Resource icon

Cities in Development (Obsolete)

Status
Not open for further replies.
Thanks for the log. Try disabling ExCE. That's been causing some trouble lately for me, whereas CID and RTP have not.

Ahh. K then. It's a shame that I can't play with ExCE, though I'd much rather have RtP and CiD :P. Will you be updating ExCE in the near future?
 
Got a lot of blank WorldEvents, but no messages in the Lua log - anything I can do?

Really like the CityBanner now showing the happiness-modified turn countdowns for production - makes things a lot easier!
 
Ahh. K then. It's a shame that I can't play with ExCE, though I'd much rather have RtP and CiD :P. Will you be updating ExCE in the near future?

Depends how easy it is to track it down.

Got a lot of blank WorldEvents, but no messages in the Lua log - anything I can do?

Really like the CityBanner now showing the happiness-modified turn countdowns for production - makes things a lot easier!

Nope, I found it - its the Plague one.

Hm... It doesn't, according to the code in the download.
 
Couple more CID bugs:
TXT_KEY error on the Trade Panel, presumably referring to the amount of Disease generated from the route. [Edit] No, it's not - it's referring to something to do with internal traderoutes. "TXT_KEY_CHOOSE_INTERNATIONAL_TRADE_ROUTE_ITEM_ISOLATION_OTHER". I am playing as your Suleiman, but I don't think that should be an issue.
TXT_KEY error on the Build panel, where the Disease icon should be.
 
Thank you for the response, your Modjesty!

On the subject of plagued units and having it last X number of turns, think of it as something that would not be passed on to successive generations of warriors ie. After 10 turns(especially before Modern Era, with its 1:1 turn:year, the original, 'Plagued' warriors would have died off (even just from old age?) and by Modern Era, all the plagues listed are completely wiped out.

Just a thought?
 
Couple more CID bugs:
TXT_KEY error on the Trade Panel, presumably referring to the amount of Disease generated from the route. [Edit] No, it's not - it's referring to something to do with internal traderoutes. "TXT_KEY_CHOOSE_INTERNATIONAL_TRADE_ROUTE_ITEM_ISOLATION_OTHER". I am playing as your Suleiman, but I don't think that should be an issue.
TXT_KEY error on the Build panel, where the Disease icon should be.

I'd thought it would be that. I've fixed it for the next update. I'll take a look at the Disease icon one.

Thank you for the response, your Modjesty!

On the subject of plagued units and having it last X number of turns, think of it as something that would not be passed on to successive generations of warriors ie. After 10 turns(especially before Modern Era, with its 1:1 turn:year, the original, 'Plagued' warriors would have died off (even just from old age?) and by Modern Era, all the plagues listed are completely wiped out; I'm sure I'll find a solution.

Just a thought?

I understand where you're coming from conceptually, I just have to come up with a way to implement it. Having the promotion be removed after X turns doesn't work because I'd need to cache the turn on which the promotion is first given out, which isn't going to work. A random chance each turn for it to be cured doesn't seem like the best option either. I'll give the matter some further thought.
 
Quick report:
WLtKDs and Resistance from Loyalty and Unhappiness don't seem to trigger. I get a notification, but nothing seems to happen. No Lua error.

I can confirm that I seem unable to build Manors, and neither does the AI, it appears. Either there's still a hidden Village/Town requirement, or something just ain't working.

Health seems excelent now, btw. Even rivery aqueducts can't stop plagues - much more balanced!
 
@Chrisy Will check those out.

I wrote up a quick summary of Slavery on my WordPress, for people interested in how the final component will pan out:

Slave labour has been one of the most prominent modes of production in history. For better or worse, however, the game lacks explicit connection to this pervasive institution and its use in state-building. This component seeks to make that connection.

In Slavery, Slavery is a new Strategic Resource accumulated through Conquest and Trade. It is spent on cheap Military Units or on the efficacious Slave Worker. Whilst these Military Units are not as effective as your standing forces, they are useful in a pinch. Slave Workers, on the other hand, are cheap labour that can increase the production of your Plantation resources.

In the screenshot below, we can see that, instead of with Gold, we may rush Units only with Slavery. The purpose of this is to add intuition to the action of 'rush-buying Units' and to encourage players to rely less upon this mechanic. It is recommended that one combine Slavery with Rise to Power's Mercenaries and Cities in Development's Provinces to compensate for these changes.

QMZavwA.jpg

So, as you see, I didn't really come up with a comprehensive economic side to the component.

If you've paid attention to the wiki, you'll see that the homogenous Worker is now split into three: Peasant, Slave, and Worker. The Peasant is your typical worker, just with a slightly slower work rate and without the ability to build Railroads (quiet Nicky. It's for balance reasons), whereas the Worker is an Industrial-Era worker of high upkeep but considerable work rate (and can build Villages from Provinces), and whereas the Slave is the cheaper but handicapped (can't build Roads/Railroads, or Repair, slower work rate than the Worker, but slightly faster than the peasant) version of the Worker. This should give some choice and, if everything is balanced right, should prompt you to rush-buy Slaves with Slavery in Colonies because Workers are too expensive to be making long journeys to your Colonies (and because Slavery disables gold purchasing Units, you can't get Workers in Colonies themselves). Slaves can also build the Slave Plantation - which is just a Production-based Plantation. Although that may seem like a gimmick :p

I think a focus on Workers is good enough (pending balance), as a Production focus risks overlapping with Happiness and a Gold focus with Prosperity; the former already has precarious balance and the latter isn't even finished. And this adds a bit of flavour to the Worker unit, and gives me a clear framework to work with for Sovereignty's Labour reforms.



The component is nearly complete, and will probably be released sometime this week/weekend. Following that, focus will be on bug-fixes, adding and balancing the events that I've skimmed over, dealing with the Happiness/Production turns thing, and adding the Reports component - which isn't anything mechanical, just something I want to implement as a way of keeping Loyalty, Crime, Health, and Happiness from being too overwhelming.

Short of coming up with anything new, that would complete CID. If I can find this CTD with ExCE, I'll release Tribes this week, too (I may release it even if I don't find the CTD, to get some extra eyes on when specifically the crash occurs). Then, Prosperity is all that's left outside of Sovereignty. Then my curse is lifted :p
 
Go JFD, you're one step closer to transcendence being the best modder ever!
About what i said earlier about crime skyrocketing with plagues, I've been trying to figure out what causes this wave of unhappiness from defense need, I think it may just be an early game thing as 'this city is dangerous!' complaint is always at 3-5 severity in my most populated cities. When I start a new game i'll keep track of global happiness and defense need from turn one.

Also with the new EUI tooltips, anything that involves health on building an improvement does not show up properly, as it only shows what was hovered over last. Currently scanning logs for errors, but will tell you if i find anything.
 
Slavery sounds good! I have to say, it does seem a bit counter-intuitive to remove a use for Gold, after Crimes making it more available. I like the way that it's balanced, though - how you can either trade for Slaves, or still get them through conquest if you are hated too much to be a trade partner. Is conquest the only way to generate Slaves?
 
That's where they came from usually (though nobody conquered the Africans...)
 
Also with the new EUI tooltips, anything that involves health on building an improvement does not show up properly, as it only shows what was hovered over last. Currently scanning logs for errors, but will tell you if i find anything.

1.28f or 1.28e?

Slavery sounds good! I have to say, it does seem a bit counter-intuitive to remove a use for Gold, after Crimes making it more available. I like the way that it's balanced, though - how you can either trade for Slaves, or still get them through conquest if you are hated too much to be a trade partner. Is conquest the only way to generate Slaves?

I'll be activating Building Investments from CBP for the Slavery update, which was something I always intended as default. This'll mean you can spend Gold on Wonders as well, and, overall, the costs are higher IIRC. I may allow limited Gold-rushing of Civilian Units (Settlers, Workers, Peasants, Colonists, Cargo Ships, Caravans) and Great Recon Units, as you cannot rush these units with Slavery anyway, and I can reconcile the concept unlike with rushing Military Units.

You get Slaves from three sources: stomping Barbarian Encampments, conquering Cities, or trading to conquered Cities. Because they're Strategic Resources, you can also trade for them with other leaders, although I'm not sure how well the AI is going to understand the value, so it may be dropped.

That's where they came from usually (though nobody conquered the Africans...)

Africans conquered other Africans and sent those Africans into slavery. At least, that's the case with Mali IIRC.
 
I like the sound of the system - it seems fair to all players, and might even give liberty warmongers a shot at some wonders!

Did you say that you'd fixed plague not removing a workable tile if a citizen dies? Because my 5 pop city is working 6 tiles...
 
Sorry, I thought you were asking if I'd fixed it including for the next update, which I have.

Oh, sorry. Guess I'll have to wait then :p

BTW, does G know about the CP bug where YIELD_GOLDEN_AGE contributes points while you're in a golden age? I reported it a while ago, and I haven't checked if it's been fixed.

[Edit] Bug reports!

Plague 41 is a TXT_KEY error.

Great Merchants don't seem to trigger WLtKDs anymore - no Lua error.
 
1.28f or 1.28e?

1.28f, but this is expected so just a heads up.

Changelog for 1.28f:
Spoiler :
CityBanners: highlight cities at war with you
UnitFlagManager: more efficient unit flag manager (should improve late game performance)
UnitFlagManager: highlight units at war with you
UnitFlagManager: more convenient aircraft management
UnitFlagManager: expanded unit tooltip with all promotion icons
UnitFlagManager: native support for several units per tile
UnitFlagManager: native support for airbases
Improvements: show available tenets during mouse over, even if not selectable yet
Changed pipelining prioritizing for instant response to user actions (some are still subject to user defined delays in "interface options" screen)
Fixed some bugs
Miscellaneous improvements
 
Status
Not open for further replies.
Back
Top Bottom