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Cities in Development (Obsolete)

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For me C&C&C&H is more hyping then Sovereignty becasue we know almost every aspect of how it works, and looks like it works great = hype. With Sovereignty (or Prestige not really shure wich name is main one) I'm little too scared about it, because if there is something around government in straegy games it almost always really complex and hard to understand. For me Civilization V is a great game because it have simple, but really deep mechanics. If JFD could make Sovereignty easy to understand, yet deep, for me it would be second hype level for mods, where first place is for vanilla Trade system in ExCE (Never forget...)
 
Well. I think we should just limit the currency to popular coinage and paper money. Anything before that was just metals made by different molds. It feels too complicated and too much of a chore to pause your game and wiki that damn strangely spelled currency.
 
Well. I think we should just limit the currency to popular coinage and paper money. Anything before that was just metals made by different molds. It feels too complicated and too much of a chore to pause your game and wiki that damn strangely spelled currency.

That leaves out the Aztecs, Maya, Inca, Iroquois, and Shoshone though. Not to mention tons of mod civs.
 
For me C&C&C&H is more hyping then Sovereignty becasue we know almost every aspect of how it works, and looks like it works great = hype. With Sovereignty (or Prestige not really shure wich name is main one) I'm little too scared about it, because if there is something around government in straegy games it almost always really complex and hard to understand. For me Civilization V is a great game because it have simple, but really deep mechanics. If JFD could make Sovereignty easy to understand, yet deep, for me it would be second hype level for mods, where first place is for vanilla Trade system in ExCE (Never forget...)

That's fair enough, but I hope Sovereignty will be easy enough to understand.

Well. I think we should just limit the currency to popular coinage and paper money. Anything before that was just metals made by different molds. It feels too complicated and too much of a chore to pause your game and wiki that damn strangely spelled currency.

Why would you need to look up the currency mid-game? Anyway, I'll try to include a Civilopedia page for the currencies.
 
Umm... Cities I have conquered, continue to have Loyalty even when they are annexed and Courthouse has been built... And the Loyalty is very tough to fight as I am currently waging a World War... This intended?

BTW; It would be cool to have CP's War Score affect Loyalty - a victorious war could cause outbursts of patriotism instead of making separatists appear all over the empire! :)

But finally I have to thank you - NO CTDs :D - even if I have all your up-to-date mods installed!
 
About Prosperity, with E&D it would be great to see decisions to devalue and revalue (did I get the translations right :p) your currency, and eventually make it free-floating. I'm not sure how it would affect, but we should definitely see differences between free-floating and fixed exchange rates. And what about stock market up- and downturns? They have really had their effect on recent history.

All these economics, they would really boost the final part of the game, that seems to be just a dull victory-rush, or world war at the moment. (I usually get bored on the course of the game bedore winning)
 
Umm... Cities I have conquered, continue to have Loyalty even when they are annexed and Courthouse has been built... And the Loyalty is very tough to fight as I am currently waging a World War... This intended?

BTW; It would be cool to have CP's War Score affect Loyalty - a victorious war could cause outbursts of patriotism instead of making separatists appear all over the empire! :)

But finally I have to thank you - NO CTDs :D - even if I have all your up-to-date mods installed!

I think there's a discrepency between what it means in-game for a game to be 'occupied' and what it means code-wise. Will look into it. I'll also look into how I might factor CP's War Score - if it's possible in Lua.

Same here, first bug free modded playthrough I have ever had. Nice to see the Modern Era without having to reload 3 times.

Really great to hear this :D

About Prosperity, with E&D it would be great to see decisions to devalue and revalue (did I get the translations right :p) your currency, and eventually make it free-floating. I'm not sure how it would affect, but we should definitely see differences between free-floating and fixed exchange rates. And what about stock market up- and downturns? They have really had their effect on recent history.

All these economics, they would really boost the final part of the game, that seems to be just a dull victory-rush, or world war at the moment. (I usually get bored on the course of the game bedore winning)

That sounds more like a Sovereignty choice. It could be interesting if Currency factored into how much Gold modifier your Gold Buildings (Market, Stock Exchange, Bank) produced, but then that would probably put undue emphasis on Gold where there doesn't exist said dynamic on other modifiers and might complicate things too much. I have no idea how it would work anyway. So, for the time being, Currency is just a means of controlling your Prosperity a bit better, which is overall a very straightfoward mechanic.
 
I kind of like annexed cities still having loyalty. Yeah you conquered them but they still are a foreign people with their own culture, possibly religion. I think I may actually turn it on for all cities having seen it work now.
 
Ok, some general talk:

Now that I do plan on adding Health to CCC, I believe that eliminates the biggest thing stopping me from overwriting the Top Panel (i.e. keeping H&P compatible). Considering Piety, Sovereignty, Prosperity, and my Dynamic Yields, I think I am now justified in doing this. This will finally allow me to do a few things that I've wanted - such as having the TT for Piety regard only Piety and not Faith, and having Sovereignty take you to the Government Overview whilst Culture takes you to the Social Policy overview, instead of both to the former. This will also allow EUI support proper.

I am raising this now before I move in any serious direction toward this, so that if anyone objects, or if there are other Top Panel editing mods (except CBP, which I'll naturally support) that I'm unaware of, now is the time to raise them. I am not quite sure how my Dynamic Top Panel will interact and I will probably discontinue including it with my own civs. I believe only Danmacsch has used it, but I'm not certain how extensively. If there are more (silent) users, they should let me know, so that I can put its use into perspective. Naturally, DTP will still be supported - merely, including the actual DTP files in your mod will be inadvised (as was the case on initial release).

I bring this up because I have been troubled by how to support Prosperity's changes, which would be overwritten by any mod which used my DTP but which does not explictly allow for Prosperity (as it does for Piety), and the best solution I see now is to overwrite the Top Panel myself.

On Prosperity - this will become a part of Mercenaries. Or, rather, Mercenaries will become Trade & Prosper, and the mod will generally focus on the Gold side of things. Trade, therefore, will be realized in the form of 'Business Contracts' or some such. I will do my best to make it not dependent on the CP, but will keep a separate, Mercenaries-only download in the event that that doesn't happen.
 
I kind of like annexed cities still having loyalty. Yeah you conquered them but they still are a foreign people with their own culture, possibly religion. I think I may actually turn it on for all cities having seen it work now.

Actually, I like that too. It makes large empires a bit more realistic. What I would like to see, was that there were more means to counter low loyalty, maybe extending a smaller loyalty bonus to military and happiness buildings, too. A cool mechanic would be to have the rebellious cities spawn barbarians around the cities, and killing these would increase the loyalty for a while.
 
Ok, some general talk:

Now that I do plan on adding Health to CCC, I believe that eliminates the biggest thing stopping me from overwriting the Top Panel (i.e. keeping H&P compatible). Considering Piety, Sovereignty, Prosperity, and my Dynamic Yields, I think I am now justified in doing this. This will finally allow me to do a few things that I've wanted - such as having the TT for Piety regard only Piety and not Faith, and having Sovereignty take you to the Government Overview whilst Culture takes you to the Social Policy overview, instead of both to the former. This will also allow EUI support proper.

I am raising this now before I move in any serious direction toward this, so that if anyone objects, or if there are other Top Panel editing mods (except CBP, which I'll naturally support) that I'm unaware of, now is the time to raise them. I am not quite sure how my Dynamic Top Panel will interact and I will probably discontinue including it with my own civs. I believe only Danmacsch has used it, but I'm not certain how extensively. If there are more (silent) users, they should let me know, so that I can put its use into perspective. Naturally, DTP will still be supported - merely, including the actual DTP files in your mod will be inadvised (as was the case on initial release).

I bring this up because I have been troubled by how to support Prosperity's changes, which would be overwritten by any mod which used my DTP but which does not explictly allow for Prosperity (as it does for Piety), and the best solution I see now is to overwrite the Top Panel myself.

On Prosperity - this will become a part of Mercenaries. Or, rather, Mercenaries will become Trade & Prosper, and the mod will generally focus on the Gold side of things. Trade, therefore, will be realized in the form of 'Business Contracts' or some such. I will do my best to make it not dependent on the CP, but will keep a separate, Mercenaries-only download in the event that that doesn't happen.

Damn that's a lot of future additions to look forward to. Regarding Health, that will probably make CCC incompatible with H&P, right? Or do you plan some sort of interplay between the two? I guess it isn't really a problem either way, since you've so far blessed us with on/off toggle-able options for most of your mod's separate mechanisms, and that would probably be the case for Health as well.

About the Dynamic Top Panel, Corsica and Denmark use it and at least one of my upcoming civs does as well. Do you think it would be possible to make some sort of failsafe such that if playing one of said civs without CCC, the DTP yields would still work, possibly by disabling the internal DTP files?
 
JFD brace yourself- this is really strange. (for me that is)
A city state, more specifically Vatican City, built Westminster Abbey!
I think this is because it's not set for it to not be built by Minors. Nonetheless, you should address this.
 
On Prosperity - this will become a part of Mercenaries. Or, rather, Mercenaries will become Trade & Prosper, and the mod will generally focus on the Gold side of things. Trade, therefore, will be realized in the form of 'Business Contracts' or some such. I will do my best to make it not dependent on the CP, but will keep a separate, Mercenaries-only download in the event that that doesn't happen.

Darn. I better figure out whats breaking Mercs then.
 
I used the DTP for Park, and it is pretty useful for the UA. However, I can't tell in the post if you're saying the DTP will still work ("DTP will still be supported" vs "including the actual DTP files in your mod will be inadvised"). Would it be easier to make the DTP part of Prosperity, or maybe even release a JFD Core mod which included it and other bits for your 'Expansions'? Alternatively, Danmacsch's suggestion could work, but it might be easiest just to discontinue it. As only two people have so far come forward, it may be for the best to discontinue the DTP, and provide support for Danmacsch's civs specifically.

Edit to avoid double post:
JFD brace yourself- this is really strange. (for me that is)
A city state, more specifically Vatican City, built Westminster Abbey!
I think this is because it's not set for it to not be built by Minors. Nonetheless, you should address this.
Yeah, this is an issue because you haven't made the Wonder a Civilization_BuildingClassOverrides entry for the city states. Despite them having a wonder flavour of 0, other flavors (i.e: Religion, which caused the religious state to build the religious wonder) will cause them to build the wonders. It is a bit hidden, and Firaxis doesn't mention it at all outside of the CIV5MinorCivilizations file (#mostmoddablecivyet).
 
I know about this fact. But this is a glaring error and should be addressed. I can fix it myself but it's still in the base code.
Moddingissoeasy
 
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