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Cities in Development (Obsolete)

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Version (22) available for download doesn't appear to have the CBP folder, per the instructions.

Files you need are in;
My Games\Sid Meier's Civilization 5\MODS\JFD's Cities in Development (v 22)\Shared\Lua\UI\Overrides\Enhanced User Interface for CBP

*Copy* the files in this folder over the files in
My Games\Sid Meier's Civilization 5\MODS\JFD's Cities in Development (v 22)\Shared\Lua\UI\Overrides\
 
Hi,

sorry but I still don't get how to Push a claim on a CS. Maybe the feature is not working... I'm using cbp eui + mercenaries + exce + piety + cultural diversity. It is supposed to appear on the CS screen, right? Or do I need a tech or some building to do it? I couldn't find the info.

Here is the caption

https://lh3.googleusercontent.com/v...jNOQuxxeOhpuRF0A3BoJQPOpSXlN0t1=w1187-h667-no

Yup, you're right, something's amiss there. Probably an incompatibility with CBP UI. Make sure you install the compatibility files - after doing so, I got this:

Spoiler :


Are you using CSD?

Is it just the Tower of London? Because I've seen city states build other wonders.

I was just going off of what was reported. If others crop up, I'll fix them.

Files you need are in;
My Games\Sid Meier's Civilization 5\MODS\JFD's Cities in Development (v 22)\Shared\Lua\UI\Overrides\Enhanced User Interface for CBP

*Copy* the files in this folder over the files in
My Games\Sid Meier's Civilization 5\MODS\JFD's Cities in Development (v 22)\Shared\Lua\UI\Overrides\

Thanks :)

Will Sov introduce a way to focus in on certain crimes? Currently, as far as I can understand, the only way to rebalance crime later in the game is to sell a building so that crime as a whole redistributes evenly. Being able to change the way a city fights crime without having to sell buildings would help a lot.

Sov. can be whatever you want it to be :p

I haven't had much time to play lately, but a bit of feedback on what I've found so far.

Crimes: I agree with the above. I like the way crimes in general work atm as a replacement for maintenance. It would be good to have more buildings that reduce specific crimes, but it is hard to think of how to do this without introducing heaps of new building types.

I like the idea to change of the magistrates court back to maintenance. Not so sure about having specialist yield crime, but how about improvements? Trading posts, Towns etc would be big sources of crime IRL. This also has good synergy with provinces - you want to build and grow your TP's into towns to upgrade your city, but at a cost of increased crime.

Great Works yielding crime is a great idea. How about a National Vault NW which negates the crime from GW stored in it, but at the expense of it's Tourism? Ie storing it away securely, away from public view. Could even have a World Wonder which eliminates crime from all GW in the city/empire, not sure of the top of my head what could suit but i''l keep thinking about it.

Provinces: so far I've found them to be a bit underwhelming. They require a lot of buildings to be built in the city to upgrade it, most of which I wouldn't build in every city. Apart from my capital I haven't upgraded any city by building, only with Great Magistrates. How about having more buildings as pre-reqs to upgrade, but require only a certain number of them be built. Eg have 10 different Buildings in the list and you have to build any 6 of them. This still allows for city specialisation whilst still having a large infrastructure in the city.

I've got a few other ideas, but I need to think them through a bit more.

Aren't Trading Post's* fairly poor anyway? Adding Crime to them might make them even more undesirable.
*Did put TPangolin's, but it turned out meaner than I'd intended :p

I think I'll actually repurpose Uffizi to eliminate Crime from Great Works in that city, because it's such a wonder effect, and Uffizi is such a bore :p

Not enviable to code, but I'll look into it.

Maybe having a Police Station would allow you to place a large (50%?) reduction on a crime of your choice? Would certainly provide more reasons to build the Police Station...

Maybe Policy Trees could reduce different crimes? Like Commerce policies decrease Corruption, Rationalism decreases that Science one, Liberty decreases Treason, etc...

The issue is keeping Crimes relevant whilst nerfing them all-round. I'm content with how it stands to reduce specific areas. But adding Crime to Specialists and Great Works should help this endeavour.

Gonna be honest, I probably just wasn't paying attention when I built the Court of Chancery :mischief:

I have to say, you're doing an amazing job with Crimes - just deciding how the percentages will pan out seems like a great feat!

Have you considered making specific buildings yield specific Crimes? Not only will this make a bit more sense (RIP Heretical Walls), but it would also solve issues that I sometimes find when playing Liberty. Because my new Liberty city will be producing more buildings than it is growing, building things like Shrines and Monuments can cause Violence to rise to the point where I begin to lose 1 Food. This usually causes the city to start starving until I reallocate some dudes... Just because fights are starting out over who is the most pious, or who can stare at a monument the most.

This may lead to certain Crimes never becoming very important, but at least it will make more sense, and be more controllable.

I have - but here we deal with the reality that this is a game. In order to accomplish this sort of thing, it would be a lot more CPU intensive, and perhaps even more unstable. Besides, I wouldn't like to presume what Building yields what Crime - a Shrine could yield Violence (prayer stampedes/disagreements of its sanctity), Heresy (disagreements of its sanctity), Vandalism (defacement), Theft (stealing offerings/relics), Fraud (relics are fake), Abduction (a monk is taken), Drug Abuse (someone selling moon sugar at the shrine/snorting the bones of a Buddha), etc. I also want to keep it as it is with Violence, because excess Health (which contributes to Food) has the pleasant side-effect of being unaffected by Violence.

I will mention that in CBP Specialists yield unhappiness, and I would hope that the crime yield would replace the unhappiness yield (just as building crime replaces maintenance) Of course if Treason is high enough you might end up with more unhappiness.

Done, and done. I think Treason is the least concerning of the Crimes - although even -1 Happiness from Treason is stronger than any other. Don't make your people too happy, now :p
 
Getting an issue in the later game (noticed it around turn 203, could have happened earlier) whereupon the production popup and yields for my cities stopped working. Upon reloading the game, to check if the issue was a fluke, the city screen issues persisted. I haven't experienced any other issued with the latest version of CID, so I thought I'd report this. Apologies if repeating EUI issues are frustrating, I was just confused that the Screen was working fine until the enlightenment era or so - here are my logs regardless.

In regards to Crime, I will be interested to see how the addition of Crime from Specialists affects the system as I tend to end up focusing on them. Crime from Great Works sounds interesting (if a tad scary, coming from a game played as Saxony :p ) as well, but the addition of a more unique effect for the Uffizi is always welcome.

I feel like having upgraded Trading Posts yield Crime isn't really a good solution, as the yields that they provide don't really make up for it (IMO), and the player could simply remove local towns once the Province has reached it's third level to avoid the excess crime. I look forward to seeing how, and if it is implemented however.
 
Sov. can be whatever you want it to be :p

The issue is keeping Crimes relevant whilst nerfing them all-round. I'm content with how it stands to reduce specific areas. But adding Crime to Specialists and Great Works should help this endeavour.

Don't tempt me with such power :crazyeye:

It just needs to be very precisely balanced. No easy task as evidenced by all this work. We just need better tools or controls to fight the right crime, which Specialists and GW should help with.
 
Files you need are in;
My Games\Sid Meier's Civilization 5\MODS\JFD's Cities in Development (v 22)\Shared\Lua\UI\Overrides\Enhanced User Interface for CBP

*Copy* the files in this folder over the files in
My Games\Sid Meier's Civilization 5\MODS\JFD's Cities in Development (v 22)\Shared\Lua\UI\Overrides\

Thank you. Some sorta weird caching happening. I deleted the mod and cleared out my downloads. Only then, I was able to see the new folder. Very strange, but working now.
 
Getting an issue in the later game (noticed it around turn 203, could have happened earlier) whereupon the production popup and yields for my cities stopped working. Upon reloading the game, to check if the issue was a fluke, the city screen issues persisted. I haven't experienced any other issued with the latest version of CID, so I thought I'd report this. Apologies if repeating EUI issues are frustrating, I was just confused that the Screen was working fine until the enlightenment era or so - here are my logs regardless.

I am also having this problem recently. I checked and I noticed that I am a few techs into the Enlightenment Era as well, which is around the point the problem started occurring.
 
I am writing this away from the machine that I play on, but I noticed maybe 50 turns into the game that I'd already built the manor and mansion without having met any of the criteria for them. Putting this out there in case this "rings a bell" with others given a pending update.

I'm running on the latest V22.
 
I am writing this away from the machine that I play on, but I noticed maybe 50 turns into the game that I'd already built the manor and mansion without having met any of the criteria for them. Putting this out there in case this "rings a bell" with others given a pending update.

I'm running on the latest V22.

In v22, the Capital starts at State level, so has the Manor and Mansion preconstructed. Essentially you no longer have to worry about leveling your cap, and get the added bonus of faster border growth and additional attack range.

Unless of course you meant in other cities, in which case, I got nothing :p
 
In v22, the Capital starts at State level, so has the Manor and Mansion preconstructed. Essentially you no longer have to worry about leveling your cap, and get the added bonus of faster border growth and additional attack range.

Unless of course you meant in other cities, in which case, I got nothing :p

No, it was in my capital. Thank you for the response. My miss.
 
*A brave soldier approaches the Imperial Throne*

Your Modjesty!

May I give a little feedback, only if you don't mind (probably subjective, but might helps):

Crimes:
Feels really smooth and surprisingly well balanced, excellent work! The crimes from specialists will probably give more flexibility, looks really promising!​

Colonies
Works amazing, and with Loyalty it's kinda challenging, and it does not exhaust in just spamming them everywhere. Assimilating them is actually a considerible choice.​

Claims
At first I was a 'bit worried' that I won't see any city states remaining by the end of the game hence the AI or I will just pushing weak claims on them. But it seems to be functioning really well (probably because of the dignitary cost, which I presume pushes the claims more relevant at the second half of the game).​

Loyalty
So incredibly awesome! :D Yes, yes, I do agree it needs a bit of balancing, but it's pumping so much dynamics to the game! I really hope you won't abandon it, your Modjesty! (I remember reading in one of your Settings file, that spawning new civilizations could potentially break the game (victory conditions, etc.), is that still the case? If so, barbarians are a fairly good alternative (civil wars and war is chaos :crazyeye: ), I'm just curious)​

Provinces
A fantastic idea, and and excellent design (the levies are so amazing). My only concern would be about upgrading them. In game it says 5 villages, on Wikia it says 3 villages or 1 town. From my experience those villages don't want to upgrade (I've been locked them for hundreds of turns), could be the CPP pack the cause? And spending great magistrates to upgrade them doesn't seem to be appealing too much (because of colonies for example).

Forgive me for this, but 5 villages a bit too extreme in my humble opinion, as there is no way to building that much normally (too many good improvements, with CBP even the lumber mills are really good), and the rewards for it aren't on a competitive level (you have to maintain a decent army on higher diff levels anyway - not to mention the loyalty penalty). But please don't drop the concept, I'm really looking forward to some nasty civil wars :D (please forgive me if I'm sounding too demanding).

But if the village upgrade works normally, and one of them is enough (and then that town must be upgraded to achieve the State level), then it's perfectly fine, and a really damn good trade-off! And it'd probably help the AI too, as they don't spam trading posts everywhere with CP (as opposed with vanilla).​

Thank you for all your hard work!
 
*A brave soldier approaches the Imperial Throne*

Your Modjesty!

May I give a little feedback, only if you don't mind (probably subjective, but might helps):

Crimes:
Feels really smooth and surprisingly well balanced, excellent work! The crimes from specialists will probably give more flexibility, looks really promising!​

Colonies
Works amazing, and with Loyalty it's kinda challenging, and it does not exhaust in just spamming them everywhere. Assimilating them is actually a considerible choice.​

Claims
At first I was a 'bit worried' that I won't see any city states remaining by the end of the game hence the AI or I will just pushing weak claims on them. But it seems to be functioning really well (probably because of the dignitary cost, which I presume pushes the claims more relevant at the second half of the game).​

Loyalty
So incredibly awesome! :D Yes, yes, I do agree it needs a bit of balancing, but it's pumping so much dynamics to the game! I really hope you won't abandon it, your Modjesty! (I remember reading in one of your Settings file, that spawning new civilizations could potentially break the game (victory conditions, etc.), is that still the case? If so, barbarians are a fairly good alternative (civil wars and war is chaos :crazyeye: ), I'm just curious)​

Provinces
A fantastic idea, and and excellent design (the levies are so amazing). My only concern would be about upgrading them. In game it says 5 villages, on Wikia it says 3 villages or 1 town. From my experience those villages don't want to upgrade (I've been locked them for hundreds of turns), could be the CPP pack the cause? And spending great magistrates to upgrade them doesn't seem to be appealing too much (because of colonies for example).

Forgive me for this, but 5 villages a bit too extreme in my humble opinion, as there is no way to building that much normally (too many good improvements, with CBP even the lumber mills are really good), and the rewards for it aren't on a competitive level (you have to maintain a decent army on higher diff levels anyway - not to mention the loyalty penalty). But please don't drop the concept, I'm really looking forward to some nasty civil wars :D (please forgive me if I'm sounding too demanding).

But if the village upgrade works normally, and one of them is enough (and then that town must be upgraded to achieve the State level), then it's perfectly fine, and a really damn good trade-off! And it'd probably help the AI too, as they don't spam trading posts everywhere with CP (as opposed with vanilla).​

Thank you for all your hard work!

"We shall receive audience with this soldier"

I won't be abandoning Loyalty - definitely not. I will be focusing on balance in v24, which will potentially get rid of the 'Rebellious' state of Loyalty (to tie in with the Health & Happiness component).

Spawning major civs is still very unstable, yes, as is - though to a lesser extent - City-States. Barbarians will have to suffice, although occupied cities will flip to their previous owner.

The wikia represents the 'vanilla' requirement - with CBP, you need 5 Villages because Villages are Trading Posts in essence, and these ones don't upgrade (there are no Towns with CBP). I'll note this on the wikia. But what do you think would be a more reasonable number of Villages for the CBP, then? 3? 4? I can change this before I release v23.

*Gives this soldier some salt for his troubles*
 
Spawning major civs is still very unstable, yes, as is - though to a lesser extent - City-States. Barbarians will have to suffice, although occupied cities will flip to their previous owner.

Gedemon made city states appear in Revolutions - could you do something similar? I personally find the barbarians annoying, because they get in your way when you're besieging a city - despite the fact you're fighting the same enemy :(
 
I never found the killing of Civs/City-States at game start to bring back later an appealing approach. Besides which, when I originally had this system implemented (in ExCE: Colonies), it caused significant instability - every X times I triggered their re-birth, it would crash without fail, and I could pinpoint no specific cause. I'm not interested in trying to re-incorporate it, only to find it is still unstable, either :p And for City-States specifically, Gedemon uses a custom setup screen, which renders it incompatible with YnAEMP.
 
I never found the killing of Civs/City-States at game start to bring back later an appealing approach. Besides which, when I originally had this system implemented (in ExCE: Colonies), it caused significant instability - every X times I triggered their re-birth, it would crash without fail, and I could pinpoint no specific cause. I'm not interested in trying to re-incorporate it, only to find it is still unstable, either :p And for City-States specifically, Gedemon uses a custom setup screen, which renders it incompatible with YnAEMP.

I thought it would be a bit ambitious.

How about making it give units to people who are at war with the disloyal civ, like the French Resistance during WW2? Even if they have less combat strength, or disappear after peace, it would be better than having a wall of red getting in the way of your army.
 
Loyalty
So incredibly awesome! :D Yes, yes, I do agree it needs a bit of balancing, but it's pumping so much dynamics to the game! I really hope you won't abandon it, your Modjesty! (I remember reading in one of your Settings file, that spawning new civilizations could potentially break the game (victory conditions, etc.), is that still the case? If so, barbarians are a fairly good alternative (civil wars and war is chaos :crazyeye: ), I'm just curious)​

I should say that I love the *concept* of loyalty (I'm one of the complainers :blush: ).

I wonder if, rather than flipping to barbarians, if a separatist city could simply have the price of a claim lowered - so that your rivals could [strong] claim it with potentially one dignitary and some spare change (conversely, patriotic cites would be uber expensive).

Claimed cities and cities bought in trade from another player should not be considered "occupied". After all, you got them peacefully.

I also think the simple addition of caps would help immensely (ex: -100% for occupied city and losing war, -50% for being far from the capital)
 
AI doesn't push claims on non-City-State cities.

City-States claimed are no longer considered occupied, as of v22 (21?). I don't think I can determine whether a city has been acquired through Trade, however.
 
I wonder if, rather than flipping to barbarians, if a separatist city could simply have the price of a claim lowered - so that your rivals could [strong] claim it with potentially one dignitary and some spare change (conversely, patriotic cites would be uber expensive).

Claimed cities and cities bought in trade from another player should not be considered "occupied". After all, you got them peacefully.

Sounds good... except that claiming major civ cities hasn't been introduced yet. (Is is coming soon? It does sound exciting!)

Well, it's all very well that the leader is fine with letting the city go, but the citizens might have something to say about it...

[Edit] Ninja'd
 
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