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Cities in Development (Obsolete)

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Pertaining to that picture:
England Denouncing another nation? That's normal
plshelpmethehunsandcarthagearemyneighbors
 
That is a CBP issue, not a CID issue. Let Gazebo know that dummy buildings count toward that policy.

It's working as designed, but you need to use the SetNumRealBuilding bool for NoBonus to true to make it work properly. I added a true/false bool to the function last year for Madoka Magica – add true to the end of all your SetNumRealBuilding functions and the bonus will go away.

G
 
Hello, so I have a few questions/statements about CID

1) I noticed that I can't use/select the mod Trading Post Grow into Towns in the mod selection menu on Civ 5 when using CBP. Is there any way past this because that feature is something I find very immersive and it brings back something very unique from Civ 4.

2) I noticed you are adding in a new feature known as Reports. What exactly will this feature do?

3) This is more of a suggestion, I was wondering if you could add a feature where aircraft units can bomb improvements (like in Civ 4). This would add a more strategic way to fight wars and would provide a more interesting impact on cities and the resources they provide. For example, imagine advancing on an enemy nation with aircraft carriers, you've attempted an amphibious assault but can't push into the nation because they have too many units holding you back. However you realize that their units need oil and as such you send aircraft from the carrier to bomb the Oil. They now have less oil or even an oil shortage (if the bombing is successful) ultimately aiding your invasion of their lands.

That's it! Thank you for reading this, happy modding! :)
 
Hey guys i don't get it with happiness. My production on terrain was 3,and my happines was 5.Had one city,so that means i will have 8 production every turn ?
These images are two turns. In first image i had 4 turn's before Shrine,and after i pass one turn it says its two turns to compelte Shrine. Don't get it :(
20160316165455_1.jpg
20160316165509_1.jpg
 
Hello, so I have a few questions/statements about CID

1) I noticed that I can't use/select the mod Trading Post Grow into Towns in the mod selection menu on Civ 5 when using CBP. Is there any way past this because that feature is something I find very immersive and it brings back something very unique from Civ 4.

2) I noticed you are adding in a new feature known as Reports. What exactly will this feature do?

3) This is more of a suggestion, I was wondering if you could add a feature where aircraft units can bomb improvements (like in Civ 4). This would add a more strategic way to fight wars and would provide a more interesting impact on cities and the resources they provide. For example, imagine advancing on an enemy nation with aircraft carriers, you've attempted an amphibious assault but can't push into the nation because they have too many units holding you back. However you realize that their units need oil and as such you send aircraft from the carrier to bomb the Oil. They now have less oil or even an oil shortage (if the bombing is successful) ultimately aiding your invasion of their lands.

That's it! Thank you for reading this, happy modding! :)

1. CID adds it's own towns and villages, as so the two are incompatible.

3. Cool idea, but I doubt it's possible without DLL modding - suggest it over at the CP, maybe.
 
Why is there no longer possible to cancel production in Colonies? Sometimes some useless building takes to many turns and if I spend gold to hurry some important building, Colony still produces this less important :/ F.e. Colonies don't prioritize health buildings and with Epic speed it's annoying while some useless building is taking 20-30 turns to finish, plague is killing citizens :/
 
You can blame Firaxite AI for that...
Also the city may not know how to deal with plagues. (YET)
 
It's working as designed, but you need to use the SetNumRealBuilding bool for NoBonus to true to make it work properly. I added a true/false bool to the function last year for Madoka Magica – add true to the end of all your SetNumRealBuilding functions and the bonus will go away.

G

Sure, I can do that, but a lot of custom civs not by me will be using dummy buildings and won't update for this - especially because that boolean doesn't exist without the CP, and most custom civs don't require the CP. All dummy buildings use Cost -1; is there are way to omit them based upon that?

Hello, so I have a few questions/statements about CID

1) I noticed that I can't use/select the mod Trading Post Grow into Towns in the mod selection menu on Civ 5 when using CBP. Is there any way past this because that feature is something I find very immersive and it brings back something very unique from Civ 4.

2) I noticed you are adding in a new feature known as Reports. What exactly will this feature do?

3) This is more of a suggestion, I was wondering if you could add a feature where aircraft units can bomb improvements (like in Civ 4). This would add a more strategic way to fight wars and would provide a more interesting impact on cities and the resources they provide. For example, imagine advancing on an enemy nation with aircraft carriers, you've attempted an amphibious assault but can't push into the nation because they have too many units holding you back. However you realize that their units need oil and as such you send aircraft from the carrier to bomb the Oil. They now have less oil or even an oil shortage (if the bombing is successful) ultimately aiding your invasion of their lands.

That's it! Thank you for reading this, happy modding! :)

1) Would the CBP work with that mod?

2) TBD

3) Aircraft units? What be?

Hey guys i don't get it with happiness. My production on terrain was 3,and my happines was 5.Had one city,so that means i will have 8 production every turn ?
These images are two turns. In first image i had 4 turn's before Shrine,and after i pass one turn it says its two turns to compelte Shrine. Don't get it :(
View attachment 405475
View attachment 405476

The turn times don't factor Happiness. I am in the process of thinking how to approach Happiness, in light of the fact that incorporating Happiness into the turn time calculation appears to cause considerable instability (constant crashes).

You must have a very old version of CID, with the Neutral Loyalty showing on the city banner?


Why is there no longer possible to cancel production in Colonies? Sometimes some useless building takes to many turns and if I spend gold to hurry some important building, Colony still produces this less important :/ F.e. Colonies don't prioritize health buildings and with Epic speed it's annoying while some useless building is taking 20-30 turns to finish, plague is killing citizens :/

You never could cancel production in Colonies.
 
When i go next turn,it tells me 12 turn,when i go another turn,it tell me 10 turns..That i don't understand...:(
 
As you understand, Happiness contributes directly toward Production. But as I explained, this isn't accounted for in the turn times, so there is a discrepency between how many turns are needed and how many are reported to be needed.
 
I don't know where is stucked..So i will play without hap activared in UserSet file. Do i need to copy all files from overrides file into U? I didn't do that as usual because have CID 33 EUI activated.
 
omg the AI actually built a Sanatorium, and they keep it outside the Great Wall :p

Spoiler :
zsO2SXu.jpg


Two tests so far, the Production turns thing no longer appears to cause CTDs. May have been unrelated to that, and instead related to the ExCE CTD.
 
Something i wanted to say that MIGHT be CBP MIGHT be CID...
I'm getting the vanilla Tradition bonus of free aqueducts in my first four cities. Does your mod re-add this or is it just some kind of conflict.
 
I did add that, because, with Health's changes to the Aqueduct, the vanilla method was broken. But because the Aqueduct has now reverted to the vanilla effect, I don't need this fix anymore (which I'd forgotten to disable for CBP anyway). Will fix - thanks for bringing it up!
 
Hello again, your Modjesty. My question this time pertains to colonies, and how to turn a colony into a regular city, or even into a province.

I am at the beginning of the Industrial Age, and just took over my nearest rival's main city. (with 11 Wonders) I was wondering how I get this to the point where it will allow me to build things in it again, rather than just 1/2-buy them and 'hope' they build them?

I'm not trying to circumvent the system. I love that it is more work! Just want to be able to look toward when I can gear up for the other big rival (Who now controls the big continent single-handedly)

Thank you!
 
Hello again, your Modjesty. My question this time pertains to colonies, and how to turn a colony into a regular city, or even into a province.

I am at the beginning of the Industrial Age, and just took over my nearest rival's main city. (with 11 Wonders) I was wondering how I get this to the point where it will allow me to build things in it again, rather than just 1/2-buy them and 'hope' they build them?

I'm not trying to circumvent the system. I love that it is more work! Just want to be able to look toward when I can gear up for the other big rival (Who now controls the big continent single-handedly)

Thank you!

Expend a Great Magistrate in the city.
 
Thanks! But I was more thinking about what must be a logical progression that leads to Colonies releasing themselves (I have read this somewhere in the forum here? Something about needing so many Towns/Villages/plantations/luxuries/buildings and other steps?)
 
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