Colony when Annexing. (Of course, it could still be argued that this is the added point of generating Great Civil Servants. If made a colony, does it also get pre-built structures? I personally think it shouldn't if it is.)
 
I thought of that, but puppeting will always be inferior to colonizing (a puppet is just a colony in which you can't buy things), and allowing you to annex circumvents the concept of Colonies - i.e. you can't administrative cities that far from your capital.
 
I have yet to establish a colony (I know, I've had months), do they contribute to National Wonders too? Basically, are they treated like a Puppet in terms of how it affects your core empire?

True, that is the point of a colony. But you do have an ability to turn a Colony into a full city, and a World Congress policy to do that too. It just feels wonky to me to not have a choice to either fully adopt a new city and gain a lot of unhappiness and full empire responsibilities, or a puppet state under your control that contributes less unhappiness and doesn't affect your core as much. I guess I should actually do some domination and see how it feels for myself :p
 
I have yet to establish a colony (I know, I've had months), do they contribute to National Wonders too? Basically, are they treated like a Puppet in terms of how it affects your core empire?

They don't contribute to tech/social policy costs IIRC, so I'm fairly certain they don't contribute to NW requirements (Can't check at present)
 
Yeah, colonies are puppets with bonuses - they won't block NWs

Been thinking about Provinces, and it seems a little dull. The motivation for upgrading cities is pretty much just "it's a thing", because the border growth is pretty irrelevant, the gold from towns/villages isn't very major, and the big bonuses only affect defence. Maybe a way to make it more interesting would be to add named governors who can be changed with each upgrade, and who provide CKII style traits to the city - positive or negative. Or would this take too long to code?

I'm sure that Sov. will add some new bonuses, but until then...
 
I remember the original suggester on the Wikia had suggested the same thing, putting people in charge.

Aye, I mean the system already exists in some form in LeeS' Roman Republic civ, so perhaps some ideas could be cannibalised from that?

It'd be cool if, you could choose to expend Great People stationed in a city in order to utilise their talents as administrators or whatever. More uses for the increased amount of Great People can't hurt.
 
A small update to fix that stupid Colony issue:
  • Fixed an issue wherein the Village used the Trading Post's graphics.
  • Fixed an issue wherein the Floating Gardens registered cities as Colonies, and not the Governor's Mansion.
  • Doge's Palace from CBP should now receive the Palace's starting Magistrates and Dignitaries.

I won't be getting to other, smaller bugs nor balance changes until after RtP is released/updated, and the first update will likely only address issues with Crimes. Issues with Loyalty would be the following update, as some changes will be happening to conform to my making Local Happiness the Production mirror of Health (i.e. excess Local Happiness can into Production (bypassing Theft) and stopping Resistance, like excess Health can into Food (bypassing Violence) and stopping Plague). This won't interact with Global Happiness, which I'd rename to Stability or Prestige or something in order to relieve the dissonance associated and make that clearer, but this would probably cause too many issues.

And we come ever closer to your grand scheme to merge Civilization 5 and EU 4 (Not that I'm complaining)?
 
why cant i download the mod? it says the file has been removed, is it down for updates?

Sorry, should be fixed now.

Download

It'd be cool if, you could choose to expend Great People stationed in a city in order to utilise their talents as administrators or whatever. More uses for the increased amount of Great People can't hurt.

That is a pretty cool idea, and is about as far as I'd want to go in terms of Governors (using GP to basically settle in a city a la Civ IV, and the potency of their effect is increased with the province level). Ideas on with GP would do? Failing that, they could simply be made into Specialists - e.g. Great Prophet can be integrated into the city to become 1 Monk at Municipality, 2 Monks at County, and 3 Monks at State - which would be pleasantly uniform and simple to code.
 
That is a pretty cool idea, and is about as far as I'd want to go in terms of Governors (using GP to basically settle in a city a la Civ IV, and the potency of their effect is increased with the province level). Ideas on with GP would do?

I'd suggested (buried in a debug thread) that GG and GA be convertable to Great Magistrates, bringing the conquered city under order.
 
Ok, so i pulled up my civilization and activated the mod, got all the way into in-game but the game doesn't work. what happened is i set up my city and then clicked the production button on near the map, nothing happened, i tried to open the science in the same way, nothing happened, i was able to go into the science tree but nothing showed what it gave me and it wouldn't let me research anything. it also wouldn't let me produce anything when i opened my city screen. mods im using are: Jfd Extra civs, most of them, Piety and supremacy, exploration continued, community patch, community balance patch, and event and decisions. I have Gods and Kings, brave new world, and some odd DLCs that came with them, but not all the DLCs, if youd like specifics on the small DLCs that i have just ask
 
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