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Yeah, that totally screwed my installation once...

(Also why more techsssssssss :p :p :p)

Wait, did I miss something? I don't remember the update adding another tech.
 
No, but JFD plans on doing that...

On other note, I'd imagine Karl could be getting a new UA with provinces...
 
Since I had just reinstalled the CBP suite, including the CBP-compatible version of the EUI which Gazebo provided, I decided to take your suggestion to try updating my EUI by running your mods without the CBP suite, using the standard EUI.

With no CBP files and the standard EUI, I found no bugs.

Afterwards, I removed the standard EUI ad re-installed the CBP suite, with the CBP-compatible EUI and all other bells and all other standard options enabled.

With the most-recent version of all CBP and JFD mods, and everything enabled, I reproduced the same bug.

I didn't check to see whether what part of the CBP suite CID was incompatible with, but if you say that the same bug was fixed in a different situation by updating EUI, then I would start by suspecting the CBP-compatible version of the EUI.

I'll look into that, and see if I can reproduce the issue myself.

Colonies don't increase Policy costs. And will they increase, when Great Magistrate/Dignitary assimilates the Colony? Also - after the Colony became a Barbarian City and I captured it back - what about Policy costs?

Colonies shouldn't increase policy costs ever. If you assimilate that colony, it becomes a city, and hence will increase policy costs.
 
Updated to v14:
US = User Setting toggleable.

  • General:
  • Fixed an incompatibility between CID, EUI, and ExCE.
  • CBP support is now automatic. You no longer need to switch on the user setting.
  • Fixed a discrepency between how much Happiness a city yielded from Buildings and how much was indicated by the TT.
  • Fixed an issue wherein Specialists in the vanilla game appeared to yielded 120i423784324uy1234y24 Happiness.
  • Who's Winning rankings now longer allow you to view all, only the one randomly chosen to show that turn. US
  • Fixed some issues with the Civilopedia.
  • EE's Academy science mod reduced to 15% US

    Provinces:
  • Fixed a 'this file has too many things in it' issue with Provinces.
  • Fixed an issue wherein the Trading Post did not have a graphic.
  • As Angkor Wat is slated to be changed with Health, and because its something that has been raised in CBP lately, Provincial level now decreases the cost of acquiring new tiles (-25% for Counties, -50% for Duchies).
  • Counties now only reduce Loyalty by 15% (down from 25%).
  • Fixed an issue wherein the tooltip for Villages and Trading Posts did not display upgrade turns for EUI users. (this was honestly way too much effort, and its demanding that I replace gratuitous files, so I may in the future be dropping EUI support for some things)

    Claims:
  • Removed the Rival Territory promotion from the Great Dignitary, as apparently it already was meant to do this.
  • Great Magistrates and Great Dignitaries are now generated separately from other GP, and will not affect the GP counters of other GP. Hooray for Pope Gazebo!
  • Great Magistrates and Great Dignitaries are now generated separately from other GP, and will not affect the GP counters of other GP. Hooray for Pope Gazebo! (here twice because omg. Go buy some indulgences from him :D)
  • Added Jurisprudence tech to Renaissance, for Constabulary, Supreme Court, Forbidden Palace, and High Court. Requires Printing Press and goes into Rifling (because reasons). With PIT, I'll try and fix the issue that it doesn't go into Sovereignty, but without it doesn't really fit. US
  • Supreme Court and Court of Chancery no longer provide Magistrates and Dignitaries, respectively, per era, but continue to provide some (increased to +2) for free when first built.
  • Court of Chancery moved back to Nobility, in light of Supreme Court's move to High Court's location.
  • Code of Laws icon now changed to the Doomsday Book from Denmark DLC (more appropriate than a gavel, anyway!)
  • National Wonder moved to Banking and now requires Banks in all Cities. US

    Crimes:
  • Organized Crime now decreases Loyalty, instead of increases Crime.
  • Added alternative, more diverse icons for Crimes and Organized Crimes by Hypereon. Off by default. US
  • When an Organized Crime emerges in a city, a notification will be sent alterting you of this.
  • Specific Crime reductions are now displayed on the Building yield stats list.
  • Added TT support for Building_YieldChangesPerPop, which otherwise works as normal.
  • Crime is now reduced by specific buildings (US to restore NWs serving this function):
    • Mint: Corruption
    • University: Fraud
    • Artists/Musicians/Writers Guild: Vandalism
    • Jail: Violence
    • High Court: Treason
    • Chancery: Theft
    • Hotel: Abduction
    • Monastery: Heresy (too bad if you don't use Piety :p In reality, it's more like it's too much extra work for unknown return)

    Colonies:
  • If a colony is lost but recaptured, it will now return to being a Colony instead of becoming a regular city.

    Loyalty:
  • XP Buildings (Barracks, Armory, Military Academy) now increase Loyalty, not Espionage Buildings.
  • Unique Barracks, Armories, and Military Academies from modded civs should properly yield Loyalty.
  • When a city is claimed by Barbarians due to Separatist Loyalty, it now sends a World Event.
  • When a city that is separatist has a military garrison, it will no longer flip to Barbarians but only spawn Rebels (lol, only). Thanks to Hypereon for the idea! This might not work as hoped, however, as the barbarians will generally stray from the city, but we'll see.
  • When a city first changes its Loyalty level, a notification will alert you to this.
  • Fixed an issue wherein Loyalty at 0 would cause issues with determining the Loyalty level.
  • A Rebellious city will now only ever go into 1 turn of Resistance, instead of between 1 and 5.
  • Fixed an issue which in some cases would've prevented the Loyalty panel and icon to update properly, when at lower Loyalty.
  • Separatist cities will only flip back to their original owner/spawn rebels of their original owner if you are at war with that civ. Otherwise, it goes to Barbarians.
  • Fixed an issue wherein units spawned from the above might spawn in water.
  • Fixed an issue wherein a city would not lose Rebellious status when it became Separatist
  • Halved the effect of disloyalty from War Score.

Installation

1. Download the .civ5mod mod.
2. Copy to Documents\My Games\Sid Meier's Civilization 5\MODS
3. Run the game to the Mods Menu and it should automatically install.

Enhanced User Interface*
4. Navigate to Documents\My Games\Sid Meier's Civilization 5\MODS\JFD's Cities in Development\Shared\Lua\UI\Overrides\EUI
5. Copy (Do NOT cut) the contents into the previous Overrides folder.
6. Load the game and enter the Mods Menu (should install hereafter).

*Please ensure you are using at least this version of Enhanced User Interface, if at all.

Troubleshooting

If you are experiencing problems, please follow the instructions below.

1. Re-download the mod and test to see if the issue persists.
2. Make sure you have the most up-to-date version of the Community Patch.
3. Disable any mods which might conflict - Social Policy overhauls, mods which overwrite core files, severely outdated mods, etc.
4. Delete your cache folder (My Documents/My Games/Sid Meier's Civilization V/).
5. Report the issue to this thread with your Database.log and Lua.log files. How to enable logging. If you can, provide a screenshot of the issue.
6. Declare whether or not you are using one of the following mods: Community Balance Patch, Health & Plague, Enhanced User Interface.
7. Declare what version of the mod you are using, and whether or not previous versions worked for you.
8. Declare if you have changed any user settings.
9. If you can, provide a copy of your Mod List.

It is imperative that you update to the latest CP, as of 15/01. Failure to do this will result in explosions.

@TranquilSilence If you get the Insane Ruler TXT_KEY again, could you please note what the exact TXT_KEY string is. Also, you didn't actually appear to have logging enabled (that, or there are no errors), so I'm not able to figure why the Great Magistrate couldn't upgrade Provinces for you.

Next thing is a Piety update to match, but that'll take a while as I want to integrate Mercenaries and to add Epithets to it (Helix, JFD, stop adding new components). Hopefully this is the last update before Health. Feels like I'm not getting very far lately, otherwise...
 
JFD, whenever you update a gameplay mod, you could try to reset the lowest CP version number in the 'dependence mods' section of the mod info file, this can force people to update their CP. :p
 
Sleep is for the weak anyways :D Awesome update, I think you're taking this in the right direction.

Do you ever plan to relaunch that Civopedia mod thing you did a while back? I still have the original file before you recalled it.

Should EE's Salon be reduced to 15% culture too, or do you believe the 15% science vs. 25% culture is a better tradeoff?

I'm not sure if the Wikia has been updated or not, but which GP allows you to upgrade a Province level? Also, Praise be! Release the Doves, I for one had resigned GP to it's previous en-shackled state. How was it done may I ask?

Why JFD, the only natural way to enforce those newly created laws is to back them with era changing weapons :p

If a user turns off loyalty for all cities, I presume crime reverts to it's old habits? I think this new change is a promising one, just as long as the number crunching works well, and newly founded cities aren't immediately on the brink of revolt :p

What made you decided to change what affected Crime? Seems like a sudden turn around to me.

Is it possible that city bombardment and defense will only work if the city is garrisoned when Rebels spawn? I can see the current system being abused, with no real risk to the city once the rebels have spawned, allowing the garrison to leave the city without risk of it actually flipping. Don't know how plausible this is. If the rebels turn out to be too easy, maybe spawn them with a Great General?

Also, I'm not sure if you remember, but is it technically possible for the "Enforce De-colonization" Resolution to flip low loyalty colonies to nearby civs or to separate?

I would say you've been doing great. You're not releasing new mods every couple of weeks, but continuing to work on these massive gameplay changers. And eventually on one bright sunny day, we may finally have governmental reforms.

Also, CP v72?
 
Do you ever plan to relaunch that Civopedia mod thing you did a while back? I still have the original file before you recalled it.

Nope, its in CID.

Should EE's Salon be reduced to 15% culture too, or do you believe the 15% science vs. 25% culture is a better tradeoff?

Kesler, no. Just no. :splat: Culture and Science have never been 1:1. They're not even 1:2. You be crazy, Kesler.

I'm not sure if the Wikia has been updated or not, but which GP allows you to upgrade a Province level? Also, Praise be! Release the Doves, I for one had resigned GP to it's previous en-shackled state. How was it done may I ask?

The Great Magistrate. It's listed under the provinces section, as its one activated with Provinces, naturally. I don't know exactly how Gazebo did it.

What made you decided to change what affected Crime? Seems like a sudden turn around to me.

This was the original design, for which I was previously unable to reconcile things like Vandalism (I could think of no viable building, but the Guilds work I think). The NW system was too inflexible, which I discovered in a short Inca game; relying too much upon guesswork. For e.g., in my Inca game, I had two cities: Cusco and Tiwanaku. Tiwanaku was settled at the Silver Mine NW, making it about 30% Corrupt from the go. But Cusco lay upon some untapped Gold mines, and hence would eventually become more Corrupt than Tiwanaku, when the value of the Silver Mined waned. But if I wanted to deal with Corruption in Tiwanaku straight away (or so), I had to give up the National Treasury and thus derprive Cusco of Corruption-fighting powers in the future, which is dumb. Short trade-offs are great, but it's the whole reason we don't like Jon Shafer - the decisions we make should not be final and should confirm to the needs of the present; which is Sovereignty in a nutshell.

Is it possible that city bombardment and defense will only work if the city is garrisoned when Rebels spawn? I can see the current system being abused, with no real risk to the city once the rebels have spawned, allowing the garrison to leave the city without risk of it actually flipping. Don't know how plausible this is. If the rebels turn out to be too easy, maybe spawn them with a Great General?.

To that end, I defer the user to Leugi's BARBIE mod. Although I'm not clear on what you mean. If you leave your garrison and the city is still separatist, it may still flip - it's not a one time event. If you keep your garrison, the rebels will only grow. I don't see much room for abuse.


Also, I'm not sure if you remember, but is it technically possible for the "Enforce De-colonization" Resolution to flip low loyalty colonies to nearby civs or to separate? Also, CP v72?


I have it noted, but it's too difficult to test, as one cannot force a resolution to pass via Lua or IGE, so I'd have no way of knowing it it worked.

I dunno, the latest one. I don't pay attention - there are so many :p

JFD, whenever you update a gameplay mod, you could try to reset the lowest CP version number in the 'dependence mods' section of the mod info file, this can force people to update their CP. :p

But then who will complain about bugs caused by their inability to RTFM?
 
Mod list: CP(latest), EUI(latest), CID, HRC, Piety, CulDiv, RER, E&D, JFD's GB, JFD's Scotland.

everything is well except the pedia interface comes wrong:

screenshot:
Spoiler :
attachment.php

attachment.php


Edit: when a defensive war began, the Levies doesn't appear at all

Edit: clear cache doesn't help.

Edit: remember that I said the loyalty info box doesn't show up issue last time, right? Well, this time, it shows at the start of the game. However, it is turn 151 now(I have load the save twice), the info box doesn' show up, same problem as last time.
 

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FJS. Maybe I should just quit :p

The pedia thing I think to be Great Britain, as that lua error leads back to the DerivativeCiv thing. I really dunno about the Loyalty box. Makes no sense whatsoever to me.
 
May I ask

1. Why do some buildings provide crime equal to their base yield doubled? Specifically, GW buildings...
2. Is there any, slight chance your most esteemed grace will agree to add a Britain US that would prevent the amount of crime a building provides from exceeding its base yields?
3. Who... Who said that military increases loyalty?
 
May I ask


3. Who... Who said that military increases loyalty?

Well, I think building millitary buildings means some soldiers stationed in the city, and the soldiers can suppress the incite and rebelion, so increase loyalty…

@JFD ok, forget the info box, but what about the Levies? I tried many times and when defensive war begin they don't appear…
 
Well, I think building millitary buildings means some soldiers stationed in the city, and the soldiers can suppress the incite and rebelion, so increase loyalty…

@JFD ok, forget the info box, but what about the Levies? I tried many times and when defensive war begin they don't appear…

Give me a break :p There are no clues in the Lua, so I'll have to look into it. But I really am a bit overwhelmed atm by all these bugs (plus an essay due Thursday), so I think I'll take a break for a bit. I may run a quick test later, but honestly I don't know.

May I ask

1. Why do some buildings provide crime equal to their base yield doubled? Specifically, GW buildings...
2. Is there any, slight chance your most esteemed grace will agree to add a Britain US that would prevent the amount of crime a building provides from exceeding its base yields?
3. Who... Who said that military increases loyalty?

1. Just a coincidence, as the Crime yields correspond to the era in which the building is placed - Ancient = 1, Classical = 2, Medieval = 3, etc.
2. What US? Taft?
3. Have you ever tried professing your treasonous sentiments to a soldier before? Its very Machiavellian :D
 
Ok, take you time your Modjesty.

Well, JFD, let me tell you a little funny story.:p Last time when it is still CID v13, I played as the WWI Germany, after I moved all my armies around England's border, Eliz asked me: do you want to declare war to me? I responsed: Sure! why not?
Then, guess what happened? Million levies appear in my cities. I was considered as the defending party! :D
 
Give me a break :p There are no clues in the Lua, so I'll have to look into it. But I really am a bit overwhelmed atm by all these bugs (plus an essay due Thursday), so I think I'll take a break for a bit. I may run a quick test later, but honestly I don't know.



1. Just a coincidence, as the Crime yields correspond to the era in which the building is placed - Ancient = 1, Classical = 2, Medieval = 3, etc.
2. What US? Taft?
3. Have you ever tried professing your treasonous sentiments to a soldier before? Its very Machiavellian :D

1. Yeah... Its an horrible method...
3. What soldiers? The type that founds Leftist organisations, or the type that infiltrates into them?
 
1. Yeah... Its an horrible method...
3. What soldiers? The type that founds Leftist organisations, or the type that infiltrates into them?

Dear Natan,

When did you turn into a steam commentor?

Sincerely,

Imp. Emperor JFD.

Ok, take you time your Modjesty.

Well, JFD, let me tell you a little funny story.:p Last time when it is still CID v13, I played as the WWI Germany, after I moved all my armies around England's border, Eliz asked me: do you want to declare war to me? I responsed: Sure! why not?
Then, guess what happened? Million levies appear in my cities. I was considered as the defending party! :D

Heh, an unfortunate exploit about which I can do little. At least the AI can actually do this too, just not as effectively.

Oh, a question: Does the interface for Crimes and/or Provinces work even after 150 turns? Its just Loyalty?
 
Heh, an unfortunate exploit about which I can do little. At least the AI can actually do this too, just not as effectively.

Oh, a question: Does the interface for Crimes and/or Provinces work even after 150 turns? Its just Loyalty?

Oh, you don't need to do anything, this is just a story, not a bug report:p

Interface of C/P works well, just loyalty.
And, I'm not saying 150 turns passed and then it suddenly goes wrong. I don't know when it goes wrong. The only thing I can say is that: I checked it in turn 1st, it works well; I haven't checked between 1 and 151; I checked it in turn 151, found it goes wrong.
 
Alright, CID updated to v15, to fix some issues. Sorry for the trouble. Just say: "serenity now, serenity now" and you'll be ok:
  • Fixed an issue wherein you would begin with an extra 2 Magistrates.
  • Fixed an issue wherein Levies would not spawn upon a defensive war (I swear, touch one thing in Claims and it unwittingly screws up Provinces).
  • Fixed an issue wherein Treason wasn't being factored into Crimes calculation.
  • Crimes will now be sorted by highest to lowest, except Violence which is defying maths for some reason.
  • Fixed an issue where once an Organized Crime emerged it never left, even when it should have.

On the Loyalty TT bug: has anyone else experienced this? It doesn't seem to every happen when doing an AI-only game, so may be restricted to human playership. But I couldn't recreate any issues with the Civilopedia, even with all of your mod list, Zwei.
 
Thanks for the substantial update again, and I'm glad to hear that the divine powers of Pope Gazebo have manifested in the form of a solution to the Great People Problem - the Great Doctor is saved!

I feel that each of these updates encourages me to try out new and interesting things within CID (and gives me excuses to play games with the numerous civs on my list), so I for one am very thankful for these developments - even if The Empire feels that not much progress has been made.

I hope to try out the new updates when I have access to my Laptop again - and I'll keep my eyes peeled for any bizarrely named insane rules :p

(Ninja'd by JFD, post was referring to v.14)
 
Mod list: CP, EUI, CID, IGE.

when click the Start Game button, before the DOM screen appear, CTD.

Cleared cache and re-tried for many times.
 

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My mistake! Didn't test with E&D disabled. Should be fixed now.

Thanks for the substantial update again, and I'm glad to hear that the divine powers of Pope Gazebo have manifested in the form of a solution to the Great People Problem - the Great Doctor is saved!

I feel that each of these updates encourages me to try out new and interesting things within CID (and gives me excuses to play games with the numerous civs on my list), so I for one am very thankful for these developments - even if The Empire feels that not much progress has been made.

That is certainly very kind of your to say. Have an honourary knighthood for your kindess :)
 
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