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Cities in Development (Obsolete)

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Anyone else getting -100% or more loyalty from "losing war"? :lol:
Seriously, I've had an entire empire flip to the barbarians because I had a war score of -15. That sounds extreme, to say the least.

Looking in the JFD_CID_LoyaltyUtils.lua, the formula seems to be (cityPopulation*warScore)/2. This would mean that a 20 pop city will get -100% loyalty from losing on the warscore by 10, which is completely ridiculous. I understand the basic idea of cities leaving their nation because of a war (ex: Town Line, New York left the USA during the civil war) but your capital leaving because you're *slightly* losing is absurd.

The formula also makes it easier for larger cities to defect. This makes perfect sense for an occupied city (more population = more resistors) but doesn't make much sense for war - in fact the reverse seems to be true (Town Line, New York was and still is extremely small).

EDIT: Currently a separatist city that was founded by an eliminated major civ will spawn units of that player's civ. I'm not sure if this is an oversight (it checks to see if you're at war with the founding civ without asking if that civ is still alive) or an intended feature. If this is indeed intended, then it needs to be reported that a civ resurrected this way doesn't function properly. If they capture a city, they will still be stuck at the same technology level and can't actually build anything.
 
One thing I'm noticing is that while you're besieging a city, it obviously goes into Separatist phase, because the AI's warscore is so low. This only makes things harder, however, because either Barbarians will spawn and mess up your siege, or the city will flip to the barbs and the city will lose half its pop, meaning you get much less out of it. This is quite annoying, but I guess it does make sense.

Kinda.
 
Anyone else getting -100% or more loyalty from "losing war"? :lol:
Seriously, I've had an entire empire flip to the barbarians because I had a war score of -15. That sounds extreme, to say the least.

Looking in the JFD_CID_LoyaltyUtils.lua, the formula seems to be (cityPopulation*warScore)/2. This would mean that a 20 pop city will get -100% loyalty from losing on the warscore by 10, which is completely ridiculous. I understand the basic idea of cities leaving their nation because of a war (ex: Town Line, New York left the USA during the civil war) but your capital leaving because you're *slightly* losing is absurd.

The formula also makes it easier for larger cities to defect. This makes perfect sense for an occupied city (more population = more resistors) but doesn't make much sense for war - in fact the reverse seems to be true (Town Line, New York was and still is extremely small).

EDIT: Currently a separatist city that was founded by an eliminated major civ will spawn units of that player's civ. I'm not sure if this is an oversight (it checks to see if you're at war with the founding civ without asking if that civ is still alive) or an intended feature. If this is indeed intended, then it needs to be reported that a civ resurrected this way doesn't function properly. If they capture a city, they will still be stuck at the same technology level and can't actually build anything.

Helix, it's relentless :sad: I'm tempted to remove the download until I'm ready to get back to it.

The war score is divided by 10, directly above the formula that you cite. Such war weariness is intended to be shifted to as a Happiness mod.
 
Helix, it's relentless :sad: I'm tempted to remove the download until I'm ready to get back to it.

The war score is divided by 10, directly above the formula that you cite. Such war weariness is intended to be shifted to as a Happiness mod.

In other words, disable CID for now because it's buggy? I've been trying to find which part is the problem by turning components off and on but it's been going nowhere.....
 
when im using this mod with cp, cbp, along with events and decisions, and all the jfd extra civ mods, a get a glitch, i have all the dlc now as well.

the bug is that i get no unit interface when i click on a unit, Does anyone know how to fix this?
 
I presume that the "Stockpile Stolen" event belongs to you, since I've never seen it with normal E&D before.

Well, the option to pay Gold to retrieve the resource is in green rather than red, which is a bit misleading.

Also, what's it a reference to? "Put a guard on it or summit" must be a reference to something...
 
JFD i have few questions. First when i declared war on Assyria,i got 3 musketmans from each city i posses,that means i got 15 musketmans(5 cities x 3,TO MUCH?),is that because Assyria was allied with 3 city states ?Second,when i put my units around city,for few turns there are spams of barbarians(separatist) so i needed to fight both barbarians and Assyrians,wich spams by two every turn. And some Assyirian cities becomes barbarians city. I had spy into city so i saw for loosing war they got penaly -280%. Assyria had happines 48.
Also i had problem with caravans,my one city was on hill,and i can't send none caravan to that city,or from that city
Mods used (All of yours,Enl era,E&D)
2016-01-24_00001.jpg
 
No idea what's going on here. My guess is that I'm missing something really obvious. When I have any version of CiD enabled alongside EUI (using the most recent one) and copy the overrides propperly, the city view will be messed up. Nothing will display to build, only the city health instead of name can be displayed, you can't exit city view, and a whole bunch of other UI problems. Strangely, if I don't copy the overrides, the UI is far more functional.

Mods:
Most Recent CP
Most Recent EUI
Most Recent CiD (Everything's the most recent)
Rise to Power
Cultural Diversity (Not the most recent actually)

Any idea as to why this is?

(If you look in the background of the screenshot, you'll see what I mean.
2016-01-24_00001.jpg
 
FYI Cape Town just built the Tower of London.

[Edit] A small issue with having captured cities become colonies: Since Colonies have a base Loyalty of 100%, this means that cities that happen to be colonies because they're slightly further away end up having much more Loyalty than smaller cities closer to the capital.

[Edit2] Can you get levies from being DoW'd by city states? If not, I don't know why I got ~35 musketmen fron DoWing England. You might want to fix it if not, since without these units there's no way I could've broken through!
 
First off I apologize if this question is in the 42 pages. I have the updated community patch, updated EUI and updated Cities in Development. Everything looks good but when I meet a civ or city state, i cannot access the diplomacy menu nor do I see them lining up on the right side of the screen. Also, in the top right corner, there are no icons for diplomacy or info addict or decisions and events, mercenaries, etc...the icons just below the tourism/trade routes/turn/year at the top right corner.
 
v18:
  • Loyalty is now disabled, and should not be turned on.
  • Corrected text highlight with 'Stockpile Stolen' event
  • Levies will now only spawn if you are not already at war.
  • Fixed missing Orthodox-specific Colony title. (what title is determined by either your SR or your majority religion, not the religion of the city)

People that don't provide logs on game-breaking issues are going to be ignored atm - no time to chase your issue down (looking at you, Kesler).
Other small bugs (City-State liberation-capture, issue with Market and City View, etc.) tested and not caused by the mod alone.
 
v18:
  • Loyalty is now disabled, and should not be turned on.
  • Corrected text highlight with 'Stockpile Stolen' event
  • Levies will now only spawn if you are not already at war.
  • Fixed missing Orthodox-specific Colony title. (what title is determined by either your SR or your majority religion, not the religion of the city)

People that don't provide logs on game-breaking issues are going to be ignored atm - no time to chase your issue down (looking at you, Kesler).
Other small bugs (City-State liberation-capture, issue with Market and City View, etc.) tested and not caused by the mod alone.

Any estimate on when Loyalty will return? No reason for asking...
 
Then no reason to answer :p

I don't know - there's a troubling amount of work that needs to be done to it, which depends partly on how Health & Happiness will manifest. As I prefaced when my Buddhism course began, this paper was going to be significantly more cumbersome than previous courses (at least double the workload of what I had to do in my Voodoo course; also a third trimester, 5 week course), and being about half way through, that workload is now peaking. Hence, it wouldn't be until at least mid-February that I return to CID, but then a number of things will take priority - Rise to Power, YnAEMP v24, Constantine the Great, etc. I've spent a considerable amount of time focused on CID, and, whilst unfortunate, I must divide my time carefully between my modding projects. CID has had enough attention, AFAIC, even should it be not fully prepared.
 
Then no reason to answer :p

I don't know - there's a troubling amount of work that needs to be done to it, which depends partly on how Health & Happiness will manifest. As I prefaced when my Buddhism course began, this paper was going to be significantly more cumbersome than previous courses (at least double the workload of what I had to do in my Voodoo course; also a third trimester, 5 week course), and being about half way through, that workload is now peaking. Hence, it wouldn't be until at least mid-February that I return to CID, but then a number of things will take priority - Rise to Power, YnAEMP v24, Constantine the Great, etc. I've spent a considerable amount of time focused on CID, and, whilst unfortunate, I must divide my time carefully between my modding projects. CID has had enough attention, AFAIC, even should it be not fully prepared.

I guess CID has been the centre of attention since its release. Still, I guess it's better to try and keep all the mods at the same level of development rather than rushing ahead with one, and then getting bogged down in fixing it.

Just remember to say if you rename and user settings/rework any internal components... all kinds of stuff went wrong when you renamed the Loyalty setting :mischief:
 
v18:
  • Loyalty is now disabled, and should not be turned on.
  • Corrected text highlight with 'Stockpile Stolen' event
  • Levies will now only spawn if you are not already at war.
  • Fixed missing Orthodox-specific Colony title. (what title is determined by either your SR or your majority religion, not the religion of the city)

:goodjob:

CID works pretty much perfectly without loyalty. Colonies rock, try playing a huge Terra map and see how many of them you can found before your opponents do - feels a lot like colonizing the "new world".

Crime is also awesome. I like how it's not all about money anymore, and you could be a wealthy civ with tons of buildings, but lose science, or food, or happiness instead. You'd think the AI wouldn't understand how crime works, but it actually seems to be BETTER at understanding crime than the normal maintenance system! At the very least, the AI actually has GPT without a minus sign in front now. :lol:

All hail the :king:
 
Sorry, it didn't seem like a thing logs would provide useful information on. Then again, since when have I ever made a mod :p

I'll try this new version a little bit later, and if that fails, then that means I have more time to focus on school.
 
Is there any way to use this mod in multiplayer? I found a modpack for the Community Patch, is there any way to make it so that this can run with it in multiplayer? Whenever I try it just overrides this mod. Should I find out how the multiplayer modpack was made in the first place and add this in? What should I do?
 
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