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Cities in Development (Obsolete)

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There are some troubleshooting steps in the OP which I recommend you take a look at. Happy to help, but see what you can take from that first.

Step 2. is probably the most important - as most users who have been having trouble with the UI have been using the incorrect version of the CP.
 
@ JFD. Hi. I've got a bug. I just settled my 2nd city as Rome, and the city started with a hanging garden that I can't sell.

I'm not sure where the problem is. I'm playing with CP + CBP + EUI (All installed using the installer posted from the 2-13 hotfix) + CiDv26 + RtPv16 + ExCEv12. I'm also playing with several other mods that shouldn't conflict (See screenshots)


Spoiler :





Logs included here:
http://forums.civfanatics.com/attachment.php?attachmentid=404239&stc=1&d=1455689786

Any idea what's going on?
 

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I didn't expect saying that, but the new happiness thing and crimes were actually a much needed refreshment for the game. While I think its wrong, I'm not gonna ruin a game for truth's sake.

Thank you :D
 
So just to absolutely clear:

With Feb. 13th beta of the Community Patch, ALL the following combinations are compatible, provided you follow the correct install instructions:
--CP + CID/RtP
--CP + CID/RtP + EUI
--CP + CID/RtP + CBP
--CP + CID/RtP + CBP + CBP EUI (from Installer)
--CP + CID/RtP + CBP + CBP Compatibility Files (Non-EUI)
--CP + CID/RtP + CBP + CBP EUI (from Installer) + CBP Compatibility Files (EUI)

The EUI/CBP/CP not from the Installer should work, too, but I didn't test.

You'll need v26 to fix some tech tree issues, but otherwise I think we're good to go.
So it's still needed to copy files from \Shared\Lua\UI\Overrides\Enhanced User Interface to \Shared\Lua\UI\Overrides\, right? Because I read in RtP topic, Wario Mario wrote to not use them and you confirmed this. So I'm confused now and don't know what to do :p
 
So it's still needed to copy files from \Shared\Lua\UI\Overrides\Enhanced User Interface to \Shared\Lua\UI\Overrides\, right? Because I read in RtP topic, Wario Mario wrote to not use them and you confirmed this. So I'm confused now and don't know what to do :p

Yes, you still need to copy over those files. I don't know what Wario Mario wrote, but in that post you linked, I cross out the warning that things are not compatible - hence, it's all working now. You can just treat things as they were before v25.

@ JFD. Hi. I've got a bug. I just settled my 2nd city as Rome, and the city started with a hanging garden that I can't sell.

I'm not sure where the problem is. I'm playing with CP + CBP + EUI (All installed using the installer posted from the 2-13 hotfix) + CiDv26 + RtPv16 + ExCEv12. I'm also playing with several other mods that shouldn't conflict (See screenshots)


Spoiler :





Logs included here:
http://forums.civfanatics.com/attachment.php?attachmentid=404239&stc=1&d=1455689786

Any idea what's going on?

It's to do with CBP. I'll fix it when I will.
 
Hey JFD, would it be possible to be able to eventually harness organized crime if you are a fascist or communist state? I am thinking of real life examples of state-sponsored organized crime like Russia, Romania, Bulgaria, North Korea. Actually there are a lot of authoritarian states that are highly corrupt and use organized crime to enrich themselves and enrich the states coffers.

The South African regime used Italian organized crime to launder money to bypass international sanctions. North Korea uses organized crime in the same way. The Al Quds Brigade of the IRGC expanded its criminal network at the height of sanctions on Iran to provide funds to the IRGC and Iran in general.

I feel like there is a great opportunity to create a crime state like Tajikistan or Kyrgyzstan. It would be an interesting function for fascist or communist states to harness crime or even become criminal regimes.

What do people think of this idea?
 
Hello,

I'd first like to say I'm a HUGE fan of this mod, it's really interesting and I enjoy all the features.

I do have one question though. Will we at any point be able to rename provinces to be different than the same as our city's name?

The way I personally think about it is that a lot of times a province, county, state, is not named after its capital of largest city. (Please correct me if I'm wrong on any part of this though.)
 
Hey JFD, would it be possible to be able to eventually harness organized crime if you are a fascist or communist state? I am thinking of real life examples of state-sponsored organized crime like Russia, Romania, Bulgaria, North Korea. Actually there are a lot of authoritarian states that are highly corrupt and use organized crime to enrich themselves and enrich the states coffers.

The South African regime used Italian organized crime to launder money to bypass international sanctions. North Korea uses organized crime in the same way. The Al Quds Brigade of the IRGC expanded its criminal network at the height of sanctions on Iran to provide funds to the IRGC and Iran in general.

I feel like there is a great opportunity to create a crime state like Tajikistan or Kyrgyzstan. It would be an interesting function for fascist or communist states to harness crime or even become criminal regimes.

What do people think of this idea?

Sounds cool. Have anything in mind how it would work?


v27:
  • Fixed an issue with Crime Event text.
  • Fixed an issue wherein the Loyalty counter did not work with the CBP.
  • Fixed a few trigger issues with the Culture Line component.
  • Added Manor icon to the Provinces Atlas for users without G&K.
  • You may now click on the Province box in order to rename it.

And I just want to forewarn people that, when Health is finished, I would like to make a Patreon post, as CID will by and large be completed at that point.
 
Sounds cool. Have anything in mind how it would work?

I think there could be a "Civic" or National Wonder like: "Cities turn X% of Crime in Gold" that also increases unhappiness and/or decreases culture/science/production, etc.

Anyway, corruption is not an exclusive practice from authoritarian or communist states.

Or maybe, it is just an idea, you could consume a Great Person (a Magistrate for example) in a City to turn it in a Corrupted City, with the mentioned effects.

An Event could also be added in cities with high crime rates, something like: "A local Boss from Chicago is getting very powerful, should we support him or take him down?".
 
Hello again,

I just tried out a game using all of your new mod components (RtP, ExCE, CiD, CuDiv) as well as EUI. I was using the beta CP that was suggested, from the 13th. In addition, I am using Events and Decisions and Map Labels.

First I'd like to say that I had a blast. I played Persia on a Pangea map on Emperor (the highest I can go with the increased AI difficulty with CP). Normally my Persia conquest strategy is a pretty standard Deity conquest opening with a change here and there for Golden Age points. But with all the new mod components, the game felt completely changed. It was a lot of fun.

I wanted to note three things:

1) During the first turn or two, the province labels read 'Greater Satrapy' etc as I assume they should for Persia. However, at a certain point that disappeared and was simply 'State' for my capital. It may have been as early as the second turn that it went back to default. I'm unsure, however I was a bit saddened by that.

2) I wasn't sure where to view my epitaphs, or indeed most information on different changes, components, and game concepts for your mods. I don't suppose it's possible to add relevant sections in the Civilopedia for the updated mechanics? I see individual wonders, great people, etc, but no plain 'this is this component, here's what it does and where you can find its effects'. And of course, somewhere to see what Epitaph I currently have and its effects?

3) The game unfortunately ended fairly early on. After I conquered my first city, my second built city was stuck at the 'choose production' screen but with no options. Everything else appeared to be working normally, but the city screen view was not showing me any production options. I assume this is a UI issue. I'm afraid I do not have the logs, and will be running a couple tests to confirm. Will report back.

Thanks again for all the hard work!
 
Hello again,

I just tried out a game using all of your new mod components (RtP, ExCE, CiD, CuDiv) as well as EUI. I was using the beta CP that was suggested, from the 13th. In addition, I am using Events and Decisions and Map Labels.

First I'd like to say that I had a blast. I played Persia on a Pangea map on Emperor (the highest I can go with the increased AI difficulty with CP). Normally my Persia conquest strategy is a pretty standard Deity conquest opening with a change here and there for Golden Age points. But with all the new mod components, the game felt completely changed. It was a lot of fun.

I wanted to note three things:

1) During the first turn or two, the province labels read 'Greater Satrapy' etc as I assume they should for Persia. However, at a certain point that disappeared and was simply 'State' for my capital. It may have been as early as the second turn that it went back to default. I'm unsure, however I was a bit saddened by that.

2) I wasn't sure where to view my epitaphs, or indeed most information on different changes, components, and game concepts for your mods. I don't suppose it's possible to add relevant sections in the Civilopedia for the updated mechanics? I see individual wonders, great people, etc, but no plain 'this is this component, here's what it does and where you can find its effects'. And of course, somewhere to see what Epitaph I currently have and its effects?

3) The game unfortunately ended fairly early on. After I conquered my first city, my second built city was stuck at the 'choose production' screen but with no options. Everything else appeared to be working normally, but the city screen view was not showing me any production options. I assume this is a UI issue. I'm afraid I do not have the logs, and will be running a couple tests to confirm. Will report back.

Thanks again for all the hard work!

1) Did it say State of X (where X is your capital name)? IIRC, Republics/Commonwealths don't get unique Province names, so perhaps you took the Commonwealth policy (Republic in vanilla game)? In two turns, probably not, but this is just to make sure. Otherwise, see 3.
2) Epithets are a part of Rise to Power :p But I'll see what I can do. There are some entries in the Civilopedia for Loyalty, Crimes, and Colonies, under the 'Cities' category (IIRC), but they're a bit outdated. I'll update them and add entries for Provinces and Happiness - I didn't realise anyone would find them useful :) It's difficult to know what's needed for someone not as familiar with the systems as myself, so is there anything more than an overview of the system that you think would be useful?
3. Unfortunately, I'll need your lua log to be able to do anything about it, so if this issue crops up again, please do keep them. It'd be useful to know your setup, also (CBP? EUI? etc.)

Glad that you enjoyed the mod despite these issues :D

I think there could be a "Civic" or National Wonder like: "Cities turn X% of Crime in Gold" that also increases unhappiness and/or decreases culture/science/production, etc.

Anyway, corruption is not an exclusive practice from authoritarian or communist states.

Or maybe, it is just an idea, you could consume a Great Person (a Magistrate for example) in a City to turn it in a Corrupted City, with the mentioned effects.

An Event could also be added in cities with high crime rates, something like: "A local Boss from Chicago is getting very powerful, should we support him or take him down?".

Might be a bit niche for a National Wonder, but I like the idea behind it. Will have a think.

Agreed :D

I haven't actually implemented a Mafia-based event yet, so that's a really nice idea. Thanks.
 
I was thinking that maybe if you have been embargoed by the World Congress that if your organized crime is at a certain level you would make x amount of gold from that crime rate. I am not sure if that might come in an Event or what.

Another idea could be that a decision is made where crime produces less unhappiness and provides x amount of gold.

Maybe if you are embargoed and your empire wide crime rate is high enough you could make a decision where you work with the black market to bring in luxury items you don't have AND/OR if a luxury item has been outlawed by the World Congress you could still get happiness from it since the black market is providing this illicit good.

It would also be cool if your organized crime was high enough in a city that that city could produce Mafia type unit that could enter another players domain without open borders and maybe be invisible to other players. The unit could pillage tiles even while not at war or if placed next to a city it could steal small amounts of gold every turn until it is killed by a rival Mafia unit.

I'm just spit balling ideas. Anyone else have any thoughts. Do any of these seem feasible?
 
I gave it a second thought and I think you could develop in more detail all this Crime+Economy dimension in "Prosperity" - Rise to Power. (I'm just suggesting, I hope I will not force you to nothing lol).

I don't know what ideas you have on that project. As I see it, Piety is about the relation between Politics and Religion, so Prosperity could be about the relation between Politics and Money.

I mean, a local thug selling drugs in the street it is clearly not the same as an State sponsored Corporation with shady business with money laundering and drug dealing... Nevertheless, the thug and the shady corporation are in some way related.

What do you think?
 
I didn't expect saying that, but the new happiness thing and crimes were actually a much needed refreshment for the game. While I think its wrong, I'm not gonna ruin a game for truth's sake.

Thank you :D

How is it "wrong"? Crime is a horrible reality of every country.

1)
Might be a bit niche for a National Wonder, but I like the idea behind it. Will have a think.

Agreed :D

I haven't actually implemented a Mafia-based event yet, so that's a really nice idea. Thanks.

Maybe you could incorporate CBP's local happiness system into the Happiness component of CiD somehow? It could function as unhappiness did in base Civ 5, where every point of global unhappiness = 2% penalty for all city yields, though on the local level. & this would be combated by the percentile increase that global happiness provides in CBP, so if local unhappiness is 5, and global happiness is 3, that would be 10% - 3% = 7% penalty to production & gold, & any cities with no unhappiness (your capitol, for instance) would therefore only receive the positive percentile increase, 3%, & any excess local happiness, rather than adding on to that bonus, would then contribute to the WLTKD meter. Though I'm not sure if you had a different idea for the health component of CiD.

& I was wondering if trade routes could help to spread organized crime to other cities? So if Marrakesh has Terrorism and begins trading with Athens, or vice versa, then Athens will receive an increased amount of violence and abduction per turn that the trade route is active, up to a certain threshold, until Terrorism eventually spreads to that city, and will only go away if dealt with directly. This could apply to internal trade as well, if Athens receives Terrorism from Marrakesh, and begins trading production to Sparta, then Sparta will eventually form Terrorism, Sparta trades to Corinth, and so on. This would make crime much more prominent, and would therefore increase the incentive to deal with it. & your Foreign policy or Emigration reforms could help to negate these effects to a certain degree, for example Restrictive Trade would reduce the contribution of crime rates from trade routes by 50%, though it would decrease the amount of gold & science gained from the trade route by 25%, or something like that.

Organized crime could also have compounding effects if it is prevalent in the majority of your cities or if it prevails in more than 25% of all cities in the world, and could eventually create a Criminal Faction, which would cause negative random events.

This is just a suggestion, though I think that it would be quite interesting :ar15:. I think that Crime is among the most brilliant mods for Civ 5 :).
 
How is it "wrong"? Crime is a horrible reality of every country.

"Reality" is not to be represented by set numbers, especially if said numbers are static, unlike the reality.
 
"Reality" is not to be represented by set numbers, especially if said numbers are static, unlike the reality.

Well you have to represent it somehow. This is a game after all. Either by static numbers or by percentile penalties. Though I'm glad that we both agree that Crime was a necessary addition :D.
 
"Reality" is not to be represented by set numbers, especially if said numbers are static, unlike the reality.

Static numbers ? Actually reality is closer to math and numbers then most of us likes to admit, did you for instance know that discrete math has uses in life science ? ( although I use it strictly in Computer science )


Just pulling your leg, now seriously though presenting the way mmKay suggest is not bad idea because in games, realism is often presented in gamy way. In this case it's static values that can be dynamically calculated and presentes either as numbers or percentiles penalties.
 
Might be a bit niche for a National Wonder, but I like the idea behind it. Will have a think.

Agreed :D

I haven't actually implemented a Mafia-based event yet, so that's a really nice idea. Thanks.


Quite a while ago I was talking to someone else about a potential Crime mod and, me being me, I immediately started considering some additional wonders that would synergize with the Crime mechanic. One that I had considered was The Las Vegas Strip, which would reduce crime in the city and convert it to Tourism and Gold (basically, it decriminalizes things that are illegal elsewhere). It might fill that niche National Wonder idea.

Another one would be Alcatraz as a potent Modern-era anti-Crime (or anti-Organized Crime in your case) Wonder. As an alternative, Alcatraz (or Chateau d'If if you want to push it back to Industrial / Enlightenment) could be the poster child for a penal island National Wonder. It has to be built in a coastal city, but reduces crime everywhere.

While I'm thinking about it. I know specialists in general give a small amount of Crime, but do Unemployed Citizens give more Crime? Seems like they should. You got to keep your people gainfully employed or they might turn to a life of crime to survive.
 
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