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No, that's only for annexed/founded cities. That's for upgrading your providence level. (Though colonies may build Manors/Mansions)
 
Thanks! But I was more thinking about what must be a logical progression that leads to Colonies releasing themselves (I have read this somewhere in the forum here? Something about needing so many Towns/Villages/plantations/luxuries/buildings and other steps?)

Only Great Magistrate can annex colonies as far as I know (this info is missing on the wikia, your Modjesty, maybe removed by accident?), what you're thinking about applies to regular cities (certain buildings and population, to be able to build Manor / Mansion and hereby upgrade your province level).

Power looks really super cool :D The magnificent mind can't rest as it appears (not that I mind, I'm happy about it! ^^)
 
I saw that Power becomes a WIP part of CID so eventually you want to use this Steel Mill Icon here? :)

Spoiler :
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I saw that Power becomes a WIP part of CID so eventually you want to use this Steel Mill Icon here? :)

Spoiler :
attachment.php

Never trust JFD when he says he isn't doing something. Or should I say, neve lose trust in JFD?

Anyway, why did you change Three Gorges Dam to Hoover Dam?
By the way, do you plan on having anything to integrate power and strategic resources? Oil definitely needs a part in generating energy, even if it is just an Oil Refinery building (that, in my opinion, should require two oil resources and not one). Oh, and will Power be tradeable?
Also, I don't know if that would be possible, but a new Natural Gas resource would be pretty nice. Not necessary, to be honest, but it would be nice.
 
What's in that Mix n' pick pack? Also are you running EUI or any other UI changing mod?

It's an EUI version (CP latest installer). Whoward's mods merged together. I am not sure which mod this screen comes from?
 
I saw that Power becomes a WIP part of CID so eventually you want to use this Steel Mill Icon here? :)

Spoiler :
attachment.php

Tbh, I prefer the one I have - I don't like icons that have people in them. Nice work, though!

Only Great Magistrate can annex colonies as far as I know (this info is missing on the wikia, your Modjesty, maybe removed by accident?), what you're thinking about applies to regular cities (certain buildings and population, to be able to build Manor / Mansion and hereby upgrade your province level).

Power looks really super cool :D The magnificent mind can't rest as it appears (not that I mind, I'm happy about it! ^^)

Great Dignitary is meant to be able to, as well. And last I checked, it worked.

Anyway, why did you change Three Gorges Dam to Hoover Dam?
By the way, do you plan on having anything to integrate power and strategic resources? Oil definitely needs a part in generating energy, even if it is just an Oil Refinery building (that, in my opinion, should require two oil resources and not one). Oh, and will Power be tradeable?
Also, I don't know if that would be possible, but a new Natural Gas resource would be pretty nice. Not necessary, to be honest, but it would be nice.

Wow. Dunno how that happened - but that was not intentional :lol: Though admittedly the TGD might come a bit late to be of much use, so the Hoover Dam might be better anyway.

I'll look at adding an Oil Refinery, but I'm not sure how Natural Gas would integrate.
 
It's an EUI version (CP latest installer). Whoward's mods merged together. I am not sure which mod this screen comes from?

It comes from this mod's Mercenaries Panel.

First things first, make sure ALL mods are up to date. Delete your Cache from your local Civilization 5 folder.

Regarding CP, (i'll assume you're using CBP) Check the first 5 posts of this topic:
http://forums.civfanatics.com/showthread.php?t=542679

Regarding EUI, make sure you have the EUI compatibility files from the OP (original post) and that no mods conflict with the list here:
(look for Mod Compatibility spoiler)
http://forums.civfanatics.com/downloads.php?do=file&id=21929

Make sure no other mods conflict and any other UI mods have compatibility fixes with EUI fixed.
 
Wow. Dunno how that happened - but that was not intentional :lol: Though admittedly the TGD might come a bit late to be of much use, so the Hoover Dam might be better anyway.

But Firaxis art :3 (We're just missing incorporating the Panama Canal...) I think adding the Hoover Dam would be a great idea. You're probably right about it coming too late, it wouldn't affect the game substantially, similar to the CN tower only adding plus 1 pop instead of say 4 or 5. Perhaps the TGD can be used to help win the Space Race, such as engineers that can rush Space Parts or providing power to Spaceship Factories? Or maybe just a large boost of power to help give the player a big push, similar to the International Space Station.
 
Panama Canal will be in Prosperity.

TGD provides a lot of Power - more than enough to cover a Spaceship Factory. It can stay as TGD for now, because of the artwork. But if people find it comes too late after testing (implying that people actually play the game until then :p), it can be turned into the Hoover.
 
It comes from this mod's Mercenaries Panel.

First things first, make sure ALL mods are up to date. Delete your Cache from your local Civilization 5 folder.

Regarding CP, (i'll assume you're using CBP) Check the first 5 posts of this topic:
http://forums.civfanatics.com/showthread.php?t=542679

Regarding EUI, make sure you have the EUI compatibility files from the OP (original post) and that no mods conflict with the list here:
(look for Mod Compatibility spoiler)
http://forums.civfanatics.com/downloads.php?do=file&id=21929

Make sure no other mods conflict and any other UI mods have compatibility fixes with EUI fixed.

OK, thanks. I will start a new game without Whowards mods. We will see if the problem re-appears because if it's not this mod, then it is a Whowards mod that conflicts. I have the latest versions installed.

---------

Concerning health, after trying the mod I feel that there are a lot more sources of disease than health, which makes it impossible to grow big cities untill late game. I am constantly losing population, and it is a must to take care of health at the cost of other benefits. This changes the gameplay very much.
 
Wow. Dunno how that happened - but that was not intentional :lol: Though admittedly the TGD might come a bit late to be of much use, so the Hoover Dam might be better anyway.

I'll look at adding an Oil Refinery, but I'm not sure how Natural Gas would integrate.

It would just be a new strategic resource with its new associated power building. Of course, requiring a resource model, it would probably be more trouble than it's worth, but still, just an idea.
 
I finally got around to looking over the information you have about Power on the wiki. I'm not a fan of having Factories provide Power (I assume it'll only be losing its Specialists, but keeping its +4 / +10% Production). They make more sense as a generalized Production building than a Power-generating one. If anything, they should consume Power. Basically Factories would be upgrades of Workshops and Blast Furnaces would be upgraded versions of Forges (not exactly, of course, but following along similar lines of general Production vs Resource-requiring Production).

You could use Firaxis' Coal Plant icon as an Industrial Power-generating Building, especially if you remove the Coal requirement from Factories and give them a Power Requirement instead (which, honestly, would really help my modernizing Tall empires which often don't have enough coal to build Factories to get Ideologies, so I can power my Ideology-producing Factories with something other than the Coal I don't have).

Unrelated to Power, I just played a long game with CiD (lasted until the 2070s). Could the Plagued Promotion be "Lost on Upgrade." I had Mechanized Infantry that was still Plagued because their Warrior ancestors were and I could never bring myself to waste an Promotion on Insta-heals.

All the AI in that game had rampant issues with Plagues. I did early on, but managed to snag all the Health Wonders except the Temple of Artemis. I never really had positive Health in my Capital, but that was mainly because it's population was so huge (130+ by the end), but I never had a Plague after getting Hospitals. I do think there needs to be some way to reduce Disease from Trade Routes somewhere along the line. Maybe there could be an Economic Reform or Decision (Quarantines?) eventually that does that. Maybe a Center for Disease Control National Wonder if art could be acquired for that.

I eventually just had to live with the Mafia setting up shop in my Cities, even after leading the International Criminal Court. Couldn't do anything to keep my Corruption down. Maybe there could be some late-game Decisions that let you expend Magistrates to root out Crime of various sorts. Would help give me something to do with dozen or so Magistrates that were sitting around with nothing to do. The Dignitaries I kept spending on Political Forums, but I eventually ran out of things to do with Magistrates.
 
v34:
  • Cities can on longer be infected with the TXT_KEY Plague. This plague was just too OP.
  • Dummy Buildings should no longer register for the CBP's 'X from Building Constructed' event (Let me know if I've missed one though).
  • Updated for EUI 1.28f (or whatever it is now) (if this doesn't fix your City View bug from v33, Chrisy, let me know with fresh logs).
  • Fixed an issue wherein Tradition Finisher was still granting free Aqueduct under the assumption that the vanilla method was broken.
  • Turn Times for Units, Buildings, and Projects now take into account the Production bonus from Excess Happiness. A Note: Happiness from Production, due to technical limitations, can't finish a Building/Unit by itself, hence, even if Happiness + Production should equal X turns, it will equal X + 1 turns.
  • Pont du Gard can no longer be constructed by City-States or Barbarians.
  • Pena Palace moved to Scientific Theory.
  • Reduced the Organized Crime threshold increase for the ICC to 10/15/25.
  • Added Prison to Electricty - increases the threshold at which OC appears in the city.
  • Reduced the OC threshold increase for the NIA to 10% in all Cities.
  • Added Cinema to Atomic Theory, as an upgrade to the Stadium. I don't know if there's a great need for it, but the late-game is disgustingly empty, and I wanted more Power-consuming, non-essential Buildings. PIT will reconcile the odd tech tree placement. It's under Happiness if you want to disable it.
  • Crimes breakdown now displays your Organized Crime threshold. To fit this, I've moved the percantage indicators for each Crime to the Crime Losses section, and rounded them. Not sure how this will affect performance, but once Slavery is done, I'll focus down on QoL improvements which seek to make things a bit smoother and more accessible.
  • Added Power. Power is a new Strategic Resource produced or required by most late-game Buildings. The Windmill and Watermill also produce Power, whilst the Workshop requires it. The idea is that Power restricts the number of late-game Buildings you can build in a city (or, challenges you to devote smaller cities to producing the Power needed by larger cities), so that late-game construction becomes a little less absentminded - hopefully.
  • Building Investments is now on by default. You can disable it, but Sovereignty and Prosperity will be balanced assuming that it is active. It'll take some getting used to though :p

EUI Comp. Files require EUI 1.28f.

Please make sure to update to the 15th March version of the CP, at least.

I finally got around to looking over the information you have about Power on the wiki. I'm not a fan of having Factories provide Power (I assume it'll only be losing its Specialists, but keeping its +4 / +10% Production). They make more sense as a generalized Production building than a Power-generating one. If anything, they should consume Power. Basically Factories would be upgrades of Workshops and Blast Furnaces would be upgraded versions of Forges (not exactly, of course, but following along similar lines of general Production vs Resource-requiring Production).

You could use Firaxis' Coal Plant icon as an Industrial Power-generating Building, especially if you remove the Coal requirement from Factories and give them a Power Requirement instead (which, honestly, would really help my modernizing Tall empires which often don't have enough coal to build Factories to get Ideologies, so I can power my Ideology-producing Factories with something other than the Coal I don't have).

I eventually just had to live with the Mafia setting up shop in my Cities, even after leading the International Criminal Court. Couldn't do anything to keep my Corruption down. Maybe there could be some late-game Decisions that let you expend Magistrates to root out Crime of various sorts. Would help give me something to do with dozen or so Magistrates that were sitting around with nothing to do. The Dignitaries I kept spending on Political Forums, but I eventually ran out of things to do with Magistrates.

I figured the Factory already represented a Coal Plant, because of its crossover with the CP in Civ IV. Besides which, there is not art for one (that icon is used by the Arms Factory for Roosevelt, if it's the one I'm thinking of), and I'm not entirely sure I want to deal with removing the Coal requirement for the Factory. I could pilfer from Roosevelt, I guess, but the latter issue is the main thing. And that Workshop > Factory/Forge > Blast Furnace line is nice, but ultimately specious, because the Engineers get switched around. Best I can probably do is remove the Power from Factory.

Unlocking Ideologies will be moved from the Modern Era to Nationalism tech with Sovereignty (Factories still do it, though). It's a cool thought, though.

If you get Gold in the ICC, you should have a 100% threshold, meaning no OC can exist. And you should consider the avenue of forcing other Crimes up, instead of just focusing on keeping Corruption down.
 
I figured the Factory already represented a Coal Plant, because of its crossover with the CP in Civ IV. Besides which, there is not art for one (that icon is used by the Arms Factory for Roosevelt, if it's the one I'm thinking of), and I'm not entirely sure I want to deal with removing the Coal requirement for the Factory. I could pilfer from Roosevelt, I guess, but the latter issue is the main thing. And that specious line is nice, but doesn't really work, when the Engineers are switched around. Best I can probably do is remove the Power from Factory.

If you get Gold in the ICC, you should have a 100% threshold, meaning no OC can exist. And you should consider the avenue of forcing other Crimes up, instead of just focusing on keeping Corruption down.

It is the Roosevelt UB, from what Pouakai told me later. As for the Workshop->Factory; Forge->Furnace issue, I figure that the Engineers got moved to compensate for the +2 Power on Factories, which the Factory would regain if it lost Power. The more I think about, the more I can see value in divorcing Factories from Coal, as that also divorces Ideologies from Coal, and potentially associates Ideologies with Power from any source.

I definitely got ICC Gold, but still had the Mafia popping up. They went away initially but came back later.

I probably could have shuffled some of my trade routes around so they weren't all based in my Capital, but the Capital's trade route bonuses outweighed any Mafia penalty.


On how to the new version:

Cities can on longer be infected with the TXT_KEY Plague. This plague was just too OP.

My people are blessed by the Emperor's mercy.

Added Prison to Electricty - increases the threshold at which OC appears in the city.
Reduced the OC threshold increase for the NIA to 10% in all Cities.

The Prison's OC reduction only affects its own City, right?

Added Cinema to Atomic Theory, as an upgrade to the Stadium. I don't know if there's a great need for it, but the late-game is disgustingly empty, and I wanted more Power-consuming, non-essential Buildings. PIT will reconcile the odd tech tree placement. It's under Happiness if you want to disable it.

I've been thinking of adding Cinemas myself. I was planning on making them an upgrade of the Amphitheater / Theatre, because I tend to find myself in need of more Writing Slots late game. Plus, some people prefer the movie to the book.

Building Investments is now on by default.

How does Building Investments work? I've seen other people talk about it in reference to the CBP, but since I don't use that I don't know what exactly this is.
 
How does Building Investments work? I've seen other people talk about it in reference to the CBP, but since I don't use that I don't know what exactly this is.

It just lets you pay gold to decrease the building's production cost, instead of obtaining the building automatically.
 
It is the Roosevelt UB, from what Pouakai told me later. As for the Workshop->Factory; Forge->Furnace issue, I figure that the Engineers got moved to compensate for the +2 Power on Factories, which the Factory would regain if it lost Power. The more I think about, the more I can see value in divorcing Factories from Coal, as that also divorces Ideologies from Coal, and potentially associates Ideologies with Power from any source.

No, the Engineers got moved to make the Blast Furnace appealing, and, as a side effect, to reconcile the issue of Specialists working at Factories. Originally, I'd just moved the Production modifier over - but this was boring, and didn't make the Blast Furnace particularly interesting. Whatever happens with the Factory/Coal Plant, the specialists will not be moving unless something more interesting for the Blast Furnace crops up.

I'll wait for others to speak on the matter of the Factory before I do anything. Unless there's more support, I'm not willing to put in the effort - I hate nothing more than trying to manage cross-mod compatibility (in this case, with ExCE).

I definitely got ICC Gold, but still had the Mafia popping up. They went away initially but came back later.

Herm. Well, with the OC threshold being shown in the Crimes breakdown now, it should be easier to figure if its the threshold thats breaking or the ICC. If you get ICC Gold again, and still find OCs, please let me know, and let me know how your threshold is.

I probably could have shuffled some of my trade routes around so they weren't all based in my Capital, but the Capital's trade route bonuses outweighed any Mafia penalty.?

I'll definitely add something Reform-like, but I've never noticed a problem with Trade Route Disease before (and this is the first I'm hearing of it), so that'll have to suffice for the time being.

The Prison's OC reduction only affects its own City, right?

Yes. Hopefully, it's early access satisfies Renegadechicken.

I've been thinking of adding Cinemas myself. I was planning on making them an upgrade of the Amphitheater / Theatre, because I tend to find myself in need of more Writing Slots late game. Plus, some people prefer the movie to the book.

Happiness / Culture debate :p But ultimately it's because there are no Great Works of Cinema/Film and I don't want to feel pressured into that avenue.

And tbh, the Cinema icon isn't working for me quite as I'd hoped, so I may disable it for the next version.

How does Building Investments work? I've seen other people talk about it in reference to the CBP, but since I don't use that I don't know what exactly this is.

Basically, instead of outright buying a Building with Gold, you buy only a portion of it - it's sort of a mini-Engineer rush. It also applies to Wonders. There is a tooltip in-game to help explain how it works.
 
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