Resource icon

Cities in Development (Obsolete)

Status
Not open for further replies.
I have a bug to report. I am using the following mods:
Community Patch (v.72) (currently newest beta)
JFD's Cities in Development (v. 33)
JFD's The Kingdom of Hungary (v. 8)
JFD's The Empire of Germany (Hitler (v. 9)
JFD's The Nri Kingdom (v. 1)

First of all, while in the Select Civilization screen, there is no scroll bar and I cannot scroll with the mouse wheel. It is impossible to access other civilizations than currently shown.
Spoiler :
attachment.php

In the advanced settings menu is where it gets interesting. While all the mods are shown as loaded, both in the menus before setting up the game, and in the 'mods' menu while in a game, I was not able to pick Hitler's Germany as a playable civilization.
(First image showing with CiD and Hitler enabled, second with CiD disabled and Hitler still enabled)
Spoiler :
attachment.php
attachment.php
I tried this with all of the JFD civilizations, and a lot were missing, not just the ones currently enabled.

As a bonus, notice the name of Hungary's Stephen if using JFD's Rise to Power (v. 20). This mod was not on during the screenshots of the missing scrolling bar and the first screenshot of the missing Hitler.
Spoiler :
attachment.php

Database.log and Lua.log should be attached if I did everything correctly. It is in a .zip file though, since it does not allow me to upload .log files.
Sorry for the inconvenience if you were already aware.
 

Attachments

Couple of bugs, not all relating to CID:

Mercenary Overview broke at one point.

City UI corrupted at the end. The top banner showed the correct city name, but everything else was taken from my capital, which was presumably my last city that I looked in. Noticeable issue was that the Great Magistrate had no icon on the GP Generation panel on the left. Possible cause?

I'll post my whole logs, since there are some interesting things in them for once.
 

Attachments

Will a player be hindered if they refuse to use slaves at all? In a serious way. I'm just wondering how Civ Slave flavor will be handled. If they a civ detests using slavery from the start, will they be crippled and potentially severally weaken them? Or, are they a bit more dynamic where, upon reaching a certain era, they will want to stop using slaves entirely?

Whoever gets first on the ICC project, can they be forbidden from using slaves? It would seem a bit odd for a country to host such a wonder while enforcing slave labor.

Also, I didn't realize that you could still buy buildings. For some reason I thought slaves would replace all gold purchasing :P
 
I wonder what Pedro's slave flavor would be. While he hated the idea of slavery, Brazil was heavily dependent on them during 57 of the 58 years of his reign. I'd say it should be low, though.
 
Will a player be hindered if they refuse to use slaves at all? In a serious way. I'm just wondering how Civ Slave flavor will be handled. If they a civ detests using slavery from the start, will they be crippled and potentially severally weaken them? Or, are they a bit more dynamic where, upon reaching a certain era, they will want to stop using slaves entirely?

Whoever gets first on the ICC project, can they be forbidden from using slaves? It would seem a bit odd for a country to host such a wonder while enforcing slave labor.

Also, I didn't realize that you could still buy buildings. For some reason I thought slaves would replace all gold purchasing :P

No, not really - warmongers get the most out of them, but there are ways to compensate. There is no Slave Flavour - I hadn't thought about it. I'm not sure it's really needed - possibly, though, I'll have to think about it. But slaves never stop being useful in and of themselves, so it would be arbitrary to have AIs suddenly stop valuing them half-way through the game - the AI doesn't have human sensibilities about the topic.

No necessarily. If slaves aren't citizens, they have no right to protection under the law, even if it is international.

You can invest in Buildings. Slavery replacing all gold purchasing would render Gold worthless and Slavery too important.
 
No, not really - warmongers get the most out of them, but there are ways to compensate. There is no Slave Flavour - I hadn't thought about it. I'm not sure it's really needed - possibly, though, I'll have to think about it. But slaves never stop being useful in and of themselves, so it would be arbitrary to have AIs suddenly stop valuing them half-way through the game - the AI doesn't have human sensibilities about the topic.

No necessarily. If slaves aren't citizens, they have no right to protection under the law, even if it is international.

You can invest in Buildings. Slavery replacing all gold purchasing would render Gold worthless and Slavery too important.

The only point to a slave flavor would really just be for flavor and rp purposes. Game play wise, not using slaves is really just limiting a production choice. That being said, some AI's are given aggressive flavors that don't necessarily help them diplomatically in the long game. Slavery would really just be another way a country views you diplomatically. If you do decided to make a slave flavor, perhaps the route to go down is to have different levels (Light/None, Moderate, High slavery, similar to warmongering or one's piety levels).

I had a feeling you might say something like that ;)

Will investment be launched alongside slavery?
 
Diplomactic use is a good point. I think I'll include FLAVOR_JFD_SLAVERY then. I'll add it to the Master Support File and detail how it'll work when Slavery is released, for modders that won't to add specific support at some point. Otherwise, it'll default to 5. In the meantime, feel free to post your flavours for the vanilla leaders.

More enabled by default than launched, but essentially, yes.
 
Ahmad al-Mansur: 5-6 (Based upon this book entry, page 94-95)
Spoiler :
https://books.google.ca/books?id=nQbylEdqJKkC&pg=PA94&lpg=PA94&dq=Ahmad+al-Mansur+slavery&source=bl&ots=CmNKFzCynw&sig=mHjgcOVYsHCs5-b7zTU8HEQ8_L0&hl=en&sa=X&ved=0ahUKEwju5rCeg7_LAhWLm4MKHbD_AugQ6AEIJjAC#v=onepage&q=Ahmad%20al-Mansur%20slavery&f=false


Elizabeth: 4-5 (Based upon how to wasn't a fan of slavery, but didn't exactly try to stop it)

William: 4-7 (This is actually hard to say, since William was the father of the recently freed Netherlands. Would that not suggest he personally is not a fan of slavery? But that being said, the Dutch did engage in the slave trade for quite some time. Hard to say what William preferred)
 
I suppose Mediterranean Civs like Rome and Carthage would have high Slavery flavors (7-9) as slavery was a HUGE part of their economy, with Rome being the most infamous for slaves from their conquered territories (8-9 maybe 10+) IIRC.
 
Alexander: 9-10 (Slavery was practiced a lot)

Ashurbanipal: 6-8

Asika: 9-10

Attila: 7-9

Augustus Caesar: 9 (Unlike Greece, Slaves had a chance to become citizens)

Bismark: 2 (Doesn't appear to be a fan of slavery, but yet to find anything to put at a definite 1)
 
Nebuchadnezzar: 7 - 9
Washington: 8 - 10 (He simply owned slaves, so he clearly supported slavery)
Sejong: 5 - 7 (AFAIK there was no Slavery in Korea, but Sejong was a Confucianist, and Confucianism doesn't oppose slavery according to what I've read).
 
Harald Bluetooth: 8 - 9 (slaves (called thralls) was a big part of the Danish/Scandinavian Viking age, and later Denmark had slave colonies in both the West Indies and West Africa).
 
This is my first post here...
I have a doubt about compatibility... are CiD+RtP mods full compatible with Community Patch (i.e. More Luxuries included)?
I'm asking because I don't see (using sqlite) the opium resource (RESOURCE_JFD_OPIUM) in the database after loading all these mods (full Community patch, CiD and RtP).

BTW, in which file is defined this new resource? I see it only in Health_GameDefines.sql
 
This is my first post here...
I have a doubt about compatibility... are CiD+RtP mods full compatible with Community Patch (i.e. More Luxuries included)?
I'm asking because I don't see (using sqlite) the opium resource (RESOURCE_JFD_OPIUM) in the database after loading all these mods (full Community patch, CiD and RtP).

BTW, in which file is defined this new resource? I see it only in Health_GameDefines.sql

Opium's added by ExCE, and yes the mods are all compatible.
 
So, now that Power's been dropped, do you have anything else in mind to make the late game strategic resources more useful? Because as it currently stands, you just sit on a massive stockpile of resources no one wants to buy and don't have anything to do with them.
Edit: also, Pedro II: 2-3
 
Arabia: 7 ish

Slavery is condemned in the Quran and Muhammad himself frees a bunch, but it's never explicitly banned and played a huge part in the caliphates economy under Abassids like old harun.
 
Thanks guys - that's helpful.

Anyone want to chime in on the banning Slavery as a World Project or not? Kesler suggested that it should be a standard resolution - so that it could be repealed (Kesler confirmed for Ghetsis). I'd already implemented it as a World Project, so I'd like more weight on the latter option before making any changes.

So, now that Power's been dropped, do you have anything else in mind to make the late game strategic resources more useful? Because as it currently stands, you just sit on a massive stockpile of resources no one wants to buy and don't have anything to do with them.

Hm, I dunno. I can throw in a Steel Mill/Bast Furnace into PIT, which can just consume Iron (Horses? :p) for bonuses, but beyond that I don't really know.
 
Status
Not open for further replies.
Back
Top Bottom