City State Replacements (Proposal)

Mobfire

Chillin' out maxin' relaxin' all cool
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So I've been thinking about this for a while now, but I've finally decided to put my words on to paper (or a computer screen, to be precise). It has to do with City States, and the system that is used to determine their replacements, should a conflict of city names arrive because of modded civilizations.

I'm not an expert on Civ5 modding, so forgive me if I am wrong, but in Civ5, if you make a civ that uses the name of a city state from the Firaxis build of the game, then you have to provide a replacement name for the CS that is used when the modded civ is loaded. Naturally, most modders chose recognizable names, such as Montevideo, for ease of research and recognizability for mod users. A problem with this system is that if modders aren't coordinated, they might use the same name multiple times- I seem to recall that a while ago, multiple mods made Montevideo a replacement CS. With coordination this can be solved, but it's still a disadvantage nevertheless.

Problems can also arise when someone makes a modded civilization that utilizes a city name that was used by another modded civ as a CS replacement. I don't know exactly what happens in that scenario, but whatever it is, the chances are it's at least a slightly clunky solution (such as removing the CS altogether when both civs are activated). Even with those problems, in the end the system for Civ5 modding worked, because for all extents and purposes the names of city states are interchangeable. The only thing that really made each CS unique was it's jingle.

Here's where the actual problem comes into play: City States in civ 6 are not compatible with this system. Each city state grants a special ability to its Suzerain and in addition has a unique symbol. Inevitably, a modded civ will assign a CS a new name that does not fit at all with its symbol and ability. But what if I told you that I had a proposal for a system that could potentially solve those problems as well as the problems that the system for Civ5 had? Hear me out, and tell me if it would work.

The system would be a mod (perhaps developed by a collaboration of major modders) that users can download and that civs that would normally replace city states support. Players could still use those civs without the mod, as long as they're fine finding a CS that replaces Geneva with an unfitting ability and an icon with Geneva's key.

Part 1 - Organizing City States and their replacements by Ability

The first thing that would have to be done would be laying out the list of every city state ability in the game. Each ability starts off being associated with 1 CS. But here's where the mod comes in- instead of forcing modders to add new CS names every time they make a civ that utilizes a city name from a Vanilla or modded CS, the mod would add a bunch of city names in advance.

The community, or mod developers, would choose somewhere between 3-5 appropriate cities to add to each CS ability. So, for example, the CS ability of increasing wonder production by 15%, which is currently unique to Brussels, now becomes the CS ability for Brussels, Teotihuacan, Cahokia, Timbuktu, and Magelang. Now, every time Brussels would normally spawn during a game, one of those 5 cities spawn- but never more than one.

What happens if a modded civilization utilizes one of the cities in that category? Well, if the civilization supports this hypothetical mod, then it will tell the mod NOT to include that city in the list of possible city names to spawn with that ability (if the civilization is in-game preferably). So, if you have a Belgium civ loaded, then whenever Brussels would normally spawn, then either Teotihuacan, Cahokia, Timbuktu, or Magelang would spawn. If you also had a Mississippian modded civ and an Indonesian modded civ in the game, then it would be either Timbuktu or Magelang. Understand? If every city in the list cannot be spawned due to every equivalent modded civilization being in-game (which is unlikely), then the mod would automatically choose a different set of CS (ability) to spawn.

When choosing cities for the list for each ability, factors such as geographic variety, historical variety, name recognition, and whether the city was part of a larger empire should all be taken into account. I also think that the cities must be chosen so that there is balance - if cities that would likely be used by some of the most popular mods were all lumped into one or two ability lists, then players with many mods might not ever see those abilities in-game.

Part 2 - Assigning & Creating Symbols and other Assets

This is the solution to the second problem that was posed by Civ 6's new city states. The City State Replacement mod (or whatever it would end up being called) would have to provide symbols for each of the city states that it could spawn. Not all of the new potential city states would have to use new symbols - in fact, for some ability categories, like Lisbon, the same symbol could be used for all in the category (Lisbon's symbol is just waves). But there would definitely be some that need changing, such as Geneva or Jakarta. Depending on the amount of artists we have and the amount of motivation they have, we could either make individual symbols for each possible city state (unlikely) or make generic symbols that represent each ability and are used for all cities that don't have their own unique symbol. I personally think it's better to do the second option, at least initially, and then slowly add more unique symbols as time goes on. This way, no city would be left with a symbol that does not represent it at all.

I don't know yet if City States will have their own screens/backgrounds, but if they do, these could also be changed. I don't think it would be a priority though, as City States in Civ5 often had unfitting backgrounds, but you barely notice them. I also don't know if City States have their own music as they did in Civ 5, but this is also not much of a problem and should be saved until later to address if need be. If anyone can let me know the answers to those two questions I would appreciate it.

Part 3 - Further Usage of CSR

This is another reason that I think a CSR-inspired mod would be a good idea. The basic concept is simple enough, but it could serve as a base for all sorts of mods that follow.
  • TSL Maps that utilize CSR could balance the location of city states much more easily, and save themselves loads of work (imagine if every TSL Earth map that wanted to move City States out of crowded zones like Europe could simply use the premade City States from a mod like this- that would save so much time and effort).
  • Creators wishing to modify City States, such as giving them leaders, could do so without fear of modded civs pushing their leaders onto completely separate cities.
  • A CSR-inspired mod would also provide a base for content creators who wish to add new city states & abilities into the game.
  • I think perhaps the most useful thing would be that by simply adding support for CSR, any creator who makes modded civs would save plenty of time, resources, and research by not having to create a CS replacement themselves and by instead utilizing the unique system that I have proposed.
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So..? What are your thoughts? Is this too elaborate? Is it just a pipe dream? Was anything unclear? I'm definitely interested to see what people have to say about this, because I think if a mod like this were to be made, it would solve quite a few problems. Then again, at the moment, we don't quite know if it'll be possible, so I suppose we'll have to wait.

Spoiler Current Progress: :

Cities with Proposed Alternates:
Amsterdam - Turpan, Bandar
Brussels - Teotihuacan, Kuelap
Geneva - Taipei, Axum
Lisbon - Mu'a, Cumshewa
Jerusalem - Dwarka, Touba
Stockholm - Sri Ksetra, Mauritsstad
Seoul - Aquinnah, Ljubljana
Toronto - Lagos, Yirrkala
Jakarta - Ragusa, Mutsamudu
Palenque - Luxembourg, Timbuktu
Vilnius - Chan Chan, Khajuraho
Buenos Aires - Macau, Corte
Kabul - Attawakispat, Mbabane
Carthage - Tashkent, Tegucigalpa
Hattusa – Njimi, Nuuk
Auckland – Knossos, Santo Domingo
Preslav – Balasagun, Purén
Kandy – Cahuachi, Chaco Canyon
Muscat – Singapore, Zurich
Armagh – Thimphu, Antioch
Antananarivo – Florence, Tiwanaku
Hong Kong – Tikal, Riga
Kumasi – Akrotiri, Manila


Cities without Proposed Alternatives:
Granada
La Venta
Mohenjo Daro
Muscat
Nan Madol
Valletta
Yerevan
Zanzibar
 
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So your suggestion is basically to create a mod that already has a whole bunch of new city states, but rather then worrying about a brand new unique ability for all of them, find ones that match up.

This would speed up the process for other modders in the future, for sure. I can imagine Portugal being something i do, so this would be great.
 
Yup. But for any of this to happen there would need to be people willing to make it, assuming the code that would be required is possible to make. I am more than willing to help with all the design aspect, and maybe I could even try my hand at a few icons, but I'm a complete noob when it comes to code so if a project like this were to go forward it would depend on slave volunteer labor.
 
Here's a quick example of an initial roster of city state replacements. The first four cities that I chose to do are all in western europe, and providing replacements could clear up that zone in TSL maps to leave more room for the already high number of civs. Portugal and the Netherlands are also likely to have mods released. I tried to keep things balanced geographically and historically, but obviously not everything can be perfect with only 4 city states. Things will get better once I do more.

Your Trade Routes to foreign cities earn +1 Gold for each Luxury Resource:

  • Amsterdam (original)
  • Turpan (Important silk road stop in NW China)
  • Bandar (+Seri Bagwan, or it can simply be called Brunei) (capital of Brunei, site of capital of Bruneian empire)

Your cities receive +15% Production bonus towards wonders:
  • Brussels (original)
  • Teotihuacan (major mesoamerican city)
  • Kuelap (Chachapoyas capital in the Andes)
Your cities earn +15% Science when not at war with any civilization:
  • Geneva (original)
  • Taipei (capital of Taiwan)
  • Axum (capital of ancient Ethiopia)
Your Trader units are immune to being plundered on water tiles:
  • Lisbon (original)
  • Mu'a (Capital of Tu'i Tonga)
  • Cumshewa (Haida trading village)
 
I know this concept will probably never be used but I made some alternatives for some more city states. This time I focused on city states which may have otherwise had to be changed due to the high likelihood that mods come out that conflict with them.

The City State automatically converts to the Religion you founded and exerts pressure for that religion as if it were a Holy City.

  • Jerusalem (original)
  • Dwarka (holy city in Gujarat, India)
  • Touba (holy city for Mouridism in Senegal)

Your districts provide +1 Great Person point of their type (ex.
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Great Writer,
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Great Artist, and
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Great Musician for Theater Square districts).

  • Stockholm (original)
  • Sri Ksetra (Large Pyu city from modern Burma)
  • Mauritsstad (Ex-capital of Dutch Brazil)
When you enter a new era, earn a random Eureka from that era.
  • Seoul (original)
  • Aquinnah (center of the Wampanoag culture in Massachusetts)
  • Ljubljana (capital of Slovenia)
Regional effects from your Industrial Zone and Entertainment Complex districts reach 3 tiles farther.
  • Toronto (original)
  • Lagos (largest city in Nigeria)
  • Yirrkala (Yolngu community in Northern Australia)
Once again, all suggestions and ideas are welcome.
 
I'm going to go ahead and revive this thread since there should be more interest in it now that major modders are starting to pump out Civilizations. It'd also be neat to have on TSL maps to make it so that suzerain bonuses that belong to cities in crowded zones like Europe could still appear but via alternatives in less crowded areas of the world. Europe maps could also utilize European alternatives to non-European cities.

Your trading posts at international destinations grant +1 additional
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Gold to all trade routes that pass through them.

  • Jakarta (original)
  • Ragusa (modern day Dubrovnik, capital of the Republic of Ragusa)
  • Mutsamudu (Capital of Ndzuwani Sultanate in Comoros)

Improved City growth for cities with a Campus.

  • Palenque (original)
  • Luxembourg (Capital, of, well, Luxembourg)
  • Timbuktu (Site of Sankore University)

When you enter a new era, earn 1 random Inspiration from that era.
  • Vilnius (original)
  • Chan Chan (Capital of the Chimu, largest Pre-Columbian city in South America)
  • Khajuraho (Capital of Chandela dynasty in India)
Your bonus resources behave like luxury resources, providing +1
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Amenity per resource.

  • Buenos Aires (original)
  • Macau (Important port and Portuguese base in China)
  • Corte (historic capital of Corsica)
Your units receive double experience from battles they initiate.
  • Kabul (original)
  • Attawakispat (Swampy Cree village at the center of the Iron Confederacy)
  • Mbabane (Capital of Swaziland)
Note: the thread probably belongs better in the requests and ideas forum, which wasn't open when it was first posted.
 
Moderator Action: moved to requests & ideas

The problem for YnAMP is that I can't precisely control which city states are placed on the map (I'd like a framework to rename Civilization / change icons ingame, but that just a side-project in a corner of my mind without real coding ATM), but this would be useful for custom map made with the WB.
 
Did some more cities.

Each Encampment in your cities provides a extra
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trade route (Militaristic)

  • Carthage (Original)
  • Tashkent (Capital of Uzbekistan)
  • Tegucigalpa

Provides you with 1 copy of each strategic resource you have revealed but do not own. (Scientific)
  • Hattusa (original)
  • Njimi (Capital of Kanem-Bornu, important trans-Saharan trade center)
  • Nuuk (Biggest city in Greenland)
Additional
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Production for Coastal tiles. (Industrial)

  • Auckland (Original)
  • Knossos (Ancient Minoan City)
  • Santo Domingo (Capital of Dominican Republic)
Your light and heavy cavalry units have +5
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combat strength when fighting on Hill tiles. (Militaristic)

  • Preslav (Original)
  • Balasagun (City in Kyrgyzstan that served as capital of the Qara-Khitai and Kara-Khanid Khanates)
  • Purén (Spanish fort seized by the Mapuche)
Receive a
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Relic every time you discover a new Natural Wonder, and earn +50% bonus
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Faith from all
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Relics. (Religious)

  • Kandy (Original)
  • Cahuachi (Nazca pilgrimage site)
  • Chaco Canyon (Anasazi cliff dwelling)
Bonus
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Amenities in cities with a Commercial Hub. (Trade)

  • Muscat (Original)
  • Singapore (self-explanatory)
  • Zurich (in Switzerland)
Builders can construct the Monastery improvement, which provides
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Faith and heals religious units. (Religious)

  • Armagh (Original)
  • Thimphu (Capital of Bhutan)
  • Antioch (Cradle of Christianity in Turkey)
Extra 2%
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Culture with every Great Person ever earned. (Cultural)

  • Antananarivo (Original)
  • Florence
  • Tiwanaku (City in Bolivia that served as capital of civilization of the same name_
Your Cities get +20% bonus
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Production towards city projects (Industrial)

  • Hong Kong (Original)
  • Tikal (Mayan city)
  • Riga (Latvia)
Your trade routes to any city-state provide +2
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Culture and +1
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Gold for every specialty district in the origin city. (Cultural)

  • Kumasi (Original)
  • Akrotiri (Ancient city on Santorini thought to have been inspiration for the myth of Atlantis)
  • Manila
Also did some icons for Sri Ksetra and Mauritsstad. I'm a complete noob at icon making so they're not that good, and I'm not sure if they're the right size- I just kinda based them off of the city state icons on Janboruta's better civ icon page.
Spoiler Sri Ksetra & Mauritsstad :
StockholmReplacements.png

(x3 and with a background)
StockholmRepsTrue.png

(true image size)
 
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