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Cities in Development (Obsolete)

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I still got Terrorists at 47% with latest version. They decrease my yield properly(Defense & Food), though.

As in, you had OC prior, but were able to lower the 47% and have it remain? Had you allowed the turn to roll over?
 
As in, you had OC prior, but were able to lower the 47% and have it remain? Had you allowed the turn to roll over?
As soon as my city has 5 citizens, OC occurred at 47% and next turn, it still remains at 49%.
I have no clues of that phenomenon. It sometimes works precisely, sometimes not.
I don't think logs can help to figure it out, but should I post it?
 
With the new CiD v.55 there are no decisions visible anymore in the decision screen (at start of game under 'locked decisions'). Reinstalled all mods and tried with just CP (6-dec), E&D and CiD v.55. Also, with the other JFD gameplay mods turned on next to CiD, there are no decisions visibile.

However, when not loading CiD v.55, but with all the other JFD gameplay mods, there are decisions visible, so seems to be due to the CiD v.55 mod.

Attached the logs from starting the game and not getting the decisions. thanks
 

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The newest version of CP is 14-dec. Have you tried with it?
 
The newest version of CP is 14-dec. Have you tried with it?

Yep, but no luck! Actually first thing I tried after posting this and with exactly same outcome as with the CP of 6-dec, so no decisions showing at all.

In case helpful, herewith also the logs with the CP of 14-dec
 

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JFD updated [WIP] Cities in Development with a new update entry:

Update to v56

https://drive.google.com/file/d/0B2KfUlRX1owlLVIzWWhuMU1icE0/view?usp=sharing

  • Thanks to Chrisy, fixed an issue wherein Development values for unique buildings would be doubled and could be generally unstable.
  • Reverted XP Buildings (Barracks, Armory, and Military Academy) to cost Gold Maintenance instead of Crime.
  • Fixed an issue whereby sound effects for the Worker and Slave were missing.
  • Fixed an issue wherein National Wonders unlocked during the Medieval Era...

Read the rest of this update entry...
 
Yep, but no luck! Actually first thing I tried after posting this and with exactly same outcome as with the CP of 6-dec, so no decisions showing at all.

In case helpful, herewith also the logs with the CP of 14-dec


I'm afraid that with the new version v56 I'm still getting no decisions on the decision screen. Fully cleared all relevant folders (mod, cache), installed all mods fresh again with all latest versions and started game with just CP (14-dec), CiD (v56) and E&D (v3). Unfortunately still the same thing.

Not sure you've had opportunity to already look at earlier post, but if so, do you (or anyone else for that matter) recognize this/is it reproducable? Otherwise I might just need to re-install whole Civ5 but I'm not so confident that will make big difference...

Just in case, also for v56 the logs. thanks for the help!
 

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JFD updated [WIP] Cities in Development with a new update entry:

Update to v57

Small update, fixing an issue with Development from Improvements, and making some alterations to the Diplo Corner - adding the option to toggle individual yields from the Top Panel (will be in next RtP update too) and adding support for modular options thanks to Sukritact. Also fixes the issue with E&D for those that missed the hotfix.

https://drive.google.com/file/d/0B2KfUlRX1owlR2ZwMVcxT1puUnM/view?usp=sharing

Read the rest of this update entry...
 
First of all, I enjoy combination of all your mods very much, so thanks for all the work on it. Provides so much more depth to the game!

Have a few (bug) reports on CiD following a game with the Moors (using all up-to-date JFD gameplay mods, EE, HR, E&D and CP 14-dec version):

Development:
- On the map it shows 10 development for a village and 20 development for a town. In city screen it shows just 1 development for a village, so correct there.

Slavery:
- Able to spend shackles on units when you don't have resources for it (horses, tin (with Cornwall)). Feels like this should be turned off - in line with not being able to build or purchase units with faith when not having resources for it.
- Feels like a slave worker is too expensive with cost 25 (or military units too cheap since it's quite easy to build army or large number of scouts to explore with just shackles earned from encampments)
- There was an AI with 94 Shackles (Rome). Why were they not spending?

Colonies:
- When founding a colony, you don't get 3 population, extra tiles and buildings. There is an assembly and governor's mansion.
- When founding a colony, you first get a line on a regular city name being found. In a second line you then get the colony city name (e.g. "new london")
- When founding a second colony, I got a production-button to choose production like it would show for a regular city. However, the button did nothing and just stayed there. Upon saving & loading the button was gone. Upon founding a third colony there was no such production-button.
- Scrolling through cities (left/right arrows next to city name in city screen) did not bring up any colonies.
- Colonies don't get +1 culture from liberty opener. In fact, for all colonies I had 0 culture despite for instance a colony having culture yield from feathers.
- A (damaged) Great Magistrate was not able to assimilate colony when in the city (gave red comment: unit must be stationed in a city). After few turns when fully healed it was possible to push button "assimilate colony". However, that (small) city immediately became a county, whereas I was expectating it to become a default municipality - should it work like this since seems like a bit much (an immediate upgrade following assimilation)?

Other:
- There's no bombard range underneath your own cities (it does show for AI/CS)
- When a city is bombarding a (barbarian) boat in combat screen it reads: "txt_key_eupanel_naval_defense_city -25%" (not sure if due to CiD)
- There were a lot of big AI cities with no or just very little cultural expansion (e.g. cities of 8 with just the starting 1 ring - no expansion whatsoever). Many AI civs had this (also here not sure if due to CiD)
 

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- On the map it shows 10 development for a village and 20 development for a town. In city screen it shows just 1 development for a village, so correct there.

Fixed for next version, dw

- When founding a colony, you first get a line on a regular city name being found. In a second line you then get the colony city name (e.g. "new london")

Unavoidable; caused by the fact that the city is renamed through Lua the second it's founded, but the game creates that message before the rename happens.

- When founding a second colony, I got a production-button to choose production like it would show for a regular city. However, the button did nothing and just stayed there. Upon saving & loading the button was gone. Upon founding a third colony there was no such production-button.

Unavoidable; Caused because the city is turned into a puppet after being founded as a normal city, but the UI's already made the request to choose production. Tbh I'm surprised that it isn't happening for all colonies.

- Scrolling through cities (left/right arrows next to city name in city screen) did not bring up any colonies.

That's because Colonies are Puppets, and Firaxis decided that you shouldn't be able to scroll through to the CityView of puppets. I'd agree that it'd be nicer, yea - as would getting rid of the annexation popup whenever you want to see a puppet's CityView...

- Colonies don't get +1 culture from liberty opener. In fact, for all colonies I had 0 culture despite for instance a colony having culture yield from feathers.

I think I remember finding that first one once, yea - iirc I just presumed it was caused because Liberty didn't count puppet cities for whatever reason. If this is the case, then I don't think there's much we can do about it unfortunately.

- A (damaged) Great Magistrate was not able to assimilate colony when in the city (gave red comment: unit must be stationed in a city). After few turns when fully healed it was possible to push button "assimilate colony". However, that (small) city immediately became a county, whereas I was expectating it to become a default municipality - should it work like this since seems like a bit much (an immediate upgrade following assimilation)?

What level was the city beforehand? The city would theoretically return to whatever it was originally, since it's based off what province buildings are in the city.

- There's no bombard range underneath your own cities (it does show for AI/CS)

Intentional. Instead you just get the Province icons - having both would only add to an already overcrowded banner

- When a city is bombarding a (barbarian) boat in combat screen it reads: "txt_key_eupanel_naval_defense_city -25%" (not sure if due to CiD)

Yeah, CP bug.

Good to know there's at least one other person who plays JFDDLC :p
 

Thanks for the report.

Did you found the city with a Colonist or a Settler? You only get the extra stuff if its with a Colonist.

Colonies have a penalty to Culture just like Puppets IIRC.

I'll take a look at the rest and see what I can do.
 
Thanks for the report.

Did you found the city with a Colonist or a Settler? You only get the extra stuff if its with a Colonist.

Colonies have a penalty to Culture just like Puppets IIRC.

I'll take a look at the rest and see what I can do.


I found the city with a Great Scout actually. From the wiki I understood the extra stuff applied to any colony in general. But this makes sense then.

Indeed, I see a -25% penalty on culture so that then also seems to add up (if indeed liberty opener doesn't apply to colonies)
 
Unavoidable; Caused because the city is turned into a puppet after being founded as a normal city, but the UI's already made the request to choose production. Tbh I'm surprised that it isn't happening for all colonies.

Yeah, indeed weird. Only for 2nd colony did such button come and couldn't remove it.

That's because Colonies are Puppets, and Firaxis decided that you shouldn't be able to scroll through to the CityView of puppets. I'd agree that it'd be nicer, yea - as would getting rid of the annexation popup whenever you want to see a puppet's CityView...

It's a bit annoying. Especially if you want to purchase with faith or invest or something and you need to select colony one-by-one

What level was the city beforehand? The city would theoretically return to whatever it was originally, since it's based off what province buildings are in the city.

It was just a 2-size colony I founded with a Great Scout. Then the Great Magistrate after a few turns was able to assimilate it and then it became a county immediately.
 
An additional one:
- Got war declared on me in Ancient Era. Got notification that 2 levies were raised (but believe should only be after Civil Service according to wiki?). In 1st city I received the unit. The 2nd city however already had a unit (same type) garrisoned in it and despite the notification there appeared no levy there. Attached the logs

Another thing I just noticed but not sure CiD or CP: some cities founded by AI get no additional yield in the spot the city is founded, whereas normally there's always some sort of city-yield. So for instance, a city founded in desert would have no yield in the city spot, or just 1 food on tundra or 1 food and 1 production on plains. Doesn't seem to be really logic in it, other than most of those cities being 3rd or 4th...
 

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Iirc defensive levies were moved back to the start of the game, and offensive levies were left to require Civil Service. And yea, you do get notifications for cities that shouldn't (and therefore don't) raise levies - pretty sure I mentioned this months ago Jifford...
 
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