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Cities in Development (Obsolete)

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Alright, a couple bugs to report:
  1. I can enact "Establish International Criminal Court" multiple times in the World Congress, and I'm uncertain if the resolution actually does anything.
  2. Notifications will sometimes pop up claiming that a city has seceded from an empire, however the city won't actually do so and instead will just spawn separatist units. They will secede if this notification appears enough times, however.

Speaking of separations, would it be possible to have separatist cities convert to city-states instead of barbarians? Barbarians cities don't seem to do that much and are at the mercy of everyone in the world.
 
I'd shifted some of the generic checks (Is Colony, What Organized Crime, What Loyalty, etc.) into the general utilities file, but I'd forgotten to re-define the Governor's Mansion in doing so. Hence, when checking if the Governor's Mansion is in the city, it falls to checking for the default ID of 0, which corresponds to the Floating Gardens.

Try this. Replace the existing file at C:\Users\{username}\Documents\My Games\Sid Meier's Civilization 5\MODS\JFD's Cities in Development (v 16)\Shared\Lua\Utilities

Thanks for that, it worked. Everything seems to be working correctly now.
 
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 could lead to a bit of a feedback loop though. The more Prophets you generate the more cities you can settle them in which would result in generating even more Prophets.
How about negating some of the crime from their associated yield, something like:

Municipality - 20% reduction in heresy
County - 1 monk & 35% reduction in heresy
State - 2 monk & 50% reduction in heresy
 
That could lead to a bit of a feedback loop though. The more Prophets you generate the more cities you can settle them in which would result in generating even more Prophets.
How about negating some of the crime from their associated yield, something like:

Municipality - 20% reduction in heresy
County - 1 monk & 35% reduction in heresy
State - 2 monk & 50% reduction in heresy

Yeah, feedback loop's a real threat here. Maybe reductions of Crime, Specialists and another bonus, for example Religious Pressure for Prophets.
 
Talk about feedback loops, I've found something about captured cities and crime:
Since capturing a city halves its pop, it will end up with very high Crime in proportion to its pop. This will generate Organised Crime, which will reduce Loyalty, which will reduce Crime even further, and give you no way to rescue the city from this issue without annexing it.
Because of this, it might be fair to either remove the Loyalty penalty from OC, or perhaps make it so that OC can only appear in cities of a certain size or greater.
 
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.
But what about CS that was captured by an enemy? After I captured it, I'd like to liberate it, but it automatically became a Colony.
 
Speaking of separations, would it be possible to have separatist cities convert to city-states instead of barbarians? Barbarians cities don't seem to do that much and are at the mercy of everyone in the world.

No, engine limitations prevent this from being a viable alternative, as disappointing as that is.
Could they join an existing city-state (as opposed to creating a new one)?
 
Could they join an existing city-state (as opposed to creating a new one)?

City States try to raze any cities they acquire - this would just lead to the city being burnt down, unless it's a capital/holy city/Indonesian UA city
 
Not really. City states will keep acquired cities, but only if they have enough happiness, which they rarely do because it's hard to get happiness as a CS.

Learn something new every day, huh?

Still, as you've pointed out, they will still raze the city due to unhappiness.
 
Now, this might sound like me moaning about captured cities flipping again, but bear with me :)

I think I've worked out what causes the Organised Crime in the new cities. To my knowledge, each form of Crime is generated based on how much of that yield the city is producing. The percentages are then worked out by comparing the values of the different Crimes.

The issue is, while a city is in Resistance, it only produces Food - even if it isn't much. This then causes Terrorism to begin in the city, and then the city's loyalty drops, and then it flips.

Therefore, stopping cities producing Food during resistance will also fix the problem.
 
I know that it says in the OP that this mod requires Community Patch to work but how does it work with Community Balance Patch? I tried starting a a game with both activated and some of the features from this mod were missing. So far I've noticed that the yield of luxuries and the Civ UAs don't appear to be changed. I also did what you said in the OP to make EUI work with this mod.
 
If you have only the Notification Panel with EUI, I think you won't need to copy anything from the Override folder. So you should be able to run it without doing anything. Let me know if you run into trouble, however.

EDIT: Problem Solved. Simply had to replace only EUI_tooltips.lua.

Ignore this post.
 
Having this issue after creating a market. I can't press produce anymore after it. Any tip?

Code:
My Games\Sid Meier's Civilization 5\MODS\JFD's Cities in Development (v 17)\Shared\Lua\UI\Overrides\InfoTooltipInclude.lua:599: attempt to compare number with nil

I'm using it with CBP.
 
Learn something new every day, huh?

Still, as you've pointed out, they will still raze the city due to unhappiness.

Heh, I forgot about city-state razing in vanilla (I don't play without CBP anymore). But giving the city-state leader extra happiness to fix this is not exactly difficult. :)
 
I'm having some display issues with CID. I'm not getting any tile information when I hover over it like I used to, when the top ten cities we like to visit list comes up it's blank, half of the city states I met gave me no pop ups when we first met and when I try to turn on resource icons, nothing happens. That's what I've noticed so far. I also just crashed, so I can provide my LUA log if you'd like it.
 
I think the Tourism WhosWinning is broken by the CP - that should've been reported a while ago... But I'm lazy :D

[Edit] Bugs!

Choosing the capital WLtKD on the Grand Ball event, and the icon on the right doesn't have text - just like the World Event mentioned earlier.

Also, my Arabian Sunni colonies (and my own Sunni colony) have a TXT error: nothing in the logs, but I haven't closed the game yet, so that might be why. Interestingly, the tag is
Code:
TXT_KEY_PROVINCE_JFD_COLONY_DESC_THEOCRACY_ORTHODOXY
despite the religion being Sunni, rather than Eastern Orthodoxy, and despite RTR not being enabled, let alone Sovereignty not being released.

[Edit2] More bugs!
Code:
[2546.716] Runtime Error: C:\Users\Christopher\Documents\My Games\Sid Meier's Civilization 5\MODS\JFD's Cities in Development (v 17)\Shared\Lua\UI\Overrides\CivilopediaScreen.lua:1199: bad argument #2 to '?' (Key must be of type 'number' or 'string'.)
[2546.716] Runtime Error: Error loading C:\Users\Christopher\Documents\My Games\Sid Meier's Civilization 5\MODS\JFD's Cities in Development (v 17)\Shared\Lua\UI\Overrides\CivilopediaScreen.lua.

Dunno what it does, but it can't be good. Appeared at the start of the log, near the message about Whoward's CityBanner.

Also, does anyone know what's corrupting the Replay tab on the end game screen? I doubt it's CID, but is it the CP?

Code:
[6430.174] Runtime Error: Assets\UI\InGame\Popups\ReplayViewer.lua:246: attempt to compare number with nil
[6434.635] Runtime Error: Assets\UI\InGame\Popups\ReplayViewer.lua:1145: attempt to call method 'SetCurrentTurn' (a nil value)
 
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