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Cities in Development (Obsolete)

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omg new pokemons

its ew but omg new pokemons

omg

Ideologies are, indeed, highly problematic - the UI issues can be worked around, however, the AI will ignore new Ideologies, and this is something that would need to be addressed in the DLL. Because I'm not particularly captured by the idea of breaking Freedom-Order-Autocracy, and Hegemony doesn't strike me as conceptually along the same lines, its not something I'd pursue with the Pope.
 
Because I'm not particularly captured by the idea of breaking Freedom-Order-Autocracy, and Hegemony doesn't strike me as conceptually along the same lines, its not something I'd pursue with the Pope.

And these are the essential ideas that have dominated the majority of modern history. There's no need for any in-betweens IMO.
 
Im back with feedbackkkkkk

1. GP decisions are illogical. You spend gold and magistrates\ dignitaries to get... Exactly that? Courthouses are worth 600 gold or so, and 60 influence is worth... 1000 in the industrial era if I remember correctly. So having a decision that gives you a GM or a GD for a magistrate \ dignitary and 1000 gold in the classical era is nonsense. Besides, didn't you say that you would remove the GMs and GDs of the "Request the services of a great person" decision?

2. Crimes: there are still some balance issues with those too. Mainly, the fact that buildings provide more crime than their yields, which is... Simply annoying :p

Also, when will loyalty be back?

P.S. Sorry for being harsh
 
Im back with feedbackkkkkk

1. GP decisions are illogical. You spend gold and magistrates\ dignitaries to get... Exactly that? Courthouses are worth 600 gold or so, and 60 influence is worth... 1000 in the industrial era if I remember correctly. So having a decision that gives you a GM or a GD for a magistrate \ dignitary and 1000 gold in the classical era is nonsense. Besides, didn't you say that you would remove the GMs and GDs of the "Request the services of a great person" decision?

2. Crimes: there are still some balance issues with those too. Mainly, the fact that buildings provide more crime than their yields, which is... Simply annoying :p

Also, when will loyalty be back?

P.S. Sorry for being harsh

1. I don't see it. You spend Gold and a Magistrate if you want the secondary functions of the GP. Admittedly, since the added functionality to these GP, as well as the split counter, those Decisions are a bit of a relic and could stand to be removed anyway. But your complaint isn't exactly clear - are you saying its too costly? Pointless? Remember, you're also paying for the convenience, to say nothing of the ability to use the functions you omitted, which are worth a considerable more (upgrading Provinces, re-claiming cities, assimilating colonies).
1.5 Did I?
2. Balance =/= your cognitive dissonance. I don't know what Buildings yield more Crime than their base yield anyway - care to enlighten?
 
v25:

  • Provinces
  • Culture from Assembly removed (again) - forgot that the Capital needed the Assembly.
  • Levies Disbanded notification will now only trigger if any Levies are actually disbanded.
  • Fixed an issue wherein the 'Request for Support' event could not trigger.
  • Levies will no longer spawn as units higher in tech that you have researched. JFD_Province_LevyUnitClasses table removed as a result.
  • Levies now have a 25% penalty to fighting in foreign lands and cannot heal and take passive damage in neutral and enemy territory, similar to Colonial Militia.
  • Manors now yield +1 Global Happiness and Mansions +2.
  • Population requirement for State-level is now 20. Prevalence of States are still a bit low for my liking, but I'll work on this for the next update.
    Loyalty
  • Pena National Palace now begins with Great Engineer Points if not using RtP.
  • Base Loyalty now begins at 0% for Occupied/Puppet Cities, and all modifiers to Base Loyalty are now their own effect.
  • Puppet/Courthouse Loyalty is now 20%, with a bonus +30% Loyalty if the original owner has been eliminated.
  • Hence, Base Loyalty renamed to 'Original Founder.' This is now 30%. You should expect Loyalty to be usually neutral, which probably makes more sense than a perpetually patriotic populace - unless you're American :p. Palace gives +20% bonus.
  • Counter-Spy Loyalty now applies to any city, instead of just puppets/occupied.
  • Occupied Disloyalty now decreases by 0.1% for every turn the city has been under your control, and now applies to Puppets. Separate 'Unbroken Rule' modifier hence removed.
  • Occupation penalty for Occupied Cities is now 3%. Puppets still at 2.5%.
  • Added new Allegiant level, between Neutral and Patriotic. Re-adjusted thresholds accordingly.
  • If using Happiness component, Happiness and Unhappiness will now add to or subtract from the city's Loyalty.
  • Loyalty now follows the same principle as Health and Happiness: each turn contributes toward a 'Revolt/Rebellion' meter, which when filled triggers a revolt/rebellion (separatist/rebellious), before resetting. The threshold is a fixed 100, and decays when the city is Patriotic/Allegiant.
  • At Rebellious, cities spawn Barbarians, instead of going into Resistance. At Separatist, the city flips.
  • Patriotic (and Allegiant) now contributes toward a WLTKD, in the same way as Rebellious/Separatist contribute toward a Revolt.
  • Hence, WLTKD no longer increases city Loyalty.
  • Colonies established out of captured cities now follow the rules of being a puppet city, instead of as being a colony (couldn't do both because of issues with Claimed cities).
  • Provinces no longer decrease Loyalty - this will return in the Commonwealth/Federation vs. Hegemony/Unitary State reforms.
  • Disloyalty from Distance is now 0.2% per Citizen (from 0.3%).
  • Razing a city now increases Disloyalty by 1% per Citizen.
  • Separatist cities will no longer flip to dead Civilizations.
  • Disloyalty from War Score will no longer scale by Population, and now reflects your War Score directly. Caps at -50%.
    Colonies
  • In light of the fact that new Resolutions are not, after all, possible, the De-Colonization resolution has been removed in favour of a Decision, enactable from the Modern Era.
    Happiness
  • Added Happiness component. Happiness is the measurement of a city's attractiveness, and is used to offset Unhappiness, which may lead to Resistance, and to boost Production. It is a (simpler) counterpart to Health. Excess Happiness directly contributes to Production, bypassing penalties resulting from Theft, Military Supply-limit, or Global Happiness, whereas excess Unhappiness contributes toward a meter which, when filled, will send the city into a period of Resistance. Its not as complex as Health, but should give you a feel for what is to come, as well as giving a local-level importance to Happiness. Note that Happiness is not enabled with the CBP. For a better overview, see here.
    Crimes
  • Governor's Mansion and Courthouse no longer yield Crime, only Maintenance.
  • Harbour now yields 3 Crime.
  • Artist's/Musician's/Writer's Guilds now yield 2 Crime.
  • Jail now unlocks at Trapping, without RTP/Code of Laws.
  • Added Treason event.
  • Added three new Ideological Tenets: Secret Police (Autocracy), reducing Treason, Violence, and Heresy, Worker Councils (Order), reducing Fraud, Treason, and Theft, and Decriminalization (Freedom), reducing Drug Abuse (Abduction in the meantime - don't think about it), Vandalism, and Treason.
  • Crime from Specialists is now 0.34 and from Great Works 0.25.
  • In light of the fact that new Resolutions are not, after all, possible, the International Criminal Court resolution has been removed.
  • Fixed an issue wherein Crime calculations were being corrupted by the table.sort function. So Crimes are no longer sorted, but Crime rates will now be accurate.
  • Organized Crime threshold reduced to 50%.
    Misc
  • Claims has been removed, and may now be found only in Rise to Power. Sorry if you want Claims but not Piety but you're insane
  • Da Vinci's Workshop, Summer Palace, and Liberalism tech stuff moved to RtP.
  • Great Admiral luxury mission moved to ExCE.
  • National Treasury move to Banking/req. Banks is now a 'misc' user setting, and requires the East India Company changes to be in effect.
  • TechButtonInclude.lua no longer automatically adapts to EUI (was unreliable). EUI support for this file is as with any other file (in the EUI folder, copied to the main folder - see instructions if confuzzled).
  • General text fixes; expanded some of the event notification texts.
  • Merged City Banner changes to the latest CP. Please make sure you update the CP to the 9th Feb. beta or later
  • Foreign cities will now display their range below their city banner.

On the Offensive Levies bug, I've added a print statement which will identify when a civ declares war on another. If you encounter this bug again, anyone, please bring me your database logs.

Also on Steam now.
 
Great looking balance patch.

Unfortunate news about the resolutions, they were cool additions. I know that Vice Virtuoso made a enactable World Congress Project. Any way to copy what he's done and produce the results of those resolutions?

I also just realized that you now have a website just like Rhye :D
 
I did start added the ICC as a world project, but my helix, I felt like I'd been transported to Italy
Spoiler :
cuz it was so much spaghetti code


Maybe when I have less important things to do.

Going to take a few days break (out of my break, lel), before focusing on Health and Sovereignty. That should let all the bugs accumulate :p
 
v25:
  • Loyalty now follows the same principle as Health and Happiness: each turn contributes toward a 'Revolt/Rebellion' meter, which when filled triggers a revolt/rebellion (separatist/rebellious), before resetting. The threshold is a fixed 100, and decays when the city is Patriotic/Allegiant.
  • At Rebellious, cities spawn Barbarians, instead of going into Resistance. At Separatist, the city flips.
  • Patriotic (and Allegiant) now contributes toward a WLTKD, in the same way as Rebellious/Separatist contribute toward a Revolt.


  • It's a shame that the happiness feature is disabled with CBP. The game is unplayable without CBP IMO. Hopefully Health will be compatible with CBP? I can't give up my Corporations! :-(.
 
Seeing as I'm a bit nooby when it comes to complex mods, can I just install the current CBP(I mean, CP, CBP, More Luxuries, CiV4 Diplomatic features and City-state diplomacy) via auto-installer, and then download CiD? I mean, will it work like that, or would I have to personally modify some files? ^^
 
Seeing as I'm a bit nooby when it comes to complex mods, can I just install the current CBP(I mean, CP, CBP, More Luxuries, CiV4 Diplomatic features and City-state diplomacy) via auto-installer, and then download CiD? I mean, will it work like that, or would I have to personally modify some files? ^^

Yup, that works. You only need to worry about modifying files if you're using the Enhanced User Interface mod.

I'm working with the Professor to get an installer going, to make the installation a lot less confusing, but unfortunately the Professor is quite lazy, so he may be some time.

will health be released in the near future?

Yup, I'd say it's not unreasonable to anticipate it within the next two weeks (before my uni break ends).

The only thing holding me up, truly, is figuring how to best reflect disease's role in warfare. I obviously want to represent the fall of the Americas to European diseases, here, but I'm not sure how. So any ideas to speed that along are welcome :)

It's a shame that the happiness feature is disabled with CBP. The game is unplayable without CBP IMO. Hopefully Health will be compatible with CBP? I can't give up my Corporations! :-(.

Well, given that CBP overhauls the Happiness sytem, this is simply a matter out of my hands. Health will, however, be compatible with CBP.
 
1. I don't see it. You spend Gold and a Magistrate if you want the secondary functions of the GP. Admittedly, since the added functionality to these GP, as well as the split counter, those Decisions are a bit of a relic and could stand to be removed anyway. But your complaint isn't exactly clear - are you saying its too costly? Pointless? Remember, you're also paying for the convenience, to say nothing of the ability to use the functions you omitted, which are worth a considerable more (upgrading Provinces, re-claiming cities, assimilating colonies).
1.5 Did I?
2. Balance =/= your cognitive dissonance. I don't know what Buildings yield more Crime than their base yield anyway - care to enlighten?

My main complaint is that you are literally giving a gold value to magistrates and dignitaries through decisions. Which is okay, except for the fact that most of the decisions requiring either of those require gold as well.
Plus, dignitaries are (supposedly) supposed to be used in a larger quantity then magistrates, yet... Getting them is even harder. Would you (please) explain why?
About crime: I suppose that my problem comes down to the fact that it replaces maintenance, but applies to much more, in a way that literally reduces the value of anything. Which is wrong, in my eyes. Its not like hotel construction encourages crime. Neither do amphitheatres. Those things, however, do require constant maintenance, and they also bring certain profits to their owners. Same goes for circuses, Zoos, etc. IMO, crime should be associated with buildings such as markets and harbors mainly, since most of the crime is related to gold.

P.S.
Spoiler :
While you might point out that various cultural buildings can be vandalized, and violence\ theft could occur anywhere, those things effect the happiness mechanism only. Since theft doesn't reduce the production output, and violence doesn't directly reduce food. There should be only a few yields that are directly linked with crimes.

Or you might just rename them, I dunno..


Thanks for the update, anyway. :D
 
Hello! I'm not able to play this mod :(
City view is broken and I cannot select production.
I'm sure the problem has to do with this mod because it's the only one active (except for CBP)...
I tried to empty my cache but nothing changed.
What am I doing wrong? Do you need my logs?
 
Why Floating Gardens appear in my cities? It should be already fixed long time ago, right?
Fixed an issue wherein disabling Colonies but not Loyalty would cause the Floating Gardens to appear in a city (Loyalty may now be used in spite of disabling Colonies).
And I didn't disable Colonies :P

Edit: Also, units spawn after someone declare war at me - is it a CiD or CPP feature? Can I disable it somehow? I was 4 in soldiers in demographics and the Maya were 1. After they declared war at me I'm 1 in soldiers and I got 2 Pictish Warriors per city. I have 5 cities, so I got 10 Pictish Warriors. I don't know if I should be happy or not - I will crush him, surely, but I have -25 gold per turn. I was weakened after first war and he chose nice moment to suprise me declaring war on me, but after all these units spawned, fighting with him isn't challenging now.
 
The only thing holding me up, truly, is figuring how to best reflect disease's role in warfare. I obviously want to represent the fall of the Americas to European diseases, here, but I'm not sure how. So any ideas to speed that along are welcome :)


Smallpox blanket luxury for your classy appropiate gameplay! No but I guess continent type would play a role? Maybe you could work it in a seclusion meter, factors would be like a small increase with each turn that a traderoute to a major civ is impossible and a base decrease when it is (which would scale with each diffrent civ, so traderoutes to just one other civ would barely decrease anything), increase with each city not connected to the capital, etc. etc. The base value would be like 50% and lowers for each civ you discovered. The civ with a high enough meter value would get disease point for interaction with civs that have a lower meter value or no cities on your continent, interaction being traderoutes, trade, their units on your soil and war.
Oh and pre-gunpowder siege units could have a secundary attack that spreads disease instead!
I am sorry I like daydreaming about design stuff :I
 
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