Resource icon

Cities in Development (Obsolete)

Status
Not open for further replies.
Mods:
No mod civs, VOX 1 (CP), EnD, EE, CULDIV, CiD, RTP and EC.

Dont know what cause the bugs but Ill state the situation.

On that turn,
I changed the government from Monarchy to Theocracy.
The Cata something unique unit from Byzantium was done from a capital. (See pics below).
Chose that procreation reform.

Bug:
1.) Always choose production. Can't move to next turn. I tried doing things like changing what to be produced. Still doesnt work.
2.) This maybe aesthetic only, on the city summary view it states 6 turns but on actual city view it states 8.
3.) On a certain reforms, it still states decrease or increase working speed on tile improvements wherein the new worker mechanics is on hand.


http://images.akamai.steamuserconte...609/0458D326B0329C4A0BA28FBFD48CE44214EB0307/
http://images.akamai.steamuserconte...127/F6E92029C74FFC7AFEF9F54A8F44F51DDFCBB5A5/

edit:

Potential bug?
1.) Only Shammanism can be chosen on the belief.
 

Attachments

Last edited:
Maybe you need to wait for the next update of RtP because it doesn't work well with 1-12 ver. CP or later. (Current VP beta is 1-26 ver.)
And there is the RtP thread and here is the CiD thread. So you may post there, not here if you have problems with RtP.
 
On that turn,
I changed the government from Monarchy to Theocracy.
The Cata something unique unit from Byzantium was done from a capital. (See pics below).
Chose that procreation reform.

Bug:
1.) Always choose production. Can't move to next turn. I tried doing things like changing what to be produced. Still doesnt work.


Known bug, just save the game, quit Civ5, then start Civ5 again and load the save. Should solve this bug now.
 
Mods list: VOX 1 CP, Suk (EnD3, Suz1.4), EE6, JFD (CULDIV13, CID58, EC4)

I dont know for sure who's causing the bug but there was a runtime error from Suzerainty.
Played a game from turn 0 to turn 124 or 125 when I encountered CTD.
My settings on autosave is on every 2 turns so I load the game after the CTD.
So I load the game again.
I chose the AESTHETICS policy, then next turn.
Encountered CTD again. The same situation previously. Making the game unplayable.

http://steamcommunity.com/sharedfiles/filedetails/?id=853290620
http://images.akamai.steamuserconte...800/6C4E369C5C059948CDF3FE91C9462D878B891E2C/

Note:
Double post on Suk's Suzerainty.
I also posted here as the last lines of lua was CID related.
 

Attachments

Known bug, just save the game, quit Civ5, then start Civ5 again and load the save. Should solve this bug now.

Had the same thing happen this morning, do we know if there's a fix? (couldn't NEXT TURN after adopting Theocracy)
 
Cities are automatically annexed upon capture, no puppeting, razing, or enslaving. Is this a feature or a bug? Any fix? Using CP 88, CiD, RtP, Suk's E&Ds, and of course, Cultural Diversity.
 
Cities are automatically annexed upon capture, no puppeting, razing, or enslaving. Is this a feature or a bug? Any fix? Using CP 88, CiD, RtP, Suk's E&Ds, and of course, Cultural Diversity.

...This is still a bug? Goddammit, I thought it had gone away ;_;

I think we ended up concluding that it's a memory error of some kind. So even if we did work out what it was, it's unlikely we'd be able to do anything about it. It's definitely a bug tho; things will get iffy if you let it linger, so save, close and reopen your game to fix it before you capture any more cities.
 
When using the latest Cities in Development in conjunction with cultural diversity, the mesopotamian cultures special bonus (+2 pop) does not happen. That said, With CiD, the bonus is quite weak because you lose out on the production from happiness and you often don't have useful tiles to work anyway. My suggestion would be to give the mesopotamian culture a free herbalist or extra development in the capital instead.
 

Attachments

I have a gameplay question as well. I can build slave military units with shackles, but the slave "worker" is greyed out, despite the fact that I have more than enough shackles. Is there another condition for recruiting slave workers that eludes me?
 
I have a gameplay question as well. I can build slave military units with shackles, but the slave "worker" is greyed out, despite the fact that I have more than enough shackles. Is there another condition for recruiting slave workers that eludes me?

That's a bug afaik, and the (lack of) response when I reported it implies to me that it's fixed for the next version.
 
Are there some tips to improve stability generally? Certain settings I should enable or disable, that kind of thing? I ask because I do have occasional CTDs during opponent's turns, especially later on in the game. They are usually solvable by going back a few turns and replaying, but it is a bit of an annoyance. Running CiD, RtP, JFD events compendium, 5 JFD civs (all from the OP in the civ thread), Enlightenment era, info addict, separate GP counters for engineers, merchants and scientists, and a few very minor mods (Pikeman to musketman, stoneworks in plains, hunnic city names, unlimited xp from barbs). Next time one happens, I'll upload logs, but usually I am too engrossed in the game and slightly scared/frustrated so I want to see whether I can get around the crash by reloading immediately. :-)

Apart from that I do have a minor gameplay suggestion. With trading posts upgrading into towns, and province upgrades also giving bonuses to towns, GM planted Custom Houses are only marginally better than trading posts. If we then also take into account that development is important and trading posts are some of the best way to get development, I find that planting a customs house is pretty much never as good an idea as sending the merchant off on a trade mission. Higher yields for the customs house would help; either extra gold (so that the loss in development vs extra cash is an interesting trade off), 1 or 2 health (which could be explained by the customs officers refusing dangerous, unhealthy goods), or some development or maybe a single hammer so that it actually is a clear upgrade from the trading post. Just my opinion of course.

Furthermore, in the past I have been critical of this mod, but rebalancing has done wonders and has made the features really stand out. The features really add to the game now and it is quite close to perfect, if you ask me. Well done, I am enjoying myself thoroughly!
 
I have managed to trace a few CTDs to CiD and one in RtP with the Autocephalous Theocracy. The ones in CiD will hopefully be resolved soon as Gazebo has graciously accepted to push some of the functions the mod uses into the DLL, which has vastly increased stability for RtP in the past. The RtP CTD is fixable but requires a bit of maths on my part :p Unfortunately, there's not much else to be done, however, as logs don't tend to be very helpful regarding CTDs, so usually if CTDs can't be traced to specific actions you have to wait until I find them. But it is worth noting that either RtP (most likely) or CiD comes with separate GP counters for those GP, so you shouldn't need a third-party mod.

Development on the Customs House is an excellent idea, although I may also buff the Gold. I'll have to think about it. Thanks.
 
MODS List:
VOX 1,2,3,4,5 NO EUI (2.2.6), Suk (EnD3, Suz1.5), JFD (CULDIV13, EXCE20, CID58, RTP33)

On Turn 389/390, CTD encountered.
3 runtime errros of CID on lua.
Also on Ideology tenent on Autocracy,
COLOR_POSITIVE_TEXT] Total War with 25% production when building military units, and +1 build charges.
 

Attachments

I have a gameplay question as well. I can build slave military units with shackles, but the slave "worker" is greyed out, despite the fact that I have more than enough shackles. Is there another condition for recruiting slave workers that eludes me?

That's a bug afaik, and the (lack of) response when I reported it implies to me that it's fixed for the next version.

I have the same issue here as well. I've played with the mod files a bit and my current workaround is to modify the function "JFD_CID_Slavery_PlayerCanTrain" in "JFD_CID_Slavery_Functions.lua" to always return true. This one tweak lets you both buy Slave Workers with Shackles and build Slave Workers with Production. It's something I ignore in the build menu, but since they take longer than even the early World Wonders at a hammer cost of 300 it doesn't really affect gameplay anyway.

Also of note is that Slaves show a cost of 10 Shackles + 2 per era in the city screen when they cost 20 + 2/e. Seeing it greyed out in the menu when I had 15 shackles confused me quite a bit.


I'm also getting a quite strange interaction in my fully loaded modlist: Shackles are instead counted as Iron. I haven't quite figured out where that conflict is yet, but I'll report back when I know.
 
Last edited:
Have noticed a bug with worker improvement-charges. However, I'm playing a game with Tomatekh's Harappa with a unique worker (bullock cart) so possibly related... other mods: CP, all JFDS, E&D, EE, HR, PeC (all latest versions)

Normally, when constructing a road it takes x number of turns (as oposed to other improvements that use charges). However, in this specific case, when the bullock cart has finished building a road after x turns and when having just 1 improvement-charge left, it is consumed and disappears from the map - like it would when using its last charge. When building a road with more than 1 charges remaining everything is fine: the bullock cart stays on the map and no charges get deducted. Perhaps relevant: I have unlocked Citizenship to give additional charge (so from 3 to 4).
 

Attachments

Have noticed a bug with worker improvement-charges.

Normally, when constructing a road it takes x number of turns (as oposed to other improvements that use charges). However, in this specific case, when the bullock cart has finished building a road after x turns and when having just 1 improvement-charge left, it is consumed and disappears from the map - like it would when using its last charge. When building a road with more than 1 charges remaining everything is fine

I've noticed the same bug. Happens to me with normal Peasants as Babylon, with or without things that add charges. If there's one charge left: building a road consumes the unit. Two or more charges and it works as expected: no charges consumed.
 
Hey, JFD, as I'm planning to make a Bullworth civilization and adding Mod Support from your mods, I added a Lua code to my seperated script which should increase Crime from Corruption whenever the specific Leader's goes down to a certain Mood level, but I'm not sure if I implemented this correctly:

Spoiler :
Logic: Whenever Gary Smith's Mood/Sanity reaches Unsafe or Stir-Crazy Status, the Crime Value from Corruption should increase by 50%/100%, just like Crime from Heresy increases if Piety reaches Poor/Heretical

Code:
--JFD_GetCrimeRateMod
function JFD_GetCrimeRateMod(iPlayer, city, crimeID)
   local pPlayer = Players[iPlayer]
   if pPlayer = civilizationID then return end
   if (not userSettingCrimesCore) then return 0 end
   local crime = GameInfo.JFD_Crimes[crimeID]
   local crimeType = crime.Type
   local crimeRateMod = 0
   local thisCrime = { CrimeType = crime.Type }
   if crimeID == crimeGoldID then
       local currentSanityLevelID = RR94_GetSanityLevelID(pPlayer)
       if currentSanityLevelID == SanityLevelUnsafeID
           crimeRateMod = crimeRateMod + 50
       elseif currentSanityLevelID == SanityLevelStirCrazyID then
           crimeRateMod = crimeRateMod + 100
       end
   end
   return crimeRateMod
end

Would this code technically work out as it is or did I probably miss out something?
 
That wouldn't work, no, as it has no way to communicate to the Crime functions in my mod. What you'll need to do is add a dummy building to your cities that fills in the Building_JFD_CrimeMods table, like so:

Code:
INSERT INTO Building_JFD_CrimeMods
                (BuildingType,                          CrimeType,               CrimeMod)
VALUES  ( 'BUILDING_SANITY_UNSAFE',       'CRIME_JFD_GOLD',  50),
               ( 'BUILDING_SANITY_CRAZY',       'CRIME_JFD_GOLD',  100);

Alternatively, you can use dummy policies using Policy_JFD_CrimeMods, depending on which fits your needs better.

So, each turn, check your sanity level, and give the appropriate dummy building/policy.

You'll need to also include the relevant table:


Code:
CREATE TABLE IF NOT EXISTS
   Building_JFD_CrimeMods (
   BuildingType                                                  text        REFERENCES Buildings(Type)            default null,
   CrimeType                                                   text                                            default null,
   GlobalCrimeMod                                               integer                                           default 0,  
   CrimeMod                                                   integer                                           default 0,
   IsLoyalty                                                   boolean                                           default 0);

or Policy:

Code:
CREATE TABLE IF NOT EXISTS
   Policy_JFD_CrimeMods (
   PolicyType                                                  text        REFERENCES Policies(Type)            default null,
   CrimeType                                                   text                                            default null,
   CrimeMod                                                   integer                                           default 0,
   SpecialistCrimeMod                                           integer                                           default 0);
 
Sorry for another question, but for another civ, how do you merge the changed traits from Cities in Development and Exploration Continued Expanded together without the need to assign new traits? I figured it out while testing my Civilization Mod, because I suspect that my improper coding of the updated traits caused a CTD which was not addressed by Windows.

This is causing a CTD if both Cities in Development and Exploration Continued Expanded are activated.

Here are the code snippets regarding updating the trait if your Components are activated into the game:
Spoiler :
This is for Cities in Development:
Code:
INSERT INTO   Traits
           (Type,                       Description,                       ShortDescription)
SELECT       'TRAIT_TWIN_RIVERS',       'TXT_KEY_TRAIT_TWIN_RIVERS',       'TXT_KEY_TRAIT_TWIN_RIVERS_SHORT'
WHERE EXISTS (SELECT * FROM RR94_KobayakawaUserOptions WHERE Type = 'RR94_KOBAYAKAWA_HEALTH_BONUS_AT_RIVERS' AND Value = 1)
AND EXISTS (SELECT * FROM JFD_GlobalUserSettings WHERE Type = 'JFD_CID_HEALTH_CORE' AND Value = 1);

-- Updates the trait to give out only -25% Maintenance Cost for Archery Units (but only if one of the toggled traits in the User Options is active / JFD's Components are activated)
UPDATE      Trait_MaintenanceModifierUnitCombats
SET           MaintenanceModifier   = -25
WHERE TraitType = 'TRAIT_TWIN_RIVERS'
AND EXISTS (SELECT * FROM RR94_KobayakawaUserOptions WHERE Type = 'RR94_KOBAYAKAWA_HEALTH_BONUS_AT_RIVERS' AND Value = 1)
AND EXISTS (SELECT * FROM JFD_GlobalUserSettings WHERE Type = 'JFD_CID_HEALTH_CORE' AND Value = 1);

-- Update Text if only Cities in Development - Health is activated
UPDATE      Traits
SET           Description   = 'TXT_KEY_TRAIT_TWIN_RIVERS_CID'
WHERE Type = 'CIVILIZATION_RR94_KOBAYAKAWA'
AND EXISTS (SELECT * FROM RR94_KobayakawaUserOptions WHERE Type = 'RR94_KOBAYAKAWA_HEALTH_BONUS_AT_RIVERS' AND Value = 1)
AND EXISTS (SELECT * FROM JFD_GlobalUserSettings WHERE Type = 'JFD_CID_HEALTH_CORE' AND Value = 1)
AND EXISTS (SELECT * FROM JFD_GlobalUserSettings WHERE Type = 'JFD_EXCE_TRIBES_CORE' AND Value <> 1);

-- Update Text if both Cities in Development - Health and Exploration Continued Expanded are activated
UPDATE      Traits
SET           Description   = 'TXT_KEY_TRAIT_TWIN_RIVERS_CID_EXCE'
WHERE Type = 'CIVILIZATION_RR94_KOBAYAKAWA'
AND EXISTS (SELECT * FROM RR94_KobayakawaUserOptions WHERE Type = 'RR94_KOBAYAKAWA_HEALTH_BONUS_AT_RIVERS' AND Value = 1)
AND EXISTS (SELECT * FROM RR94_KobayakawaUserOptions WHERE Type = 'RR94_KOBAYAKAWA_TRAIT_CHANGE_EXCE_TRIBES' AND Value = 1)
AND EXISTS (SELECT * FROM JFD_GlobalUserSettings WHERE Type = 'JFD_CID_HEALTH_CORE' AND Value = 1)
AND EXISTS (SELECT * FROM JFD_GlobalUserSettings WHERE Type = 'JFD_EXCE_TRIBES_CORE' AND Value = 1);
Spoiler :
And this is for Exploration Continued Expanded:
Code:
INSERT INTO   Traits
           (Type,                       Description,                       ShortDescription)
SELECT       'TRAIT_TWIN_RIVERS',       'TXT_KEY_TRAIT_TWIN_RIVERS',       'TXT_KEY_TRAIT_TWIN_RIVERS_SHORT'
WHERE EXISTS (SELECT * FROM RR94_KobayakawaUserOptions WHERE Type = 'RR94_KOBAYAKAWA_TRAIT_CHANGE_EXCE_TRIBES' AND Value = 1)
AND EXISTS (SELECT * FROM JFD_GlobalUserSettings WHERE Type = 'JFD_EXCE_TRIBES_CORE' AND Value = 1);


-- Update Text if only Exploration Continued Expanded is activated
UPDATE      Traits
SET           Description   = 'TXT_KEY_TRAIT_TWIN_RIVERS_EXCE'
WHERE Type = 'CIVILIZATION_RR94_KOBAYAKAWA'
AND EXISTS (SELECT * FROM RR94_KobayakawaUserOptions WHERE Type = 'RR94_KOBAYAKAWA_TRAIT_CHANGE_EXCE_TRIBES' AND Value = 1)
AND EXISTS (SELECT * FROM JFD_GlobalUserSettings WHERE Type = 'JFD_CID_HEALTH_CORE' AND Value <> 1)
AND EXISTS (SELECT * FROM JFD_GlobalUserSettings WHERE Type = 'JFD_EXCE_TRIBES_CORE' AND Value = 1);

-- Updates the trait to give out only -25% Maintenance Cost for Archery Units (but only if one of the toggled traits in the User Options is active / JFD's Components are activated)
UPDATE      Trait_MaintenanceModifierUnitCombats
SET           MaintenanceModifier   = -25
WHERE TraitType = 'TRAIT_TWIN_RIVERS'
AND EXISTS (SELECT * FROM RR94_KobayakawaUserOptions WHERE Type = 'RR94_KOBAYAKAWA_TRAIT_CHANGE_EXCE_TRIBES' AND Value = 1)
AND EXISTS (SELECT * FROM JFD_GlobalUserSettings WHERE Type = 'JFD_EXCE_TRIBES_CORE' AND Value = 1);
 
What are the possibilities of allowing for a reduction on Crime when a garrison is present in your city? Just started my first game with this mod and I love the depth of it, but in the very early game, options are limited and getting the organized crime alert every turn gets to ya. I like the idea of these problems with crime, plagues, and such keeping a leader's focus on his own civilization before he/she can go tromping off on some domination spree so having to keep a military presence at home in the days before police are available makes sense. Criminals can go crazy when the town's guards are away. Just spitballin' here :p
 
Last edited:
Status
Not open for further replies.
Back
Top Bottom