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Cities in Development (Obsolete)

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I'm afraid a 1-turn period would demand TableSaverLoader, and I don't want to do that (especially given Mercs. track record). Besides, between a Spy, a Pledge of Protection, and the CS' special requirement, it seems easy enough to get to a Medium Claim. It shouldn't be easy at all to get a Strong Claim. Certainly, there's the annoyance factor, however, I've never had a problem keeping an alliance for 25+ turns with my neighbouring CSs, so it may vary according to game. Alternatively, I could reduce the turns (to 10 or something) and up the costs.
 
Not easy for landlocked Maritime CS. :p (I can see Mercantile CS demanding any trade route to them while givig Maritime other kind of demanding)
 
Even if every maritime CS was on coast, sometimes its impossible to ave a sea trade route with them. For me trade routes requirement os too based on type of map you using.
 
Maritime City-States don't have a Coastal start bias, do they?
 
Maritime City-States don't have a Coastal start bias, do they?
Pretty sure they do, but so does Venice and they often start landlocked; especially on maps with a low sea level.
 
There's a Council of Modders? :(
 
Oh yes, it comprises of the Modding Pantheon: Thalassicus the First, the Great Prophet Indiestone (here's to nostalgia), Deliverator the Deliverator (our Prometheus - not the movie, the broadway show!), Pazyryk the Elder, Lord Whoward the Merciful, and Kerrigan the Destroyer. Apparently, they, together, hold the Keys to the Kingdom of Civilization 5: Rhyes and Fall, and will bestow them upon one worthy. Paladin Gedemon was close, but he was driven mad by having too much power.

We are but terrestrial princes, TP, Idvhl, living in the shadow of celestial modders.
 
As long as there's food and drink, I'm a happy prince.
 
Oh yes, it comprises of the Modding Pantheon: Thalassicus the First, the Great Prophet Indiestone (here's to nostalgia), Deliverator the Deliverator (our Prometheus - not the movie, the broadway show!), Pazyryk the Elder, Lord Whoward the Merciful, and Kerrigan the Destroyer. Apparently, they, together, hold the Keys to the Kingdom of Civilization 5: Rhyes and Fall, and will bestow them upon one worthy. Paladin Gedemon was close, but he was driven mad by having too much power.

We are but terrestrial princes, TP, Idvhl, living in the shadow of celestial modders.

...Sounds like I really missed out on something, back in the days when people thought that religion was mod-able, and that leader models were a thing. (Jokes aside, the whole Indiestone thing sounds pretty interesting. Was it in any way viable?)
 
Mod updated to v5, and to Cities in Development:

Claims
  • Fixed an issue wherein Westminster Abbey could be constructed by City-States.
  • Added new Forum Magnum splash screen.
  • Ability to assimilate cities/colonies is now handled via 'PROMOTION_JFD_ASSIMILATE_CITY' and 'PROMOTION_JFD_ASSIMILATE_COLONY,' making it easier to give this ability to unique units (such as France's GG).
  • Removed Economic General Info replacement, as this will be included in Prosperity.
  • Renamed Code of Laws NW to avoid civilopedia issue.
  • Rome now gains a 25% bonus vs. Barbarians, in addition to its existing (modded) effects.
Colonies
  • Occupied cities may now flip back to their original owner instead of to Barbarians when separatist.
  • Added new Dutch UA: Receive Great Merchant Points in the Capital whenever a Citizen is born in a Colony. (+50% of Happiness is retained for traded luxuries). Note that the GMPs is based on the Gold output of the colony.
  • Fort and Citadel Colonies re-added. Forts and Citadels may now be established outside your borders, and when at a certain distance, will be established as a 'Fort Colony' - same as a Colony but begins with a Drill Academy and the colony's tile receives the benefits and fancy graphics of a Fort/Citadel.
Loyalty
  • Disloyalty from Population has been removed for Colonies, and is renamed 'from Occupation.' It is still 5% per pop, but is reduced to 2.5% in a puppet.
  • Base Loyalty in occupied cities now scales: in occupied Capitals, it is 5%, otherwise 20%. +20% if the city has a Courthouse, and +30% if the city has a Spy.
  • Disloyalty from distance now scales with population (+0.3% per Pop, per tile), and only applies to Colonies.
  • East India Company now reduces the effect of distance on disloyalty by 25% for cities connected to the capital.
  • Disloyalty from War now only applies if you are losing a war, and is scaled according to Population (+0.5% Disloyalty per Pop, per war that you are losing).
  • Added Loyalty from 'Unbroken Rule,' which is the value of how many consecutive turns you have owned the city for, at 1% per turn.
  • Disloyalty from Ideological Pressure now scales with population, at +0.2% per Population (I don't actually know how much pressure is generated, so I was conservative on this).
  • Basically, Loyalty should work much more fluidly (and logically!), with bigger colonies being much more at risk than smaller. This is why Provinces will likely have a means of developing Colonies into Cities. Occupied Cities should also be generally less loyal, until you've ruled them consecutively for long enough. Values are subject to adjustment, of course. Loyalty for standard cities is probably going to be heavily skewed, but I will work on this when I do
    Provinces. This update was more about furthering occupied Loyalty.
Misc.
  • Added wonder splash audio thanks to Nichlenm.
  • Added the option to turn on Gazebo's 'Building investment functions.' This makes it so that Gold doesn't outright purchase Buildings, but instead 'invests' production in them. Wonders may also be invested in, but the production gained is less. This is one of my favourite parts to the CBP, and it was a shame that it couldn't be used on its own. This'll help offset Crimes extra Gold until Prosperity, too - it is however off by default. If using CBP, there are no untoward interactions, of course.
  • Fixed an issue preventing the Civilopedia from showing Buildings.
  • Added "Happiness from garrison" indicator to the city view Happiness TT (i.e. from the Military Caste policy or Mehmed's UA).
I will add an interaction with Religion, however, I will do this after Piety's update, as it will likely be similar to how Crime Heresy and Piety interact.

Whoops, also just caught a major bug wherein the effects of loyalty wouldn't trigger. Re-uploaded. This will probably change people's thoughts on the system, so I'm open to adjustments :p Yup, captured cities basically instanta flip, so I'll revise this later.
 
We are but terrestrial princes, TP, Idvhl, living in the shadow of celestial modders.

Some of us choose to live on space stations. :p

But wow... it's getting hard to keep up with how many different additions you've got going. I'm having trouble getting just one big mod done, and you've got... what, four? On top of all the civs? D:
 
But wow... it's getting hard to keep up with how many different additions you've got going. I'm having trouble getting just one big mod done, and you've got... what, four? On top of all the civs? D:
JFD is the god-emperor of modding, his willpower to make mods cannot be matched by us mere mortals :p

Will have to test this extensively so that I can hopefully make an alternate design for Burgundy when this mod + mercs are enabled. They need to have stronger/cooler claims or something, but I haven't even checked how they work yet. :blush:
 
Sorry if this has been brought up before, but I wonder whether Sovereignty would make certain crimes... Disappear. If I decide to promote Secularization/ Grant freedom of speech, would that remove the penalties from Heresy?
 
Sorry if this has been brought up before, but I wonder whether Sovereignty would make certain crimes... Disappear. If I decide to promote Secularization/ Grant freedom of speech, would that remove the penalties from Heresy?

I second to this...
But on the other hand, Heresy is a kind of crimes which affects Piety, when you declare Secularization, that Piety is useless, so there would not be any bad effect even Heresy is still exist?
 
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