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Cities in Development (Obsolete)

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1. Those are 4 great people.
2. The one that grants you a random, free great person.
3. You might as well rename it approval.... I mean, it basically increases the more closer\ integrated a city is into your empire.
 
I have an idea: what if you could increase and decrease the autonomy of a colony? Increasing autonomy would give you more Loyalty, but decrease yields from the city. Decreasing autonomy would have the opposite effect.
 
That seems like a reform for sovereignty.
 
Haven't looked at the code, but I'm curious how the AI handles founding particularly colonies so far from its borders? When someone has a chance, I'd love to understand how that works.
 
Haven't looked at the code, but I'm curious how the AI handles founding particularly colonies so far from its borders? When someone has a chance, I'd love to understand how that works.

In my current game the ai founds colonies quite early, I'm playing an earth map for example and Portugal already has three colonies in the Congo/West Africa areas, really cool to see. They bring their workers in to build improvements as if it were a regular city, but they don't seem to bring any units to defend it.
 
Your Grace,
Gave it a go with CBP, no E&D, EUI (so moved those files as in the OP)
Couldn't see my dignitary count anywhere.
Something suspicious with the City View with CBP happiness but it was functional.
Magistrates Court etc had lower production costs than other buildings of their time.
I pushed a medium claim on a city state and it immediately (next turn) revolted due to loyalty :(
To upgrade my medium claim I needed 5 things but it only listed 4, not sure if this was time based or something?
Stopped after that, didn't see any colonies, but it was a standard map and I hadn't scouted what the Ai was up to.

The Claims stuff is pretty cool, and the integration with Cultural Diversity was nice! Love that mod. Not sure if the Loyalty stuff is taking it too far. I'm a bit of a minimalist when it comes to design and I'm not convinced it is necessary. I understand the idea of the Rhye's and fall style system of Player vs Game rather than Player vs AI, but I don't really enjoy that so much. That's just me. Making the claims thing work between players' cities, as I see you have been thinking in the options, is a cool idea though, and a nice way to bring that quite random ideology flipping under player control. That could be awesome.

Finally, I cried tears of joy at Leonardo's Workshop.
 
Found an issue with the Political Forum WorldEvent, where the tag isn't working properly. Couldn't find an issue in either log, but you can have a trawl through if you want.
 

Attachments

I can confirm that this is also happening for me, though I reported it in the past.

I'll have to prod HH to see what can be done about this.

Your Grace,
Gave it a go with CBP, no E&D, EUI (so moved those files as in the OP)
Couldn't see my dignitary count anywhere.
Something suspicious with the City View with CBP happiness but it was functional.
Magistrates Court etc had lower production costs than other buildings of their time.
I pushed a medium claim on a city state and it immediately (next turn) revolted due to loyalty :(
To upgrade my medium claim I needed 5 things but it only listed 4, not sure if this was time based or something?
Stopped after that, didn't see any colonies, but it was a standard map and I hadn't scouted what the Ai was up to.

The Claims stuff is pretty cool, and the integration with Cultural Diversity was nice! Love that mod. Not sure if the Loyalty stuff is taking it too far. I'm a bit of a minimalist when it comes to design and I'm not convinced it is necessary. I understand the idea of the Rhye's and fall style system of Player vs Game rather than Player vs AI, but I don't really enjoy that so much. That's just me. Making the claims thing work between players' cities, as I see you have been thinking in the options, is a cool idea though, and a nice way to bring that quite random ideology flipping under player control. That could be awesome.

Finally, I cried tears of joy at Leonardo's Workshop.

Hm, yes, without E&D it is a bit tricky. You can see it (IIRC) in the Resources list, however, that's a bit out of the way. I'll have a think.

What suspicious? I just merged what I could find, however, that's by no means a guarantee it works as in CBP. Let me know what specifically and I can take a good look.

Probably a CBP thing. Will adjust accordingly, thanks. I'll take a look at the others (High Court, etc.) too.

Will put this into perspective, thanks.

The final cause (unless you're Austria) is from the Patronage Finisher, however, that doesn't show unless you've gotten it.

I go for depth and flavour, rather than balance or necessity. I'm glad you tried it out first, and you can disable it for future games if you wish. The specific numbers need some crunching, though, and perhaps in the future it'll be a bit more appealing to you (you can also try disabling Loyalty from occupied cities separate from from Colonies).

Yes, I want to add a system for claiming major cities - I just haven't figured how to have that interface.

Thanks for the feedback! Much appreciate :)


Found an issue with the Political Forum WorldEvent, where the tag isn't working properly. Couldn't find an issue in either log, but you can have a trawl through if you want.

Thanks! Fixed for the next update.

JFD, will you update CiD (= Cities in Development :p ) before christmas?

Prossibly.
 
Hey.
I used to be able to somewhat successfully use the CC&C mod, but the newer Cities in Development version doesn't appear to work at all for me. It more or less leaves me unable to interact with my cities when I run it. Been following the installation guidelines by trying to disable EUI, disabling all mods except for the dependency, etc. Perhaps other people are having the same issues, or maybe I am just an idiot.

Could not make attachments, but here are images of database and lua logs (if I did the logging right):

http://imgur.com/gallery/C3TQr/new
I was using only the Community Patch mod and Cities in Development. EUI was enabled.
Thanks in advance. Big fan of your mods!
 
Try deleting your Cache folder (My Documents/My Games/Sid Meier's Civilization V). Also make sure you don't have any older copies of CCC in your mod folder, and that you have the latest CP.

These are strange issues. The database log (you did logging correctly, btw) shows that something has interfered with the Community Patch, which in turn has stopped many of CID's things from working.

And welcome to the forums! :D


Also, if anyone wants to help move Crimes along, some event ideas for: Mafia, Anarchists, Counterfeiters, Vandalism, Theft, and/or Treason would go along way.
 
Anarchists!
A group of people started rampaging through our country recently, demanding total freedom and dissolution of our empire. What shall we do?

Traitors! We must catch them before anyone else gets any silly ideas...(3 random cities enter anarchy and a barbarian unit spawns near them,3 infantry units with the morale promotion spawn near your :c5capital: capital)
What Nonsense! our empire is united and strong. Arrest everyone who claims to have seen those... Anarchists.(lose 750 :c5goldenage: golden age points, start a WLtKD in the :c5capital: capital, gain 300 :c5culture: culture)
Hmph. Maybe we should dissolve the state...(lose 1 magistrate. 50% chance you get 1250 :c5culture: culture and a WLtKD in your :c5capital: capital, 50% chance nothing happens.)

Artwork stolen!
A portrait of your majesty was stolen from the palace! what shall we do?

Find the thefts and make sure they pay for it...(nothing happens)
Great! Let's blame a landlord and take his property!(2 - 4 barbarians spawn, gain 750 :c5gold: gold)
I blame the Jews...(2 Random cities enter anarchy for 4 turns, start a WLtKD in the :c5capital: capital)
 
I found a bug with ExCE. When I found a city with a settler (colonist etc.) is all normal (colonies in distance from the capital). And when I found a city with a Great Explorer is ALWAYS this city a normal city, not a colony.
 
What suspicious? I just merged what I could find, however, that's by no means a guarantee it works as in CBP.
Usually in CBP when you hover over the city name in city view it brings up information about happiness. This didn't happen. Also the colour of happiness was gold, not yellow, so I assumed you had done something there.

Edit: Also, all the leader changes had toggles except Austria
 
Mafia, Anarchists, Counterfeiters, Vandalism, Theft, and/or Treason
The historical wealth to draw from is bottomless.

For one, Art Forgery could interact nicely with a Great Work.

"With new analytical techniques at our disposal, we have discovered that one of our country's most impressive exhibits is, in fact, a fake!
- Hire thieves to steal the priceless work and cash in on the insurance without exposing the truth.
Gold, lose the work. Requires a certain level of theft in the city.
- A private collector is enamoured with the piece, let him buy it. He will never question its authenticity.
More gold, lose the work. Lose culture
- We all know that art is not truth. Hold a press conference.
Lose more culture, keep the work
 
Vandalism:
My grace, some villain has broken the arm off a great statue built in your name! What should we do?
1. Demolish the statue: it is too expensive to repair (lose culture and a monument in your capital, capital gains a small production boost)
2. Repair it: my majesty must be preserved for all to see! (Costs gold, gains small culture and a WLtKD in the capital)
3. Capture the perpetrators, and make them pay for the repairs. (% chance to keep monument, and start a 5 turn Golden Age. Otherwise, lose the monument and gold. Chance is based on what police buildings you have in your capital, or however you're planning to manage the crime levels)

Maybe a similar idea could be implemented if the city has high vandalism and heresy, where a religious building is destroyed?
 
Usually in CBP when you hover over the city name in city view it brings up information about happiness. This didn't happen. Also the colour of happiness was gold, not yellow, so I assumed you had done something there.

Edit: Also, all the leader changes had toggles except Austria

I changed it from Cyan to Yellow as I think the Cyan is ghastly :p But it should otherwise work, but I'll test again.

Austria cannot be toggled, as it is inextricably tied to the Claims system.

I found a bug with ExCE. When I found a city with a settler (colonist etc.) is all normal (colonies in distance from the capital). And when I found a city with a Great Explorer is ALWAYS this city a normal city, not a colony.

I tested this before the last update, but will do so again.

Anarchists!
A group of people started rampaging through our country recently, demanding total freedom and dissolution of our empire. What shall we do?

Traitors! We must catch them before anyone else gets any silly ideas...(3 random cities enter anarchy and a barbarian unit spawns near them,3 infantry units with the morale promotion spawn near your :c5capital: capital)
What Nonsense! our empire is united and strong. Arrest everyone who claims to have seen those... Anarchists.(lose 750 :c5goldenage: golden age points, start a WLtKD in the :c5capital: capital, gain 300 :c5culture: culture)
Hmph. Maybe we should dissolve the state...(lose 1 magistrate. 50% chance you get 1250 :c5culture: culture and a WLtKD in your :c5capital: capital, 50% chance nothing happens.)

Artwork stolen!
A portrait of your majesty was stolen from the palace! what shall we do?

Find the thefts and make sure they pay for it...(nothing happens)
Great! Let's blame a landlord and take his property!(2 - 4 barbarians spawn, gain 750 :c5gold: gold)
I blame the Jews...(2 Random cities enter anarchy for 4 turns, start a WLtKD in the :c5capital: capital)

Vandalism:
My grace, some villain has broken the arm off a great statue built in your name! What should we do?
1. Demolish the statue: it is too expensive to repair (lose culture and a monument in your capital, capital gains a small production boost)
2. Repair it: my majesty must be preserved for all to see! (Costs gold, gains small culture and a WLtKD in the capital)
3. Capture the perpetrators, and make them pay for the repairs. (% chance to keep monument, and start a 5 turn Golden Age. Otherwise, lose the monument and gold. Chance is based on what police buildings you have in your capital, or however you're planning to manage the crime levels)

Maybe a similar idea could be implemented if the city has high vandalism and heresy, where a religious building is destroyed?

The historical wealth to draw from is bottomless.

For one, Art Forgery could interact nicely with a Great Work.

"With new analytical techniques at our disposal, we have discovered that one of our country's most impressive exhibits is, in fact, a fake!
- Hire thieves to steal the priceless work and cash in on the insurance without exposing the truth.
Gold, lose the work. Requires a certain level of theft in the city.
- A private collector is enamoured with the piece, let him buy it. He will never question its authenticity.
More gold, lose the work. Lose culture
- We all know that art is not truth. Hold a press conference.
Lose more culture, keep the work

Thanks for the ideas, guys :D

Spoiler :
helix_be_with_you_by_silverblazebrony-d77at2y.png
 
Here's an idea for Counterfeiters:

Forgeries of our Notes
Due to the current successful economic standing of our currency, some shrewd criminals have begun to manufacture counterfeits of it and are circulating it around in the market. Our economy and diplomatic relations are at stake.

Requirements: High Gold :c5gold: income. High Fraud or Heresy (or, with my idea below, Fraud or Theft) in cities.

Choices:
  • Catch and prosecute those perperators!: Only shows up if you have a Supreme Court. Reduces crime increase from Counterfeiters in all cities and slightly reduces crime from Heresy and Fraud (or Fraud or Theft with my idea below).
  • Establish fail-safes in our currency.: Reduces your GPT by 75%. Allows all your cities to work on the Currency project which requires a certain amount of Production :c5production: to be completed. Upon completion, GPT goes back to normal.

Also, I think the Organised Crimes combinations aren't right. It doesn't make sense that counterfeiters are generated through Heresy, as they have nothing to do with religion, for example. Here's how I would do it, although it still doesn't feel perfect:

Anarchists: Treason, Heresy
Counterfeiters: Fraud, Theft
Mafia: Abduction, Corruption
Terrorist: Vandalism, Violence
 
@TimeWalker
Heresy making counterfeits makes more sense if you use an example other than money - false relics could be counted as counterfeits, and false gods could be taken similarly. Medieval monks would often take bones from graves and then sell them as the bones of a saint.

@JFD
I'm assuming there's a Helix religion in Piety II. Or at least a Helix event. Or maybe a CulDiv event for the Oriental group! (Brainwave: Are there Pokemon events for the Oriental group? "A wild Pokemon appeared in Kyoto! Sir/Madam, what should we use!")
 
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