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Cities in Development (Obsolete)

Cities in Development (Obsolete)

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  1. tu_79

    tu_79 Deity

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    Oh, well, I was only interested in CiD, but maybe it's for the best.

    I've changed language back to english, installed CPP again without EUI, and your lattest CiD without EUI support, to get the real experience. I've checked again and some issues are the same:
    * On trade routes available, disease from and to the city is reversed. Also, maybe not your responsibility, but I cannot order by Faith spread.
    * Despite what you say about manors, I only see +1 culture and +1 Defense to city, both in civilopedia and in the city menu hovering over the building.
    * AI is only building 1-3 cities for each civ. I think high population cities suffer more diseases and that I can get more building wide, but maybe it's just me, meanwhile AI is building super-tall, even when picking Progress.

    You were right pointing this mod to me before, it's just what I missed in CPP (or Balance of Power, or whatever name it gets now). The crime system makes building choice matter. A lot. The health system makes rivers relevant again (why not also lakes?). More realistic.
    Sadly, I couldn't try colonies yet.
     
  2. Revolutionist_8

    Revolutionist_8 Prince

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    Sounds amazing.

    Does this mean that it'll replace E&D? Or there will both these kind of events and events (and decisions) from E&D too? (I asked the Pope too but I'm still kinda confused, I'm sorry :mischief: )

    So: Would you still recommend E&D, even after this component is released and up to run, or not? :D (Maybe this question is easier)
     
  3. JFD

    JFD Kathigitarkh

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    You can run both E&D and CP: E. However, whilst I won't be removing the existing E&D events that I have, I won't be further supporting them - as the CP: Events are simply easier to manage, more stable, and AI friendly. I would still, however, recommend E&D for the Decisions component, which is still something I consider essential to experiencing my mods fully.

    It'll take a while before I transfer all 170~ events of mine to CP: E format, so in the meantime you may want to use E&D's events. But otherwise you can disable E&D: Events without affecting the Decisions by navigating to your Documents\My Games\Sid Meier's Civilization 5\MODS\Sukritact's Events and Decisions (v 3) folder and opening the EventsAndDecisions_Settings.lua. The first option is about disabling the system.
     
  4. Quetz

    Quetz The Tallest Lilliputian

    Joined:
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    Hmm, when using this mod with CBP (the EUI version) along with the other JFD mods, I'm getting some weirdness with EUI - goofy looking or blank promotion icons, errors that pop up saying "font not found" or something, etc. All the other mods seem to work fine - am I doing something wrong with this one? I have the EUI compatibility mod downloaded and checked.
     
  5. Revolutionist_8

    Revolutionist_8 Prince

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    Noted. Thank you!

    I'm glad decisions can stay, they can be really useful in some situations :D

    These events will be random, or they will trigger when certain conditions are met? (or both ofc :p)
     
  6. JFD

    JFD Kathigitarkh

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    Try clearing your cache and restarting.

    The events are random, with varying degrees of conditionality.
     
  7. Mingel

    Mingel Warlord

    Joined:
    Apr 26, 2015
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    I must say that i had wonderful game with Carlos III(Tarcios) with all your mods JFD plus some your civs. Everything worked fine,notices only two things. First,in mercenary screen,section that shows witch civs have mercenaries sometimes lost,and in tech screen there are no mercenary icons like Varagian guards,but in mercenary screen there are,and you can recruit them. Second thing is that food from violence lost is to much,or sad by this words there is not enough buildings to reduce violence except Jail?Am i right ? i loose in middle game about 5-7 food from violence. Health is pretty nasty thing. Love how you balance things with health,and in early game it's really hard to not get 2-3 plagues until Aquaducts and apothecary. Power looks fine. One suggestion,is it posiblle to get another great person like Great Detective who will eliminate crime in city to zero,or reduce crimes in all city by 25-30% ? And thing that really need to improve is espionage system. Spies definetly need more functions.
     
  8. tu_79

    tu_79 Deity

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    Although I'm liking the features, I believe CiD alone is not well paced. Civs start to colonize past 1900 d.C. on normal settings.

    *There are quite more buildings (health and crime related) and less production (due to crime) so we get to complete far fewer buildings. Underdeveloped cities perform worse.
    *Diseases are punishing. BNW vanilla population it's always increasing, so the growth has to be slow to account for the lack of deceases. If we mix BNW growth with diseases, the result is a very small population even in 20th century. Pop growth should be faster, cities could be more populated sometimes than their vanilla tantamount to compensate for drastic deaths that comes with plagues. An interesting choice could be to focus on good health but slow growth or the opposite.
    * Unhealth from trade routes is insane. It doesn't need to be proportional to the size of the city which we are trading. We already get more unhealth by just having more trade routes, no need to punish cities with trading routes even more.
     
  9. JFD

    JFD Kathigitarkh

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    1. If you're using RtP, the Court buildings should allow you to build more - granted you say CID alone, but I balance things with the intent that you're using all of my mods together. Also, Happiness is now a valid substitute for Production - so if you find you haven't enough Production (and can't get more), look to extra Happiness.
    2. Yeah, I know. Next version (hopefully) remedies this. And then, after that, Development.
    3. We'll see after the next update if this is still a problem.
     
  10. tu_79

    tu_79 Deity

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    1. I don't mind to install more mods if they are intended to work together.
    2. May I suggest that health buildings give much more health but no food and growth buildings give much more food and growth but very little health? You can even make an organized crime when food and health are combined (drug lords) so we choose a growing model.
    3. Hope so. It's currently impossible to spread religion from my Holy City. A little bit of annoy I wouldn't matter.
     
  11. tu_79

    tu_79 Deity

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    Wow, so now CPP is CIV VI, and your mods together are the expansion pack!!
    'JFD's CIV5:CPP expansion pack'?
    This is getting convoluted, man. :lol:
     
  12. JFD

    JFD Kathigitarkh

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    v38:

    • Misc
    • Fixed an issue wherein the Rankings for Faith Per Turn remarked about Tourism.
    • Fixed an issue wherein the Constabulary sound did not trigger correctly.
    • Added audio trigger support for new buildings introduced in Power and Crimes.
    • Added missing Circus Maximus audio.
    • Fixed an issue wherein, if Building Construction sounds were disabled, it did not play the vanilla Production garbage.
    • Added Civ IV sound effect for when a Unit gains a Level (disable in user settings).
    • Fixed an issue where turn times for Units could state an infinite number of turns instead of 99+ like Buildings do.
    • All Concept articles are now ordered alphabetically.
    • Current production name will truncate if too long, to avoid overlap with the Invest Button (happened with Mausoleum). Hovering over this label will show the full name, however.
    • When Production turns would be less than 1 (such as where you've received all the needed Production from an Event or Ancient Ruin), the turn time will now state 1 instead of -X.
    • Fixed a few TXT_KEY errors in the Choose ITR popup.
    • Unhappiness now rounds to 1 decimal point for UI purposes.
    • Fixed an issue wherein you could not sell Buildings with EUI.
    • Added a distinct icon to represent 'We Love the King Days', which were otherwise identified by the Happiness icon (which would be confusing for Sovereignty anyway).
    • Important: CID now includes a replacement for the Notification Panel. This includes bc1's combined notifications system, and supports the CP's Notification Panel. You will still require the EUI Comp. Files if you want the Civilization List (which is a part of the Notification Panel in EUI). Please be on the lookout for related errors! I'll add support for my notifications later.
      Loyalty
    • Fixed an issue wherein Original Owner Loyalty bonus could trigger for Cities that you did not found.
    • Fixed an issue wherein the Eliminated Owner bonus could trigger even when the enemy was still alive.
    • Colonies now receive the Puppet loyalty bonus.
      Crimes
    • Fixed an issue wherein Faith and Culture did not correctly report their Crime Losses (EUI issue only).
      Colonies
    • Wonders will no longer appear in the Production Queue for Puppets.
    • Fixed an issue wherein Colonies could not build or invest in/purchase Buildings.
    • Fixed an issue wherein Venetian Colonies could be assimilated into regular cities.
    • Colonies are no longer restricted in what Units they can construct (beyond the standard restrictions that apply to all cities, and except for Settlers/Colonists), and Units trained from Colonies are no longer Colonial Militia. In essence, you can purchase Levies, Slaves, and Civilians in Colonies, but not other Military Units.
    • Great Generals can no longer found Fort Colonies in another civ's borders.
    • Fixed an issue wherein Portugal and Netherlands did not have their vanilla bonuses.
      Investments
    • Added Investments pedia entry (apparently I didn't before, when I said I did :p). Also, added a note in there that Investments incline the Puppet AI to prioritize invested Buildings - useful to know for Colonies.
      Health
    • During Plague, Citizens now consume 3 Food. Thanks to Gazebo!
    • Fixed an issue wherein target Cities in Trade Routes did not recieve disease.
    • Sanatorium now benefits from the Tradition Finisher in CBP.
    • Reworked the Doctor specialist icon so that it was more in line with other specialist icons (the band around the icon is now gold and not the colour of the Doctor).
      Provinces
    • Re-enabled Levies sytem.
    • Municipalities may no longer spawn Levies.
    • Assembly/Manor/Mansion now detail their effects.
    • Fixed an issue wherein States did not yield +1 Gold on Villages.
    • Capital-Level Province breakdown now correctly states that it yields +2 Gold on Towns, +1 Gold on Villages, like any other State.
    • Upgrading Provinces by improving Plots reduced to a requirement of 8 and 16.
    • Fixed an issue wherein Colonies and States were spawning two Levies instead of one.
    • Province icon for city banner re-enabled.
    • AI now receives 2 Levies from States and Counties, to make up for their inability to spend Population on Levies wisely. This can be disabled in the user settings.
    • Upgrade time remaining is now displayed over the Citizen icon in the City View for Trading Posts and Villages (including if not being worked).
    • Levies now have a maximum of 50 HP (replaces defensive/attack penalties).
    • Melee and Gun Units may now be purchased as Levies, by expending Population. These Levies share the same stats as those earned from war, but are not disbanded when a war ends and may be purchased anytime. They are intended to be a last resort, when Slaves, Mercenaries, Professionals, and your Defensive Levies fail you. Please don't ask to be able to return Conscripted Levies to cities - there's just no way I can make that work.
    • As such, the Drill Academy has been removed for now - it may return as a part to Loyalty or Levies later.
      Slavery added. From my wordpress:

    EUI Comp.

    Updated the Master Support File with FLAVOR_JFD_SLAVERY. 0-10 will determine how likely a civ is to enslave a captured city, as well as to spend Slavery on Military Units. Defaults to 5.

    Make sure you're using the April 5th CP before updating.
     
  13. Kesler

    Kesler Master Kekkler

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    It's not that bad :p

    Aw, kind of sad about that. I really liked the Drill Academy, art, flavor, and gameplay wise. Really hope it makes a comeback! Why did you make this change? Something to do with slaves?
     
  14. JFD

    JFD Kathigitarkh

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    The Drill Academy no longer serves its main function, as you can no longer purchase Units outright (at all, and especially not in Colonies) - so the restriction on what units you can purchase and the Colonial Militia promotion, both relieved by the Drill Academy, is moot.

    This (and RtP's) will be the last major update until at least the end of the month, as I am just swamped with uni work this month. I'll be working on the Events Compendium meanwhile, which I'll release after the next CP DLL beta releases.
     
  15. Kesler

    Kesler Master Kekkler

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    So apply it to production produced units, encouraging the player to use slaves and mercs until they can get around to building the DA.
     
  16. JFD

    JFD Kathigitarkh

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  17. Klisz

    Klisz King

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    IIRC it only ever does if the city has all the buildings it can possibly build, and you haven't unlocked any Processes yet.
     
  18. Mmkay126

    Mmkay126 Chieftain

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    YES! Let the slave trade begin! :D
     
  19. Revolutionist_8

    Revolutionist_8 Prince

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    Amazing work, as always. Thank you, your Modjesty! :)

    - Does this mean, that in the current version there are no events from you? (only from CBP?)

    "(With Rise to Power) Adds a Global measure of your Loyalty."

    - I'm guessing this will be relevant with Sovereignty. Does it do anything by its own?

    - In usersettings by Slavery it says: "(TBD; do not enable plox)". I'm presuming this was left by accident.

    - "Extends Investments to Units." doesn't seem to work, it gives the option to invest "-1 Gold" into the unit, but doesn't do anything. Can give logs if needed.

    - With Attila in CBP, clearing Barbarian Encampments doesn't give Shackles, probably because of the free unit it generates :D (I think it's okay and should stay like that, just thought would mention it)
     
  20. JFD

    JFD Kathigitarkh

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    --Yes, I haven't released any events for CP: E yet. I'm aiming to release the Province events, Colonies events, and CulDivs events upon release of EC.

    --Pretty much. Doesn't do anything on its own, no.

    --Will fix.

    --Will look into this, thanks.

    --Ditto.
     
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