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Cities in Development (Obsolete)

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Would it not be better for the herbalist to remove Disease from Jungles - rather than adding health to them(though it reaches the same conclusion)? It could help cut down on excessive yields on the map since IIRC Health and Disease yields do not cancel each other out (this may not even be possible.)

Regardless, looking forward to the next update as always!

This was discussed, but two reasons favour adding Health instead:
1) The tile won't dynamically update with the removal of Disease, whereas it will with the addition of Health. No idea why this is.
2) Not removing the Disease means you still have it. The important 'benefit' to this is that Trade Routes to a Jungle City will still generate extra Disease, as the Disease a TR generates is 20% of the city's output. Additionally, this Disease will still be modified by Disease Modifiers, such as via a City Connection to a Plagued Capital. They are niche benefits, but important ones nonetheless in maintaining the extra-filthiness of Jungle cities.

Can't seem to activate or find the super power of the Great Doctor, (the one that adds +1 population) all i can do is just cure a plauge in a city. Maybe i'm missing something obvious?
Can provide screenshot/mod list if needed

Logs, mod list, screenshot - the more info, the more likely I can help.

Hello, just wondering why Great Doctors no longer have the ability to add one population? I wonder if it intended or a bug on my end. Thanks :confused:

Bug, must be.
 
Hello. I would like to offer a few ideas that the mod-developers and other gamers can implement if they want :lol: (for Community Patch Project and Cities in development).
Spoiler :
Psychology
Requires: Biology, Electricity
Leads to: Penicillin
Unlocks: Psychology Lab (Building), Dispensary (Building), Detective Agency (Building)
Psychology Lab
:c5production: Cost: 1,800
Crime: +2
:health: Health: +1
:c5happy: Happiness: +1
:c5science: Science Need Modifier: -20%
:c5science: Science: +2
:c5greatperson: Scientist Slots: 1
City must have a Hospital
+1 Disease from Coal
Dispensary
:c5production: Cost: 2,000 prod
:c5gold: Maintenance: 2
Crime: +1
Drug Abuse: -15%
Violence: -15%
:health: Health: +3
:c5greatperson: Doctor Slots: 1
City must have a Hospital
+1 Disease from Coal
Detective Agency
:c5production: Cost: 1,850 prod
Crime: -10%
:c5science: Science: +1
+1 Disease from Coal
 
Labor Union
Spoiler :
Labor Union
Requires: Jurisprudence, Economics
Leads to: Industrialization
Unlocks: Social Services (Building), Labor Union (Building), Eight Hour Day Monument (World Wonder)
Social Services
:c5production: Cost: 1,050 prod
:c5gold: Maintenance: 2
Crime: +2
:c5happy: Happiness: +2
:health: Health: +1
Loyalty: +5%
:c5greatperson: Magistrate Slots: 1
+1 Disease from Coal
Labor Union
:c5production: Cost: 1,050 prod
:c5gold: Maintenance: 2
Crime: +2
:c5happy: Happiness: +1
Theft: -20%
Loyalty: +5%
-0.17 Crime per Specialist.
+1 Disease from Coal
Eight Hour Day Monument
http://monumentaustralia.org.au/themes/culture/social/display/32235-eight-hour-day-monument
:c5production: Cost: 1,350 prod
:c5happy: Happiness: +6
Loyalty: +20%
2 :c5citizen: Specialists in each of your cities no longer cause :c5unhappy: Unhappiness.
+1 Disease from Coal
 
Martial Arts
Spoiler :
Martial Arts
Requires: Mercenaries, Iron Working
Leads to: Chivalry
Unlocks: Athletic Fields (Building), Gladiatorial School (Building), Olympic Games (World Wonder), Shaolin Temple (World Wonder)
Athletic Fields
:c5production: Cost: 300 prod
Crime: +2
:c5happy: Happiness: +1
:health: Health: +2
+5 XP for all Units
+1 Disease from Coal
Gladiatorial School
:c5production: Cost: 300 prod
Crime: +6
+10 XP for all Units
+1 Disease from Coal
Shaolin Temple
:c5production: Cost: 375 prod
:c5faith: Faith: +4
:c5culture: Culture: +1
+15 XP for all Units built this City
+1 Disease from Coal
Olympic Games
:c5production: Cost: 420 prod
:c5faith: Faith: +2
:c5culture: Culture: +3
:c5happy: Happiness: +3
Loyalty: +10%
Length of :c5goldenage: Golden Ages increased by 30%
Length of ‘We Love the King’ Day increased by 30% in all Cities
+1 Disease from Coal
 
Alchemy, Machinery
Spoiler :
Alchemy
Requires: Steel, Physics
Leads to: Gunpowder, Chemistry, Astronomy
Unlocks: Alchemist’s Lab (Building), Stained Glass Workshop (Building), Salisbury Cathedral (World Wonder), House of Wisdom (World Wonder)
Alchemist’s Lab
:c5production: Cost: 412 prod
Crime: +1
Heresy: +35%
Disease: +1
:c5production: Production: +2
:c5science: Science: +2
Nearby Gold: +1 :c5gold: Gold
Nearby Silver: +1 :c5gold: Gold
Nearby Gems: +1 :c5gold: Gold
Nearby Salt: +1 :c5gold: Gold
+1 Disease from Coal
Stained Glass Workshop
:c5production: Cost: 412 prod
Crime: +1
:c5happy: Happiness: +1
:c5production: Production: +2
Nearby Gems: +1 :c5faith: Faith
+1 Disease from Coal
Salisbury Cathedral
:c5production: Cost: 675
:c5faith: Faith: +3
:c5culture: Culture: +3
:greatwork: Great Work of Art or Artifact slots: 1
Provides +4 Stained Glass (Luxury Resource)
+1 Disease from Coal
House of Wisdom
:c5production: Cost: 700
:c5science: Science: +5
:c5faith: Faith: +2
:c5greatperson: Great Scientist Points: 2
:greatwork: Great Work of Writing slots: 2
+1 :c5science: Science from Specialists in every city
+1 Disease from Coal
Machinery
Unlocks: Clock Tower (Building)
Clock Tower
:c5production: Cost: 412
:c5gold: Maintenance: 2
:c5happy: Happiness: +1
:c5faith: Faith: +2
:c5culture: Culture: +1
:c5production: Production: +1
+1 Disease from Coal
 
Online Community
Spoiler :
Online Community
Requires: The Internet
Leads to: Future Tech
Unlocks: Social Networks (Building), Online College (Building), Wikipedia (World Wonder)
Social Networks
:c5production: Cost: 2,800 prod
Crime: +2
:c5happy: Happiness: +2
:c5culture: Culture: +3
+1 :c5culture: for every 5 :c5citizen: Citizens in the City
Online College
:c5production: Cost: 2,800 prod
Crime: +1
:c5happy: Happiness: +1
:c5science: Science: +2
:c5science: Science Need Modifier: -20%
:c5greatperson: Scientist Slot: 1
Wikipedia
:c5production: Cost: 4,000 prod
:c5culture: Culture: +10
:c5science: Science: +10
:c5happy: Happiness: +8
The empire enters a :c5goldenage: Golden Age
+15% generation of :c5greatperson: Great People in all Cities
 
Logs, mod list, screenshot - the more info, the more likely I can help.

Mod List:
Spoiler :
Code:
Enhanced User Interface Version 1.28e
Community Patch	Version	72
Community Balance Patch	Version	13
City-State Diplomacy Mod for CBP	Version	27
Civ IV Diplomatic Features - CBP Edition	Version	10
More Luxuries - CBP Edition	Version	155
(6a) Community Balance Patch - Compatibility Files (EUI)	Version	1
CBP-FW Compatibility (v 1)	Version	1
Global - 2 Units Per Tile	Version	2
Global - 3 Units Per City	Version	1
Hex Conquer and Release	Version	3
Sukritact's Events and Decisions	Version	3
UI for Unit Stacking	Version	1
JFD's Cities in Development - EUI Compatibility Files	Version	28
JFD's Cultural Diversity (Core)	Version	6
JFD's Exploration Continued Expanded	Version	12
JFD's Rise to Power - EUI Compatibility Files	Version	17
Advancing Worker	Version	2
Faster Aircraft Animations	Version	3
Future Tech Does Something Beyond Score Increasing Mod	Version	1
Future Worlds	Version	2
Historical Religions Complete (BNW or GK)	Version	31
Improved Air Recon	Version	1
Ingame Editor	Version	39
Leadership Reformation	Version	3
Mechanized Infantry with Soldiers	Version	2
Music Changer	Version	2
Pillage Perfect	Version	1
Quick Turns	 Version	10
Ethnic Units 	Version	31
JFD's Cultural Diversity (Soundtrack)	Version	1
JFD's Rise to Power	Version	18
Barbarians Evolved	Version	3
JFD's Cities in Development	Version	30

Screenshot:
Spoiler :
bgpcnch.jpg


Logs:
Nothing seems abnormal and I played some more turns from when i took the screenshot. So i don't think anything will help there, but if you REALLY want it i still have them.
 
Probably a dumb question but is there a way to neutralize the rebellious or separatist effects on captured cities. I captured my enemies capitol and one other city and they kept revolting even though i had 100% local happiness. So i kept having to recapture the city over and over. Keeping the city puppeted makes no difference. I had a spy a strong army and good defense on the city too as well as winning the current war and having a connection to my capitol.

Something unrelated i noticed that you can't annex/raze cities or sell buildings.
 
Probably a dumb question but is there a way to neutralize the rebellious or separatist effects on captured cities. I captured my enemies capitol and one other city and they kept revolting even though i had 100% local happiness. So i kept having to recapture the city over and over. Keeping the city puppeted makes no difference. I had a spy a strong army and good defense on the city too as well as winning the current war and having a connection to my capitol.

Something unrelated i noticed that you can't annex/raze cities or sell buildings.

I think that's the idea of the mod - that you have to work to hold captured cities. Barracks, Armouries and Military Academies all improve Loyalty

Do you mean that there isn't a popup? Database and Lua logs might help, as well as a mod list.
 
Mod List:


Screenshot:
Spoiler :
bgpcnch.jpg


Logs:
Nothing seems abnormal and I played some more turns from when i took the screenshot. So i don't think anything will help there, but if you REALLY want it i still have them.

I'm sorry, but I don't have time to be chasing everyone around for their logs. Post them, whether you think they're relevant or not - you may not having logging enabled if there's nothing.
 
Is the discovery of coal meant to be an absolute death blow? I saw the little +1 disease to coal things, but did not pay too much attention to them. Then I discovered a coal source and the city that had it gained immediate +1600 plague per turn which seemed rather extreme considering it was only one coal source. The city was fairly large, but still seemed overly devastating that unmined coal led it into a 300+ turn plague in one turn.
 
Good news JFD! All I needed to do was Clear my Cache, ModUserData, and my Mod order. I was able to use my Vaccination Super Power upon reloading my save.

Should of just done that first :)
I think it was the CBP edit of EUI...
 
New version of the CP. Please update when you get a chance, as the next version of CID will need it. Will try to release a CID update later, and a quick RtP update, too, for compatibility.

Good news JFD! All I needed to do was Clear my Cache, ModUserData, and my Mod order. I was able to use my Vaccination Super Power upon reloading my save.

Should of just done that first :)
I think it was the CBP edit of EUI...

Great news!
 
I think that's the idea of the mod - that you have to work to hold captured cities. Barracks, Armouries and Military Academies all improve Loyalty

Do you mean that there isn't a popup? Database and Lua logs might help, as well as a mod list.

Hmmm well this problem with the cities staying separatist even if i do build those structures was in the last build of the mod I think I'll update and see if it helps some.
 
v32:
  • Fixed an issue wherein Citizens killed from plagues were not properly removed from the city.
  • Added a few missing tooltip info for Faith and Culture (for vanilla).
  • Fixed an issue wherein Health from Terrain did not show properly.
  • Disease from Population is now 1 (from 0.4).
  • Hospital now reduces Disease from Population by 33%.
  • Universal Healthcare now reduces Disease from Population by 22% (from 33%).
  • Plague length is reverted back to 1:1 Excess Disease.
  • Plague and Resistance icons will only appear on the City Banner from 30 turns (from 50).
  • Herbalist now yields +1 Health on Jungle Tiles.
  • Great Doctor may now establish a 'Sanatorium' - which yields 4 Health. Thanks to DJSHenninger for doing the Icon! :D
  • Citrus and Ginger once again yield Health naturally, replacing their Gold output (so, +1 Food/+1 Health).
  • Important Notice: Because of Firaxian Hardcoding of what Yields display when going to build an Improvement, I've now had to replace the UnitPanel. This will allow Health to show up when initiating the construction of a Sanatorium and will fix the empty Yield icon for things like Salt Mines and Pearls Fishing Boats. UnitPanel.lua, along with CityView.lua, CityBanner.lua, and TopPanel.lua are the big UI files that, if conflicted, can really mess up your interface. So be weary of other mods than alter these files. Obviously, CBP and EUI are exceptions and already supported. But CL: Australia is definitely not going to work, for instance.
  • General pass over CBP's UI files, merging what changes are relevant.
  • Yield will now correctly show on Specialists where their main yield is different (e.g. Shamanism Faith on Doctors).
  • Fixed an issue wherein Health from Specialists would report an incorrect number.
  • Fixed an issue wherein Coal yielded +2 Disease with a Factory, when it should be just +1.
  • Manor and Mansion no longer yield Happiness.
  • ICC splash text will now reflect the ICC and not the World Games.
  • Great Doctor's Cure Plague will now only send Notifications regarding city's that were plagued.
  • That you require a Manor/Mansion to complete the Province upgrade should now be clearer in the Province ToolTip.
  • AI should suffer slightly less from issues of Disloyalty.
  • Aqueduct and Medical Lab store food as they did in vanilla, irrespective of Health. Pont du Gard still has this effect, however.
  • Medical Lab once more requires a Hospital, as in vanilla.
  • Disease from Trade Routes increased to 30% and from City Connection to 20%.
  • Removed Disloyalty from 'Losing War' modifier.
  • Great Doctor may now be expended to 'Cure Plague' even if the city does not have a Plague. This is so that you can reset the Plague counter ahead of one.

EUI Comp.

Updating to March 8th CP is necessary for this update to work correctly.

As stated earlier, the changes to Health are designed to shift your attention from pursuing Health as an end to itself to pursuing Health in order to stave off Plague, at least until Hospitals. This means Plagues will be more common in the early game. Keep this in mind before reporting on balance.

Having the Production turns count is still a WIP, as it seems to cause CTDs (4 games (CID+RTP), 3 with the changes, 2 without. All 3 crashed before turn 50, 4th and 5th never crashed up to turn 250 - at which point I stopped). But I'm still in the Sovereignty mindset, so don't expect a response to this too soon.
 
Important Notice: Because of Firaxian Hardcoding of what Yields display when going to build an Improvement, I've now had to replace the UnitPanel. This will allow Health to show up when initiating the construction of a Sanatorium and will fix the empty Yield icon for things like Salt Mines and Pearls Fishing Boats. UnitPanel.lua, along with CityView.lua, CityBanner.lua, and TopPanel.lua are the big UI files that, if conflicted, can really mess up your interface. So be weary of other mods than alter these files. Obviously, CBP and EUI are exceptions and already supported. But CL: Australia is definitely not going to work, for instance.

Is there a way to disable this? I'd rather have missing yield notifications than missing civs. By the way, is there also a way to disable production from happiness? Both without deactivating the main features they are a part of, of course. If yes, I'd like to know if that would make the game unbalanced, though.
 
Thank you for the update, your Modjesty! Moreover I'm eternally grateful for your continuous support of CBP :bowdown:

May I ask about how

  • AI should suffer slightly less from issues of Disloyalty.

was it altered? Since most of AI's misery - at least in my observation - came from skyrocketing 'Losing War' modifier, now that's gone, I'm a bit afraid that I can't see civil wars under 'normal circumstances' (e.g. without conquest) anymore (aside coming from Colonies ofc), since founder: 30% + 5% City connection already ensures the Neutral 35% threshold basically all the time :( Maybe I skipped / forgot something, in which case I deeply apologise.
 
I think it's because he couldn't program it right. From what i experienced 'Losing War' was very severe even when you lost 1-2 units (stupid ranged spam) and would cause all your cities' loyalty to move down a level, and the decay was very slow.
 
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