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Cities in Development (Obsolete)

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v28:
  • Fixed an issue wherein a Northern/Danish State was called a Jarl instead of a Jarldom.
  • Fixed an issue wherein the Colonist could cross Ice tiles.
  • Fixed a TXT_KEY error viz. Loyalty + CBP.
  • Made some of the Rankings more epoch-neutral.
  • When conquering a City-State, you may now 'Install Satellite' - immediately liberating the city and increasing your Influence by 250 points.
  • Added sound effect for when a city enters Resistance.
  • To differentiate from the Separatist/Rebellious notification, notifications about cities going into Resistance are now "City Strikes" instead of "City Rebels".
  • Fixed an issue wherein the 'Imminent Resistance' notification reported the number of turns before Resistance incorrectly.
  • Colonies may now spawn Levies.
  • Maybe fixed the Levy spawning issue.
  • Updated for EUI v1.28e and CPP 23/02. No excuses for not updating imperial subjects!
  • Excess Happiness now detracts from the Resistance Counter.
  • Provinces now require 5 of 9/10 (with RtP) specific Building Classes to upgrade.
  • Fixed an issue wherein Wonders could not be invested in. Also, please note that, when Slavery is released, Building Investments will be switched on by default.
  • EUI Files are now included in their own mod, which can be found here or subscribed here. The load order can be finicky, so if it doesn't work, try quitting and restarting, and ALWAYS load the EUI Comp. mod AFTER CID. All else fails, clear cache.
  • With CBP, Settlers will no longer disable with Astronomy.
  • Unhappy icon will now only show on your city banner if your City is at risk of Resistance within 50 turns (specific turns can be changed in the user settings).
  • Slightly increased the colony distance for Duel maps (to 9, from 7).
  • Trading Posts now take 15 turns to upgrade (from 20), Villages take 30 (from 50).
  • Added new CID section to the pedia, which summarizes the new gameplay concepts.
  • Fixed an issue wherein the Palace's Production was removed even when Happiness was disabled.
  • Manor is now removed herein, when Provinces is disabled.
  • CBP Colonists and Pioneers always found colonies (can be disabled in user settings, where the CBP setting is).
  • Health added. Can't be bothered with an explanation here, so see here.

Updated to the latest CP DLL
If using EUI, make sure its 1.28e.

The future of CID: Because Slavery decided it would be a part of CID and not RtP, CID is no longer completed with Health. So I said I'd make a patreon post about CID when Health was released, but I meant when CID was completed (at least, when all components were functional). So I'll do that next month after Slavery is out. I won't do the same for ExCE after Tribes completes it, however, as ExCE has taken a lot less of my time.

So, the next update will probably address bugs and balance issues with Health. As usual there will be bugs, but this time round please scrutinise the Health system - how is it impacting upon your Population? How is the AI faring? Are plagues too frequent/infrequent? Does combat seriously impact on city Health as I'm hoping (by virtue of units stamping on health tiles)? Those are the sort of things I can't ascertain on my own.

On other things: Be on the lookout for too many Levies spawning and Disloyalty from War Weariness getting out of hand. These are the major issues affecting other components. The next update will probably tie up some other loose ends: Mafia and Counterfeiting events, more Provinces & Health events, ICC Resolution Project, unique Notifications (if I can), etc.

Focus will be on Tribes and the next WatM update, plus TP's thing, however.

Anyway, enjoy Health? :D
 
Hey just tried a test game with v28 of this mod & it seems the in-game text of all follower beliefs and three of the piety social policies which have been changed with 'health' is messed up, 'TXT_KEY' issue.
 
i have encountered one issue for now, the tradition finisher doesn't grant the free 4 aqueducts (maybe because of the new effects with health). On the balance issues, i think i haven't played enough to give you a solid opinion, but based on my short experience Health and Plagues have never gotten out of hand. I got close to a plague once, but i recovered from it
 
i have encountered one issue for now, the tradition finisher doesn't grant the free 4 aqueducts (maybe because of the new effects with health). On the balance issues, i think i haven't played enough to give you a solid opinion, but based on my short experience Health and Plagues have never gotten out of hand. I got close to a plague once, but i recovered from it

The CP changes it so that you need to get Engineering before the aqueducts appear. It's pretty annoying :/
 
What happened to Power? Wasn't that supposed to be a part of CID too? Seeing the new "Install Satellite" option, do you plan to make some sort of Vassalage feature? I'm guessing no, because unlike "Install Satellite", this would take a lot of monotonous work.
 
A couple issues I've noticed:

1. I had the same Aqueduct issue that NN23 had. Even with Engineering I had to build my aqueducts.
2. The tooltips for building plantations show a blank "+1" yield where it means "+1 (disease)."
3. Shamanism isn't giving bonus yields to Doctors or Monks.
4. Universal Healthcare's name isn't showing up on the Tenet list (I'm assuming that's what the "-33% disease from Population" tenet is).
6. I'm able to build Grocers regardless of local resources.
 
Hey JFD, i personally can live with all those text errors, but is there a way to remove that happiness based production since palace doesn't have :hammer: at start. I had to quit the game today before 50 turns simply because all the other civs had blazed past light years on 'prince' . As a matter of fact Saxony had great library , worker , granary , extra warrior & monument all before turn 30 with 'liberty' opener while my worker was finished by 18 turns. Nevertheless an excellent mod as whole .:hatsoff:
 
It's not spam - and I genuinely missed it. Could you please repost it.

No progress.

Ahh. Alrighty then. No worries :)


& 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 :).
 
What happened to Power? Wasn't that supposed to be a part of CID too? Seeing the new "Install Satellite" option, do you plan to make some sort of Vassalage feature? I'm guessing no, because unlike "Install Satellite", this would take a lot of monotonous work.

I was never quite as sold on the component, and because turn times are starting to suffer, I've scrapped it. Wait? You want to delay Sovereigny even further?? Where's the real Kesler?? :eek:

No, that's what Putmalk the Ancient is for. It's just another option I thought would be nice.

A couple issues I've noticed:

1. I had the same Aqueduct issue that NN23 had. Even with Engineering I had to build my aqueducts.
2. The tooltips for building plantations show a blank "+1" yield where it means "+1 (disease)."
3. Shamanism isn't giving bonus yields to Doctors or Monks.
4. Universal Healthcare's name isn't showing up on the Tenet list (I'm assuming that's what the "-33% disease from Population" tenet is).
6. I'm able to build Grocers regardless of local resources.

1. Makes sense, as I removed the FoodKept tag from the Aqueduct. Guess that's what determines it being given out (which is just seemingly unnecessary dumb). Will fix.
2. Hm. EUI or not EUI? This is with ExCE, right? As Opium is one of the only Disease resources (with Tobacco the other).
3. The Doctors work (Faith doesn't show up on the actual Specialist apparently (I'll see if I can fix this), but it adds it to the city "from Specialists." But apparently I forgot the Monk. Will fix.
4. Got it. Thanks.
6. Hm, could not recreate this one. Though I accidentally left Crab, Incense, and Wine as OR requirements, so maybe you were near one of those?

Thanks for the report!

Hey JFD, i personally can live with all those text errors, but is there a way to remove that happiness based production since palace doesn't have :hammer: at start. I had to quit the game today before 50 turns simply because all the other civs had blazed past light years on 'prince' . As a matter of fact Saxony had great library , worker , granary , extra warrior & monument all before turn 30 with 'liberty' opener while my worker was finished by 18 turns. Nevertheless an excellent mod as whole .:hatsoff:

You're a CBP user? This should be fixed now.

What text errors?

Ahh. Alrighty then. No worries :)


& 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 :).

That's really neat. Definitely something I'll think about.
 
1. Makes sense, as I removed the FoodKept tag from the Aqueduct. Guess that's what determines it being given out (which is just seemingly unnecessary dumb). Will fix.
2. Hm. EUI or not EUI? This is with ExCE, right? As Opium is one of the only Disease resources (with Tobacco the other).
3. The Doctors work (Faith doesn't show up on the actual Specialist apparently (I'll see if I can fix this), but it adds it to the city "from Specialists." But apparently I forgot the Monk. Will fix.
4. Got it. Thanks.
6. Hm, could not recreate this one. Though I accidentally left Crab, Incense, and Wine as OR requirements, so maybe you were near one of those?

Thanks for the report!
1. Ah, Firaxis, always making the most logical choices when hardcoding features in the game.
2. With ExCE but not EUI. I was building Plantations on Tobacco at the time. Here's a screenshot.
3. That would explain why Doctor Specialists had 5 Health. I thought that was a bit much for their base amount, but since Faith wasn't showing up I didn't think it was working at all.
[...]
5. Can't believe I skipped over #5.
6. All my Cities had wine so that would explain it.
 
So I just installed everything I've missed for the last few months. I tried starting a game with everything and the tech tree was all messed up - it looked like many, if not all, default buildings were missing. I disabled CID (keeping RtP et al) and it was fixed.

Any ideas on what I've messed up?
 
Well, you messed up following the Troubleshooting guide and providing your logs :p

Updated to the latest CP? (not the latest full version, the latest beta). Ditto EUI, if using EUI.
 
I am up to date on CP and EUI.

You're right about ignoring the trouble shooting guide. I'll put together the logs when I can. Really I just was adding my experience quick to see if anyone had a similar issue.

Logs: https://www.dropbox.com/home?preview=Database.log
https://www.dropbox.com/s/twwmjbruc2fn4xi/Lua.log?dl=0

I did confirm that all buildings are not buildable and disappear from the tech tree when CiD is on. When it's off it's fine. I surely have some older civs which I shouldn't be using, but this seems like an oddly specific bug. Disabling all buildings?
 
You're a CBP user? This should be fixed now.

What text errors?

Nope, i was not using CBP . And by 'Text errors' i meant 'TXT_KEY' pedia descriptions et al , obviously i commented errors by mistake, a thousand apologies .
For some reason the bots were eating techs and spamming buildings at a brisk pace , as if i was playing on deity except i wasn't . Sadly my gaming skills are even more horrid than my typing.:sad:
Now in my 2nd game after quitting the above said one, everything is fortunately normal at around 180 turns . My Corsica civ, having captured US & Austrian capitals ,is leading the scoreboard followed by Saxony[who is again spamming wonders to my dismay] . This time i have only removed CID mod.
 

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Hey JFD, I'm trying to put this code in my mod, which allows it to ignore the Disease penalty:

Code:
------------------------------  
-- Health_GameDefines
------------------------------  

DELETE FROM Building_YieldChanges WHERE Type = 'BUILDING_ROCK_HOUSE' AND YieldType = 'YIELD_JFD_DISEASE';

CREATE TABLE IF NOT EXISTS 

INSERT INTO Improvement_ResourceType_Yields (
    CivilizationType                            text    REFERENCES Civilizations(Type)      default null,
    ImprovementType                             text                                        default null,
    YieldType									text                                        default null,
    Yield										text                                        default null);

		(CivilizationType,				ImprovementType,					YieldType,				Yield)
SELECT	 'CIVILIZATION_PATRICKIA'		'IMPROVEMENT_QUARRY',				'YIELD_JFD_DISEASE',	-1
WHERE EXISTS (SELECT * FROM JFD_GlobalUserSettings WHERE Type = 'JFD_CID_HEALTH_CORE' AND Value = 1);

Is this correct? I don't think I'll need the CivilizationType here.
 
v29:
  • Fixed an issue wherein the Tradition Finisher did not give free Aqueducts (though this'll bypass the Engineering requirement).
  • Fixed an issue wherein Decriminalization (with Health) and Universal Healthcare did not have their titles.
  • Fixed an issue wherein Crab, Wine, or Incense could unlock the Grocer.
  • Monasteries health disabled with CBP, and is now a toggleable option. (all those Monastery combinations between CPP, RTP, ExCE, and Health is insane :p)
  • Added Crimes support for CBP's Church, Order, Synagogue, Stupa, and Mandir.
  • Added Crimes support for CSD's Chancery, and Wire Service.
  • Grain Elevator disabled with CBP (as they have the Agribusiness that does the same thing in close proximity).
  • Mint yields +2 Gold on Copper, and fixed an issue wherein the Mint stated that it still required resources to be built. This will be removed from ExCE. Can be toggled in user settings.

Remember to make sure you DISABLE EUI Comp. Files first, then select CID, and re-select EUI files.

Nope, i was not using CBP . And by 'Text errors' i meant 'TXT_KEY' pedia descriptions et al , obviously i commented errors by mistake, a thousand apologies .
For some reason the bots were eating techs and spamming buildings at a brisk pace , as if i was playing on deity except i wasn't . Sadly my gaming skills are even more horrid than my typing.:sad:

Well, I meant what specifically does the TXT_KEY state? I check the database log always before release, so there are none inherent to the mod, and, AFAIK, none with RtP or ExCE. So it should come from another mod, but I need to know exactly what the error is to deduce which one.

Heh, bots :p What are other people's experiences?

Hey JFD, I'm trying to put this code in my mod, which allows it to ignore the Disease penalty:

Code:
------------------------------  
-- Health_GameDefines
------------------------------  

DELETE FROM Building_YieldChanges WHERE Type = 'BUILDING_ROCK_HOUSE' AND YieldType = 'YIELD_JFD_DISEASE';

CREATE TABLE IF NOT EXISTS 

INSERT INTO Improvement_ResourceType_Yields (
    CivilizationType                            text    REFERENCES Civilizations(Type)      default null,
    ImprovementType                             text                                        default null,
    YieldType									text                                        default null,
    Yield										text                                        default null);

		(CivilizationType,				ImprovementType,					YieldType,				Yield)
SELECT	 'CIVILIZATION_PATRICKIA'		'IMPROVEMENT_QUARRY',				'YIELD_JFD_DISEASE',	-1
WHERE EXISTS (SELECT * FROM JFD_GlobalUserSettings WHERE Type = 'JFD_CID_HEALTH_CORE' AND Value = 1);

Is this correct? I don't think I'll need the CivilizationType here.

More like this:

Code:
DELETE FROM Building_YieldChanges WHERE Type = 'BUILDING_ROCK_HOUSE' AND YieldType = 'YIELD_JFD_DISEASE';

CREATE TABLE IF NOT EXISTS 
JFD_GlobalUserSettings (
	Type 											text 										default null,
	Value 											integer 									default 1);

INSERT INTO Trait_ImprovementYieldChanges
		(TraitType,						ImprovementType,		YieldType,		Yield)
SELECT	'TRAIT_BLISSFULLY_UNAWARE',		'IMPROVEMENT_QUARRY',	Type,			-1
FROM Yields WHERE Type = 'YIELD_JFD_DISEASE'
AND EXISTS (SELECT * FROM JFD_GlobalUserSettings WHERE Type = 'JFD_CID_HEALTH_CORE' AND Value = 1);
 
Well, I meant what specifically does the TXT_KEY state? I check the database log always before release, so there are none inherent to the mod, and, AFAIK, none with RtP or ExCE. So it should come from another mod, but I need to know exactly what the error is to deduce which one.

Heh, bots :p What are other people's experiences?

All the in-game 'Help' which gives info about all follower beliefs[all of them] . buildings purchased with faith [all buildings] and 3 social policies of Piety tree[monastic ,infalliblity & syncretism] was replaced with some codes like example 'TXT_KEY_BUILDING_Altar_HELP' instead of the usual description like "Altars give faith from kills" . So maybe it had something to do with RTP .
After i removed CID & started a fresh game, all help topics were back to normal description . So i will now download v29 and latest RTP version & check if the problem persists for me , thanks.
 
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