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Cities in Development (Obsolete)

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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...

Claiming major civ cities also won't be introduced. You can, however, 'claim' back a city previously under your control with a Great Dignitary.

Citizens will never be sovereign. We'll have no heresy here! :p
 
Claiming major civ cities also won't be introduced. You can, however, 'claim' back a city previously under your control with a Great Dignitary.

But that requires the AI to DoW you... something I haven't seen in so long, that I've almost started wanting the AI to start (relevant) wars against me!
 
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.

That's cool, as long as it doesn't give your opponent 3 units every turn :eek:. I'd suggest inverting it to 1 unit every 3 turns.

If you're not at war with anyone, then they could be barbarians instead.

Also, every rebel unit killed should increase the loyalty of the city (out of fear). Eventually, you could kill enough rebels to get the city back to neutral. Because no one resists your rule and lives :evil:
 
That's cool, as long as it doesn't give your opponent 3 units every turn :eek:. I'd suggest inverting it to 1 unit every 3 turns.

If you're not at war with anyone, then they could be barbarians instead.

Also, every rebel unit killed should increase the loyalty of the city (out of fear). Eventually, you could kill enough rebels to get the city back to neutral. Because no one resists your rule and lives :evil:

I support all these points, although how would you decide which city should receive the extra Loyalty? Does the mod remember which city produced the units? Or would it be based on a (imperfect) system of whichever-city-is-closest-becomes-loyal?
 
v23:

  • Misc
  • EUI for CBP files removed. As of 1st Feb., CBP supports EUI 1.28. Glory to Pope Gazebo! Glory! :D
  • Updated ToolTip support for EUI.
    Provinces
  • Fixed an issue with Provinces upon entering the Enlightenment Era.
  • Capital is now its own distinct Province-level, but this is functionally the same as being a Duchy except no Loyalty drop (I just didn't like putting all the buildings in there from the start).
  • In light of the above, Assemblies, Manors, and Mansions Culture is restored.
  • With CBP, you now require 3 Villages for Counties and 5 Villages for States, instead of 5, 7.
    Crimes
  • Great Works now yield 0.2 Crime.
  • Specialists now yield 0.25 Crime (this replaces the 0.25 Unhappiness in CBP).
  • Uffizi now eliminates Crime from Great Works in the city.
  • All Crime rates have been re-adjusted according to the value of the Building (let me know if you disagree with something specific).
  • XP Buildings now yield Crime, and Legal Buildings (sans Courthouse - let me know if you want this changed) cost Maintenance.
  • Organized Crime will no longer emerge if the city is in Resistance or has less than 5 Population.
  • Organized Crime now increase the Crime on thematically appropriate buildings (e.g. Mafia = +1 Crime on Markets, Banks, Workshops, and Factories).

Next update will focus on Loyalty (and seeing about Provinces), but I'll probably go back to Sov. before then for a bit. If I haven't replied to a comment or suggestion on Loyalty, I have it noted.
 
I do agree with Sir Sukritact, 3 villages are much more appealing, over 5 villages it needs a serious reconsideration, but with all those bonuses (especially combined with policies) it probably worth it. I'll test how much the AI likes to build them. (may I think about other possible and reasonable solutions, or your Modjesty finds the villages the best way for it? if yes, I totally accept it and stop talking about it)

Thank you for already releasing it! :eek:

Wario Mario, I agree with many of your ideas, but please take into consideration how much work would these be! Not to mention the possible bugs, inconsistencies for little game making mechanics (it's enough to deal with barbarians, you can always use your imagination why they are rebelled, etc. :lol: ) As I've been studying computer science, programming and mathematics I know how much a headache can be to build up things then trying to narrow down the problems. My point is, in my humble opinion we shouldn't put too much pressure on his Modjesty (and other modders), as he is doing it in his free time from joy (I presume :D ), and we wouldn't want it to become too much a frustration to him, where all lost its entertainment.
 
v23:

  • Misc
  • EUI for CBP files removed. As of 1st Feb., CBP supports EUI 1.28. Glory to Pope Gazebo! Glory! :D
  • Updated ToolTip support for EUI.
    Provinces
  • Fixed an issue with Provinces upon entering the Enlightenment Era.
  • Capital is now its own distinct Province-level, but this is functionally the same as being a Duchy except no Loyalty drop (I just didn't like putting all the buildings in there from the start).
  • In light of the above, Assemblies, Manors, and Mansions Culture is restored.
  • With CBP, you now require 3 Villages for Counties and 5 Villages for States, instead of 5, 7.
    Crimes
  • Great Works now yield 0.2 Crime.
  • Specialists now yield 0.25 Crime (this replaces the 0.25 Unhappiness in CBP).
  • Uffizi now eliminates Crime from Great Works in the city.
  • All Crime rates have been re-adjusted according to the value of the Building (let me know if you disagree with something specific).
  • XP Buildings now yield Crime, and Legal Buildings (sans Courthouse - let me know if you want this changed) cost Maintenance.
  • Organized Crime will no longer emerge if the city is in Resistance or has less than 5 Population.
  • Organized Crime now increase the Crime on thematically appropriate buildings (e.g. Mafia = +1 Crime on Markets, Banks, Workshops, and Factories).

Next update will focus on Loyalty (and seeing about Provinces), but I'll probably go back to Sov. before then for a bit. If I haven't replied to a comment or suggestion on Loyalty, I have it noted.
Oh my, those are some very nice changes. I like how very thematic they are, especially the crime ones. Good job!
 
Wario Mario, I agree with many of your ideas, but please take into consideration how much work would these be! Not to mention the possible bugs, inconsistencies for little game making mechanics (it's enough to deal with barbarians, you can always use your imagination why they are rebelled, etc. :lol: ) As I've been studying computer science, programming and mathematics I know how much a headache can be to build up things then trying to narrow down the problems. My point is, in my humble opinion we shouldn't put too much pressure on his Modjesty (and other modders), as he is doing it in his free time from joy (I presume :D ), and we wouldn't want it to become too much a frustration to him, where all lost its entertainment.

Everything in my post #918 is either impossible or already implemented (except the caps which AFAIK would be trivial, that's more of a matter of what his Modjesty approves of rather than difficulty of implementation).

I generally try not to suggest anything that I know is very difficult/impossible to do. Unfortunately, I know only slightly more about modding than an unmodded Civ5 AI knows about Civ5. :lol: This means I may accidentally ask for something difficult/impossible to do without realizing it.

Oh my, those are some very nice changes. I like how very thematic they are, especially the crime ones. Good job!

I must say I strongly agree with this assessment. Every single line item in this update is full of awesome. :cool:
 
Hey, I'm using the latest version of CBP and CID, and this happens when I try to play a game. Only mods used are CBP, IGE, and CID. I followed the installation instructions.
Edit: The version before the last version worked for me, and I'm using EUI.
 

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Now that I got around to trying v23 with the newest CBP update, I sadly have to say that I am getting a gamebreaking error as soon as my second city is founded. The city plates seem to be frozen in its last state before founding the city and the city screen for any city that's not my capital is broken, showing the options my capital has at the time.
Lua.log is getting spammed with this from the moment the second city gets founded:
Code:
[2555954.669] Runtime Error: C:\Users\Mir Teiwaz\Documents\My Games\Sid Meier's Civilization 5\MODS\JFD's Cities in Development (v 23)\Components\Provinces\Lua\Utilities\JFD_CID_ProvincesUtils.lua:154: bad argument #2 to '?' (Key must be of type 'number' or 'string'.)
Sounds like something went wrong with your new capital province type, maybe? It strikes me as odd that the only time you call that function that's erroring, you do so with three arguments, when it only has two? Not that I know how any of this works.

Anyway, picture of the city plates part at least, I forgot to take a screenshot of the city screens before I had the game crash while trying to load a quicksave to see if that fixes it temporarily. Full database and lua logs too, in case I missed something.
Spoiler :


Edit: After turning off Provinces to see if that changes anything, I see this error thrown A LOT during game startup.
Code:
[2596921.499] Runtime Error: C:\Users\Mir Teiwaz\Documents\My Games\Sid Meier's Civilization 5\MODS\JFD's Cities in Development (v 23)\Shared\Lua\Utilities\JFD_CIDUtilities.lua:175: attempt to index field 'PROVINCE_JFD_CAPITAL' (a nil value)
Looks like a function that shouldn't even run at this point, unless I'm missunderstanding it?

Edit2: Actually, there is something really off about this top left city panel too, now that I look at it...
Spoiler :

Also noticed this being spammed instead of the province one with Provinces off.
Code:
[2598291.204] Runtime Error: C:\Users\Mir Teiwaz\Documents\My Games\Sid Meier's Civilization 5\MODS\JFD's Cities in Development (v 23)\Components\Crimes\Lua\Utilities\JFD_CID_CrimesUtils.lua:118: attempt to call global 'JFD_GetTotalCitySpecialistCount' (a nil value)
 

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What point on making capital having max province level at the start? Shure capital is the most developed city most of time, but borders expand like crazy. Is it possible to turn off only max province for capitals?
 
Hey JFD. This mod looks great. Although I haven't tried it yet, I've read all about the mechanics, and they seem pretty awesome. I was wondering if this mod requires EUI? I only use CBP & CSD, and I can't stand EUI. I feel that it's too cluttered. I was also wondering if you have taken ideologies into account as well as social policies. I would love to create a totalitarian regime in which crime is reduced all across the board and all anti-party journalism is censored at the expense of my citizen's happiness or their cultural development :).
 
Everything in my post #918 is either impossible or already implemented (except the caps which AFAIK would be trivial, that's more of a matter of what his Modjesty approves of rather than difficulty of implementation).

I generally try not to suggest anything that I know is very difficult/impossible to do. Unfortunately, I know only slightly more about modding than an unmodded Civ5 AI knows about Civ5. :lol: This means I may accidentally ask for something difficult/impossible to do without realizing it.

Please forgive me, if I sounded too harsh or judgemental, insulting you or discouraging you from suggesting new ideas was the least of my intentions!

I was just merely suggesting to set a level of features that we can ask for, since there are many other factors that we shall not overlook - for example his Modjesty's other mods, like Sovereignty, which will contribute towards world peace, global welfare, puppies, happiness, and everything that is just, good and beatiful, because it's going to be that awesome! :lol: :bowdown:

Mmkay126, no, it does not require EUI (fortunately), and I have a feeling you'll like Sovereignty as well! :D
 
Hey JFD. This mod looks great. Although I haven't tried it yet, I've read all about the mechanics, and they seem pretty awesome. I was wondering if this mod requires EUI? I only use CBP & CSD, and I can't stand EUI. I feel that it's too cluttered. I was also wondering if you have taken ideologies into account as well as social policies. I would love to create a totalitarian regime in which crime is reduced all across the board and all anti-party journalism is censored at the expense of my citizen's happiness or their cultural development :).

On the contrary, we may be reaching the point where CID doesn't support EUI :p

Totalitarian regime? Sounds like someone should look ito Sovereignty...
 
Please forgive me, if I sounded too harsh or judgemental, insulting you or discouraging you from suggesting new ideas was the least of my intentions!

I was just merely suggesting to set a level of features that we can ask for, since there are many other factors that we shall not overlook - for example his Modjesty's other mods, like Sovereignty, which will contribute towards world peace, global welfare, puppies, happiness, and everything that is just, good and beatiful, because it's going to be that awesome! :lol: :bowdown:

Mmkay126, no, it does not require EUI (fortunately), and I have a feeling you'll like Sovereignty as well! :D

The Emperor is pleased with your conduct, Citizen. Tell me, do you hail from the Imperial Province of Hungary? Is King Stephen treating you well?

Hey JFD. This mod looks great. Although I haven't tried it yet, I've read all about the mechanics, and they seem pretty awesome. I was wondering if this mod requires EUI? I only use CBP & CSD, and I can't stand EUI. I feel that it's too cluttered. I was also wondering if you have taken ideologies into account as well as social policies. I would love to create a totalitarian regime in which crime is reduced all across the board and all anti-party journalism is censored at the expense of my citizen's happiness or their cultural development :).

As said, the mod definitely doesn't need EUI, and that's not going to change - as I, too, don't generally like EUI.

That sort of thing sounds like indeed you'd like Sovereignty, as there's definitely some censorship reforms (press and speech, IIRC).

What point on making capital having max province level at the start? Shure capital is the most developed city most of time, but borders expand like crazy. Is it possible to turn off only max province for capitals?

Have removed the Border growth bonus for capitals in v24.

Now that I got around to trying v23 with the newest CBP update, I sadly have to say that I am getting a gamebreaking error as soon as my second city is founded. The city plates seem to be frozen in its last state before founding the city and the city screen for any city that's not my capital is broken, showing the options my capital has at the time.
Lua.log is getting spammed with this from the moment the second city gets founded:
Code:
[2555954.669] Runtime Error: C:\Users\Mir Teiwaz\Documents\My Games\Sid Meier's Civilization 5\MODS\JFD's Cities in Development (v 23)\Components\Provinces\Lua\Utilities\JFD_CID_ProvincesUtils.lua:154: bad argument #2 to '?' (Key must be of type 'number' or 'string'.)
Sounds like something went wrong with your new capital province type, maybe? It strikes me as odd that the only time you call that function that's erroring, you do so with three arguments, when it only has two? Not that I know how any of this works.

Anyway, picture of the city plates part at least, I forgot to take a screenshot of the city screens before I had the game crash while trying to load a quicksave to see if that fixes it temporarily. Full database and lua logs too, in case I missed something.
Spoiler :


Edit: After turning off Provinces to see if that changes anything, I see this error thrown A LOT during game startup.
Code:
[2596921.499] Runtime Error: C:\Users\Mir Teiwaz\Documents\My Games\Sid Meier's Civilization 5\MODS\JFD's Cities in Development (v 23)\Shared\Lua\Utilities\JFD_CIDUtilities.lua:175: attempt to index field 'PROVINCE_JFD_CAPITAL' (a nil value)
Looks like a function that shouldn't even run at this point, unless I'm missunderstanding it?

Edit2: Actually, there is something really off about this top left city panel too, now that I look at it...
Spoiler :

Also noticed this being spammed instead of the province one with Provinces off.
Code:
[2598291.204] Runtime Error: C:\Users\Mir Teiwaz\Documents\My Games\Sid Meier's Civilization 5\MODS\JFD's Cities in Development (v 23)\Components\Crimes\Lua\Utilities\JFD_CID_CrimesUtils.lua:118: attempt to call global 'JFD_GetTotalCitySpecialistCount' (a nil value)

Sorry, somehow I disabled Cities to start with the Assembly. I've fixed this, as well as safeguarded the check as to what province the city is.

v24.

Hey, I'm using the latest version of CBP and CID, and this happens when I try to play a game. Only mods used are CBP, IGE, and CID. I followed the installation instructions.
Edit: The version before the last version worked for me, and I'm using EUI.

Logs please, see here. Did you install CBP from the installer or manually?
 
Spoiler :

Hatsune Miku has a CulturalOverview.lua that conflicts with CBP's CulturalOverview.lua. The error isn't obvious (it was months after CBP added the optimization feature when I noticed that there was another .lua file overriding it) but you should delete Miku's CulturalOverview.lua when using CBP.

Also, it's possible to add JFD support for mod civs pretty easily thanks to Emperor JFD's mod support file (check out his sig). Miku only supports YnAEMP by default (the same author's Hyperdimension Neptunia civs support all the JFD mods already :goodjob:). CiD requires adding a few TXT_KEY entries for city names (and Sovereignty requires a ton of them) but it's worth it to get these awesome mods working with these civs. I've added support to civs like Eggman, Gannondorf, and Dr. Wily because why not :cool: (praise the Emperor for making it so simple :goodjob:).

PS. What mod is giving you the button with the advisor icons? I'd like to try that.

Please forgive me, if I sounded too harsh or judgemental, insulting you or discouraging you from suggesting new ideas was the least of my intentions!

I was just merely suggesting to set a level of features that we can ask for, since there are many other factors that we shall not overlook - for example his Modjesty's other mods, like Sovereignty, which will contribute towards world peace, global welfare, puppies, happiness, and everything that is just, good and beautiful, because it's going to be that awesome! :lol: :bowdown:

Oh, it's no trouble at all. :) It's nice to have experts tell me what's easy and what's hard so I don't pester the modders too much.

Now to finish adding Sovereignty support so I can experience his Modjesty's masterpiece (modsterpiece?) - complete with Gannondorf and Dr. Evil :evil:
 
PS. What mod is giving you the button with the advisor icons? I'd like to try that.

It's this mod c:

It was added as default a few versions back, and then reverted so that you have to switch it on. AFAIK it just allows you access to the various 'Greatest' lists (most production, highest health etc.), so it sort of serves as a pseudo InfoAddict.

Just enable this in the UserSettings File; JFD_CID_MISC_RANKINGS_DROPDOWN
 
The Emperor is pleased with your conduct, Citizen. Tell me, do you hail from the Imperial Province of Hungary? Is King Stephen treating you well?

Ah, yes ! I shall be protecting in this realm of the world the Emperor's endless rule and sovereignty (pun intended :mischief: )

How's his Modjesty doing with Buddhism? Found his inner peace already? ^_^ (probably not easy with the endless amount of theses)
 
Ah, yes ! I shall be protecting in this realm of the world the Emperor's endless rule and sovereignty (pun intended :mischief: )

How's his Modjesty doing with Buddhism? Found his inner peace already? ^_^ (probably not easy with the endless amount of theses)

I have one last essay on Buddhism and its interaction with Bhutanese nationalism. Thereafter, hopefully I can put that to good use and make my Bhutan civ :D (if King Sukritact is feeling generous with some Tulku-power and Lord Chancellor Jan returns for a moment :p).
 
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