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Cities in Development (Obsolete)

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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.

You could always have it be a Writing slot, and imagine it's showing an adaptation. Makes about as much sense as amphitheatres, really.
 
You could always have it be a Writing slot, and imagine it's showing an adaptation. Makes about as much sense as amphitheatres, really.

I always figured Amphitheatres were staging written plays, particularly because I don't think the typical classical/medieval plays had much of a musical component. (Then again, you have things like Noh theatre that didn't have any speaking component at all...)

I do wonder if a modern source of Writing slots would best be something like a Publishing House or the like? Cinemas make sense as a pure Happiness building...
 
You could always have it be a Writing slot, and imagine it's showing an adaptation. Makes about as much sense as amphitheatres, really.

That's my rationale as well. People are seeing the Movie based on the book. Or, if you're playing with Kramer's California, they finally get to see the movie rather some stage production of it.
 
Well sure, that's fair enough. I wanted to make the Race Track/Race Course/Glue Factory a late-game Circus-like building (consumes Horses, not Elephants) for Happiness anyway, so making the Cinema a late-game Writing building would've worked.

v35:
  • Plagued promotion is now lost with upgrade.
  • Added Civilopedia section on Plagued Units.
  • Hydro Plant now produces +3 Power (from +2).
  • Blast Furnace no longer produces Disease on Iron.
  • Wind Farm now requires 1 Aluminum (from 2).
  • Blast Furnace now only yields 1 Disease (from 2).
  • Factory no longer provides Power. It no longer increases Disease on Coal when the Coal Station is active.
  • Added Coal Station, which provides Power (+2), requires Coal, and increases Coal Disease. It is a counterpart to the Oil Refinery, hence, it is not called the Coal Plant (before anyone says something). No, I don't know what I'm going to do about Roosevelt - so don't ask :p
  • Cinema removed. Lel.

Because it got dropped to the last page, what do people think about Reedstilt's proposal of dropping the Coal requirement for the Factory? And instead have it require 1 Power?
Things to keep in mind:
--Ideologies will be easier to unlock (at Nationalism, which comes after Industrialization, instead of Modern Era) with Sovereignty. This won't nullify the Factory's role in founding Ideologies early, but the headstart will be smaller.
--It may not actually be easier to unlock the Factory, as the only sources of Power you have before Industrialization are the Windmill (+2) and the Watermill (+1) - and one of these needs to go into the Workshop (which is normally required by the Factory). Though you could have your smaller cities produce Windmill/Watermill based Power for your Industrial cities, which could be fun.

Damn Dynamite is empty now. Faster movement along roads makes sense there, right? :p

And I'm going to link v34's patch notes for my signature, as it's been such short a time:
 
It doesn't seem to work with CBP EUI. City screen broken - production stuck, no health, overlapping buttons etc. Latest 17th March CBP.

Spoiler :
rPWJaDV.jpg
 
Read the OP (opening post) and then get back to me.

I did read it.

Enhanced User Interface*
4. Download the .civ5mod file.
5. Copy to Documents\My Games\Sid Meier's Civilization 5\MODS.
6. Run the game to the Mods Menu and it should automatically install.
*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 (this includes betas).
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/) and restart the game.
5. Make sure you installed the correct version of EUI (if applicable).
6. 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.
7. Declare whether or not you are using one of the following mods: Community Balance Patch, Health & Plague, Enhanced User Interface.
8. Declare what version of the mod you are using, and whether or not previous versions worked for you.
9. Declare if you have changed any user settings.
10. If you can, provide a copy of your Mod List.

/5char
 
Well sure, that's fair enough. I wanted to make the Race Track/Race Course/Glue Factory a late-game Circus-like building (consumes Horses, not Elephants) for Happiness anyway, so making the Cinema a late-game Writing building would've worked.

The Emperor giveth...

Cinema removed. Lel.

... And the Emperor taketh away.

Plagued promotion is now lost with upgrade.
Added Civilopedia section on Plagued Units.
Hydro Plant now produces +3 Power (from +2).
Blast Furnace no longer produces Disease on Iron.
Wind Farm now requires 1 Aluminum (from 2).
Blast Furnace now only yields 1 Disease (from 2).
Factory no longer provides Power. It no longer increases Disease on Coal when the Coal Station is active.
Added Coal Station, which provides Power (+2), requires Coal, and increases Coal Disease. It is a counterpart to the Oil Refinery, hence, it is not called the Coal Plant (before anyone says something). No, I don't know what I'm going to do about Roosevelt - so don't ask.

I'm liking all of these changes. I'm glad my Mechanized Infantry will no longer be suffering from the same Plagues as their Warrior ancestors. Also Roosevelt gets TVA Dams, obviously.

Because it got dropped to the last page, what do people think about Reedstilt's proposal of dropping the Coal requirement for the Factory? And instead have it require 1 Power?

I think that guy is onto something! :p

Things to keep in mind:
--Ideologies will be easier to unlock (at Nationalism, which comes after Industrialization, instead of Modern Era) with Sovereignty. This won't nullify the Factory's role in founding Ideologies early, but the headstart will be smaller.
--It may not actually be easier to unlock the Factory, as the only sources of Power you have before Industrialization are the Windmill (+2) and the Watermill (+1) - and one of these needs to go into the Workshop (which is normally required by the Factory). Though you could have your smaller cities produce Windmill/Watermill based Power for your Industrial cities, which could be fun.

So let's say I have a City on a hill without access to a River. Does that mean I can't build a Workshop unless I have some other City elsewhere to provide Power? I'm assuming that, Icon aside, that Power doesn't exclusively refer to Electricity and the workshop is running off the mechanical power of wind and water turning wheels. This gets a bit harder to justify when I'm transmitting that mechanical power between Cities. Though this probably fits into the gameplay-over-realism clause of a suspension of disbelief contracts.

Can allied City-States gift Power to me, like they can other Strategic resources? I'm not sure how Resources generated by buildings fits into the CS-gifting system.

Damn Dynamite is empty now. Faster movement along roads makes sense there, right?

Did it have something other than Artillery before? Faster Improvement construction makes more sense than faster Movement. Don't know if you can do that with a Tech though. Maybe poach a Mount Rushmore for Sovereignty, too. Though that might be the only one of CiD/RtP/ExCE Wonders I disable, since I'm using Kramer's American Wonders.
 

Spoiler :
6BBiriv.jpg



Logs attached.


[130912.968] Runtime Error: F:\Documents\My Games\Sid Meier's Civilization 5\MODS\JFD's Cities in Development - EUI Compatibility Files (v 34)\Lua\UI\Overrides\CityView.lua:1132: attempt to compare number with boolean
[130915.703] Runtime Error: F:\Documents\My Games\Sid Meier's Civilization 5\MODS\JFD's Cities in Development - EUI Compatibility Files (v 34)\Lua\UI\Overrides\CityView.lua:1132: attempt to compare number with boolean
[130958.984] EUI_context: Shutdown
 

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Thank you. I wouldn't have been able to find the error without your luas, as I have callstack enabled and the callstack would've been too long for me to see it.

EUI Comp. Files updated to v35. There was an issue with the turn time thing accounting for Processes, which would show up straight away only if using CBP.
 
Great update! :D

I guess this icon and screen doesn't fit to the JFD Quality

Spoiler :
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Hoover Dam icon
Spoiler :
attachment.php


I really need to learn how to make this shiny stripes.
 

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Great update! :D

I guess this icon and screen doesn't fit to the JFD Quality

Spoiler :
attachment.php
Hoover Dam icon
Spoiler :
attachment.php


I really need to learn how to make this shiny stripes.

Funny, I actually looked up pictures for the Hoover, and I too thought that was a good choice.

Alright, onto more opinions.

I think a Racetrack and a Cinema are both good ideas. Racetrack because its a great way to make use of outdated Horse resources, and Cinema because that's a major feature of the modernized world that the game lacks any form of representation. The addition of another happiness building would be very beneficial for Dom victories. Outside of Enlightenment Era, there's only one normal building to house writing, so another building dedicated to that would be great. If you wanted to change things up, and I don't know if this is possible, but perhaps the Cinema could contain a writing and music slot?

You could reuse that Cinema Icon as Radio Operator (kind of).

I think a power generating improvement would be a really nice addition, something like a Electrical Substation (Which doesn't generate as much as distribute, but they're recognizable). That way during war you could pillage the enemy's power generators. Of course, you could also make the manufactory generate power, but I'm not sure if that really prevents thematic dissonance.

As for factories, it makes sense for it to require power, but I enjoyed the early competitive nature of coal, as having it meant you could get an Ideology sooner than everyone else. That, and I would be interested to see how much the lack of power would affect factory development. Kind of split on this. I'd say give it a try, see how it works. If it's not that great, and breaks up the flow of the game, we can switch back.

Dynamite allows faster movement and construction through hill terrain, or +1 production on hill terrain/mines. Mount Rushmore would be an appropriate wonder. Allow Nobel prizes to be won? :p
 
Dynamite allows faster movement and construction through hill terrain, or +1 production on hill terrain/mines. Mount Rushmore would be an appropriate wonder. Allow Nobel prizes to be won? :p
+1 Production from Mines / Quarries is a great idea for Dynamite. Maybe +1 Gold instead if its is on a Luxury.

Nobel Prize could be interesting, but it's probably too specific of a reference to make without stepping on the toes of Sweden's UA.
 
+1 Production from Mines / Quarries is a great idea for Dynamite. Maybe +1 Gold instead if its is on a Luxury.

Nobel Prize could be interesting, but it's probably too specific of a reference to make without stepping on the toes of Sweden's UA.

It could be treated like a production version of Fertilizer.

That was really just a joke, well, a reference :3
 
I think faster movement makes perfect sense for Dynamite. Blasting tunnels through mountains and blasting hillsides to make straighter roads from point A to point B, instead of having to go around, greatly eased traveling - especially the Interstate Highway system here in the US.
 
And I just realized that Chemistry does what I described, so faster movement may be all we can do. Maybe allow movement through mountains, only after a road has been built by workers?
 
Something is wrong with counting how many turns is needed to produce a building. In city screen there are many more turns than it should. Not sure if it's related to CiD comp. files or just to EUI.

Some screenshots:
Spoiler :

civprod1.jpg

civprod2.jpg

civprod3.jpg

civprod4.jpg



Edit: And CTD while AI turn (Brazil). I reloaded the game to this turn when CTDd in order to make smaller logs. Attached in the post (36KB)
 

Attachments

And I just realized that Chemistry does what I described, so faster movement may be all we can do. Maybe allow movement through mountains, only after a road has been built by workers?

I knew Chemistry did the +1 Production thing. I'd be fine with doubling up on that. Or maybe just moving that effect to Dynamite. It makes more sense there than Chemistry. Though I guess the logic of putting it at Chemistry is that you're discovering new and useful minerals in those mines that you weren't previously aware of.
 
Amazing. Just... amazing. Thank you!

About the factories... well, tough tough, both makes sense in their own way, kinda hard to choose.

About health, it's really good and balanced, nice to see that AI gets some plagues too :D (but not as much as the player? But I guess that's fair tbh) What are the chances of citizen-dying from Plagues? I've lost not a few citizens :p

Would it make sense, to Plagues have increased threshold after a previous one? Not much, like 5-10% maybe. My capital have been plagued for 30+ turns, and it's still counting :lol: The consecutive Plagues are added to each other apparently. Just a thought, the system is incredibly good regardless :)
 
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