Resource icon

Cities in Development (Obsolete)

Status
Not open for further replies.
The focus of the next few updates will be on QoL issues - scrutinizing my code for performance and consistency, and adding any QoL improvements that I can find.

v36 focuses on Colonies and Provinces. So if you have any niggling, QoL issues/suggestions related to them, please let me know by tomorrow (when I will release v36, most likely). I can include them after v36, of course, but I'd like to keep everything organized. I'll ask for similar foci with each release, as I turn to each component, as we prepare for CID's completion.
 
Cloth Mill requiring Power is a good idea.

It makes sense, but I'd like to be sure that there's enough sources of Power to actually fuel all these buildings too, especially since I think Factories should require Power instead of Coal.

So, say, Workshops require 1 Power, Cloth Mills require 1 Power, and Factories require 2 Power. So each Factory needs 4 Power total. Not impossible to get as things stand now. If I have a Freshwater, I can get 1 Power from Watermills, if I'm on flat land, I can get 2 from Windmills. If I have coal, I can get 2 from the Coal Station. Got one left over to make up for a City on Hill (as long as that City has Freshwater...). If a City is lacking both freshwater or is on a Hill, it's going to be draining my Power considerably.

Probably should be an early way for a non-freshwater hill City to get some Power too. I think CBP has a Geothermal Plant for hill cities? Maybe you can important that? If art could be found, maybe something like a Horse Mill for an Enlightenment Era Power building, that starts giving people options for their Horse resources other than mounted units.

Would it be possible to have a National Wonder that requires a Plant-group building (Hydro, Nuclear, Solar... maybe the Coal Station and Oil Refinery too, even though they're not technically "Plants"), which gives a +1-2 Power per City? Something like an National Grid or a Department / Ministry of Energy?

Hoover and Three Gorges are famous enough to both be wonders.

I agree, but I think it's odd to have two dam Wonders in the same mod. You can get Three Gorges Dam from More Wonders (once I finish updating it for BNW). I'd like to give it CiD: Power support while I'm at it. If JFD just gives Hoover Dam the +10 Power effect that his current Three Gorges has, I'd have Three Gorges favor a Wide empire over a Tall Empire, since right now the effect I'm giving it is +3 Production per City.
 
It makes sense, but I'd like to be sure that there's enough sources of Power to actually fuel all these buildings too, especially since I think Factories should require Power instead of Coal.

So, say, Workshops require 1 Power, Cloth Mills require 1 Power, and Factories require 2 Power. So each Factory needs 4 Power total. Not impossible to get as things stand now. If I have a Freshwater, I can get 1 Power from Watermills, if I'm on flat land, I can get 2 from Windmills. If I have coal, I can get 2 from the Coal Station. Got one left over to make up for a City on Hill (as long as that City has Freshwater...). If a City is lacking both freshwater or is on a Hill, it's going to be draining my Power considerably.

Probably should be an early way for a non-freshwater hill City to get some Power too. I think CBP has a Geothermal Plant for hill cities? Maybe you can important that? If art could be found, maybe something like a Horse Mill for an Enlightenment Era Power building, that starts giving people options for their Horse resources other than mounted units.

Would it be possible to have a National Wonder that requires a Plant-group building (Hydro, Nuclear, Solar... maybe the Coal Station and Oil Refinery too, even though they're not technically "Plants"), which gives a +1-2 Power per City? Something like an National Grid or a Department / Ministry of Energy?



I agree, but I think it's odd to have two dam Wonders in the same mod. You can get Three Gorges Dam from More Wonders (once I finish updating it for BNW). I'd like to give it CiD: Power support while I'm at it. If JFD just gives Hoover Dam the +10 Power effect that his current Three Gorges has, I'd have Three Gorges favor a Wide empire over a Tall Empire, since right now the effect I'm giving it is +3 Production per City.

At the moment, popular opinion has been more ambivalent (some opposed) on the Factory, so I won't be making the change atm. I'd offer to make it optional (I've made the Workshop, Watermill power optional for Chrisy for v36), but it's a real pain having to cross-support ExCE's Factory changes.

Horse Mill, eh? :D

XdXgTqm.png


Maybe, but I haven't heard any complaints over there being not enough Power, so that seems like a lot. It's an option if Power is scarce, though (assuming there's art).

Yeah, that was my reservation. But if you're planning on adding TGD anyway, that makes it an easy decision - I'll have just Hoover Dam in CID.
 
Well yeah something similar with heath. If you doesn't have much health giving resourses and settle not near rivers you will have bad time with health, because I think that big part in fighting with deseases is having river to get that 1 health per tile with Aqueduct. I'm not stating to add something ffor non river cities, niw its just more realistic to have first cities settle on revers.
 
Wow that Horse Mill! It looks like a icon that only can be created by a polish guy with a magical hand.
 
v36 focuses on Colonies and Provinces. So if you have any niggling, QoL issues/suggestions related to them, please let me know by tomorrow (when I will release v36, most likely). I can include them after v36, of course, but I'd like to keep everything organized. I'll ask for similar foci with each release, as I turn to each component, as we prepare for CID's completion.

In my current game, I earned a Great General and wanted to build a Fort Colony. The tool tip on the "found city" button said I could found a Fort Colony if the tile met the right prerequisites. I looked in the Civilopedia and on your Wikia site, but I'll be damned if I could find any information on what those prerequisites might be. I tried several spots that I thought would work (more than 10 tiles from my capital; on an island), but I could never get it to work.
 
In my current game, I earned a Great General and wanted to build a Fort Colony. The tool tip on the "found city" button said I could found a Fort Colony if the tile met the right prerequisites. I looked in the Civilopedia and on your Wikia site, but I'll be damned if I could find any information on what those prerequisites might be. I tried several spots that I thought would work (more than 10 tiles from my capital; on an island), but I could never get it to work.

The distance scales with map size; you'll get a promotion when you can found one.
 
That horse mill is amazing! What about the ox mill (that one should be the earliest "factory")?
 
The distance scales with map size; you'll get a promotion when you can found one.

Yes, thanks JFD for adding the option to disable those buildings that you have no issue with :p

In my current game, I earned a Great General and wanted to build a Fort Colony. The tool tip on the "found city" button said I could found a Fort Colony if the tile met the right prerequisites. I looked in the Civilopedia and on your Wikia site, but I'll be damned if I could find any information on what those prerequisites might be. I tried several spots that I thought would work (more than 10 tiles from my capital; on an island), but I could never get it to work.

Yeah, I've made this clearer for v36. I similarly was confused when I couldn't found a colony with a GG :p

Wow that Horse Mill! It looks like a icon that only can be created by a polish guy with a magical hand.

Yup. Was the Milling Tech for Into The Renaissance Deluxe. I was going to add Milling as a Tech in PIT, but the Horse Mill solves a more pressing need.
 
SorryJFDThanksJFDWon'tDoItAgainJFD :)
 
So if you have any niggling, QoL issues/suggestions related to them, please let me know by tomorrow (when I will release v36, most likely).

Did you manage to solve that the 'city view production time for buildings and wonders' is different than the actual one? (the city banner shows it correctly)

I remember somebody also had this issue, I'm not sure he was using EUI or not, but as a non-EUI person I also had this problem.

Also, does your investment system override CBP's then? :p I'm just curious.
 
Not yet, will be looking into it for the next update.

Yeah, it's not an EUI issue, I don't think - strictly a CBP (or, rather, a Happiness-disabled) issue.

Yup, but for v36 I've fixed this.
 
Civ5 has two expansions and a space-themed spin-off, but Civ 4 modding is thriving.
 
Anyone had any luck making this mod multiplayer? When I attempt to do it it works but the city view yields show nothing, except the one that shows production. Wouldn't be the end of the world if it weren't for the fact crime, loyalty and disease are so key in this mod, so not being able to view them kind of screws everything up.
 
v36:

  • Misc:
  • Added a reference to Civ IV Diplomacy mod and merged relevant files.
  • May now edit Unit Names any time by right-clicking the Unit's name.
  • Incorporated changes from Whoward's UI - City Production Queue Enhancements.
  • Incorporated changes from Whoward's UI - Condensed Promotions.
  • Production Popup (vanilla) will now display your Loyalty (only shows the colour of the fist) and Happiness values.
  • Health and Happiness will now display on the Production Popup (vanilla) at the same time if using CBP (whereas before it was only Happiness).
  • If a City has a resource that they are demanding, this is now displayed on the City Banner.
  • When spending Gold/Faith/Shackles, the Purchase List will no longer automatically close (I can make this optional if anyone doesn't like this).
  • Fixed an issue viz. Puppet Cities and EUI City View.
  • (Hopefully) fixed a TXT_KEY issues when choosing a Trade Route with a City-State.
  • Fixed an issue viz. Projects and the City View.
  • Fixed an issue wherein Tech Tree buttons would hide Improvement upgrades not relevant to your civ, and thereby prevent other things from fitting on it. These upgrades are no longer placed in the first place. An example of where this was a problem was at Civil Service - the +1 Food for Terrace Farms was only hidden, and thus still there. This resulted in the Open Borders star being absent.
  • Fixed incorrect turn times being reported when Happiness was disabled.
    Health:
  • Extended Trade Route range moved from Compass to Medicine.
  • Changed the Plague icon to use what I dub as 'Grotty Orange' background :p
  • Plagues now reduce your raw Food output by -2 per Plague turn (so the virility of Plague wears off as time goes on). This replaces the chance of losing a Pop. outright, as well losing stored Food each turn.
  • Medicine may no longer be acquired through Goody Hut.
  • Pont du Gard now stores 25% more Excess Health as Food (Food Kept was not as effective with the changes to Health, and wasn't worth the processing either).
  • Added Arvo Ylppö, Robert Tigerstedt, and Ragnar Granit to the Great Doctor list.
    Crimes:
  • Jail moved to Wheel (when RtP inactive).
  • Added support for CBP's new Sacred Grove Council building.
  • Crime now rounds to 1 decimal number.
  • ICC now increases OC threshold by 20%/10%/5%.
    Loyalty:
  • Starvation Disloyalty increased to 2% per Pop, and Razing Disloyalty increased to 3% per Pop.
  • Conquered City-States that separate should now flip back to the City-State owner instead of to the Barbarian.
  • Fixed an issue with the City Banner reporting that Rebellious or Separatist cities would 'Celebrate in 0 Turns.'
  • Fixed an issue wherein the EIC did not reduce Disloyalty from Distance, the user setting for which somehow got deleted - and nobody noticed! :lol:
  • EIC no longer provides +4 Gold on Colonies when Loyalty effect is active.
    Colonies:
  • General pass over the component.
  • Drill Academy moved to Military Science.
  • Fixed an issue wherein Colonists could not be purchased with Faith with the Mission Colonies belief.
  • Fixed an issue wherein the Netherland's UA would not trigger for the AI.
  • Fort Colonies will now correctly estalish a Fort and not a Citadel when created by a Worker.
  • Fort Colonies will now correctly grant the Mission Colonies bonus.
  • Missionaries spawned from Mission Colonies belief will now spawn with your State Religion first, otherwise your majority Religion.
  • Added new Icon to represent Colonies, which merges the Puppet and previous Colony icons.
  • You will no longer be given the option to Annex a city that would become a colony from its capture (seeing as this did nothing except make the city permanently occupied).
  • When you capture a city that must become a Colony, the 'Puppet' option will become 'Create Colony.'
  • If Provinces is active, the Colony icon will no longer show in the City View.
  • Decolonization Decision will now build a Manor in all former Colonies.
  • Decolonization Decision now gives a 20 turn WLTKD in all former Colonies.
  • May now Assimilate a Colony that is size 15 or above, for (at least) 700 Gold.
  • Portugal now gains a discount on assimilating Colonies.
  • Increased the Gold cost of Decolonization Decision (500 per Colony, was 100).
  • Removed obsolete help text stating that Citadels could be used to establish Colonies.
  • Added 'Colonial Assembly' and 'Colonial Migration' events.
  • Distance from Capital and the Colonies Threshold now shows on the Unit Panel below Movement, CS, etc.
  • Colonies no longer begin with a Workshop if using Power.
    Provinces:
  • General pass over the component.
  • Disabled the Levy print statement, as I presume we no longer have any issues with Levies.
  • Added Levies pedia entry.
  • Levies are now disabled until Civil Service. This should make early-game warfare easier and Civil Service more valueable.
  • Fixed an issue preventing Manors and Mansions from being constructed.
  • Moved Open Borders to Guilds (wasn't fitting at CS) - disable in user settings (but disables automatically if Levies is disabled).
  • Border expansion reduced to 10%/30% for Counties/States (was 25%/50%).
  • Levy Units spawned from Colonies will now correctly be called Colonial Militia.
  • States and Counties now only spawn 1 Levy Unit. The only thing that varies, now, is the XP they begin with.
  • Province city banner icon is now disabled (doesn't really seem like pressing info. - can re-enable if as a user setting if wanted).
  • Province upgrades (Manors/Mansions) now only require X Population OR X Improved Tiles. The Building list was becoming cumbersome and somewhat obsolete, seeing as Provinces has moved away from its original design. Everything should be a lot clearer in the UI now, too.
  • Province upgrades now require a City Connection to the Capital.
  • Manor/Mansion (provided you have its building requirement) will now always show in the Production Queue so that upgrading Provinces should be more apparent.
  • May now right-click the Provinces breakdown to bring up the Provinces pedia page.
    Power:
  • Workshop, Windmill, and Watermill Power may now be disabled.
  • Cloth Mill now requires 1 Power.
  • Wind Farm now requires 2 Aluminium.
  • Added Horse Mill to Metallurgy: Produces 1 Power, requires 2 Horses.
    Investments:
  • Investments is now treated as a distinct component. This doesn't change much, but it allows me to explain it better and is better for organization. Hence, added a section for it in the Civilopedia (and wiki and wordpress).
  • CBP's Investment system now takes precent over CID's.
  • Added 'Invest' button to the Production Queue for the top item.
  • Mercantilism now increases the value of Investments by 15% more, as well as the Science on Gold Buildings.

EUI Comp. Files.

Make sure to update to March 23rd CP.
 
  • Fixed an issue wherein the EIC did not reduce Disloyalty from Distance, the user setting for which somehow got deleted - and nobody noticed! :lol:
  • Levies are now disabled until Civil Service. This should make early-game warfare easier and Civil Service more valueable.
  • Workshop, Windmill, and Watermill Power may now be disabled.

Wait - that was a thing?

Did early game warfare need to be easier? Last I checked, the low city range made it quite a bit easier. Not to mention the fact that Civil Service is already pretty valuable, with the Longer-Golden-Age wonder and the Infinite-Golden-Age wonder! Still, I will reserve judgement until I test it.

*Sacrifices a thousand Steam users and XML modders in his Modjesty's name*

Oh, and EUI Files link in post just leads to the CID download - OP link is fine, however.
 
Status
Not open for further replies.
Back
Top Bottom