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[R&F] City-States Expanded

City-State reference table:

Spoiler :

City-State|Type|Suzerain Bonus
Ampi|Maritime|Receive 2 Glass luxury resources, which provide 4 Amenities. Your Plantations produce +1 Production.
Anuradhapura|Scientific|Your Builders can now make Stupa improvements.
Arvad|Maritime|Your City Centers gain +1 Food and +1 Production for each adjacent Coast tile.
Beikthano|Agricultural|Your cities gain +3 Ranged Strength and +5 City Defense Strength for each level of walls constructed.
Butuan|Cultural|Your land units gain +2 Movement when embarked and ignore additional Movement costs from embarking and disembarking.
Çatalhöyük|Agricultural|Receive the Leather Luxury resource. This cannot be earned any other way in the game, and provides 6 Amenities. Pasture improvements provide +1 Housing.
Chan Chan|Entertainment|Your Palace provides double yields, Amenities, and Housing. Your districts next to the Government Plaza gain an additional standard adjacency bonus.
Chetro Ketl|Consular|Your Builders can now make Great Kiva improvements.
Delos|Cultural|Your tiles with Breathtaking Appeal double their base terrain yields.
Dodona|Religious|During your Golden Ages Inspirations provide an additional 10% of the cost for civics. During your Dark Ages Inspirations provide additional Era Score.
Etzanoa|Agricultural|Your Aqueduct and Neighborhood districts gain bonus Food and Housing based on their tile Appeal.
Göbekli Tepe|Cultural|Gain 2 random Inspirations for every Wonder you own based on its unlock era. This bonus can only be earned once per Wonder.
Guapondelig|Militaristic|Your melee and anti-cavalry units gain faster Movement and +5 Combat Strength on Hill terrain. You civilian units also gain faster Hill Movement.
Hadad|Industrial|Your Government Plaza buildings provide +1 Amenity each, and your Capital gains an additional +1 Housing per Era.
Halin|Agricultural|Your cities produce +0.5 Faith per Citizen for each Holy Site building completed.
Hazor|Industrial|Your Levied units suffer no Combat Strength penalties when Damaged and may Pillage at a reduced Movement cost.
Iqaluit|Maritime|Coastal Tundra and Snow tiles provide +2 Food within your borders.
Jolo|Scientific|Receive the Abacá and Mangosteen Luxury resources. These cannot be earned any other way in the game, and provide 6 Amenities each.
Kadesh|Militaristic|Your heavy cavalry units gain the ability to push defending units back.
Kataragama|Consular|Gain +1 Influence point per turn toward city-state Envoys from cities with a Belief building.
Kelaniya|Cultural|Your Great Works of Art ( Sculpture, Portrait, Landscape, and Religious) grant +3 Faith and +3 Gold in cities with a Holy Site district.
Kuhikugu|Agricultural|Your Farms gain +1 Food and +2 Gold if built adjacent to Rainforest.
Ma-i|Entertainment|Your cities produce +1 Faith and Gold for each district present.
Maingmaw|Agricultural|Rivers provide +1 Food and +1 Gold to adjacent flat land within your borders.
Megiddo|Militaristic|Your Encampment districts add +1 Production and +2 Gold to international Trade Routes from that city.
Mombasa|Maritime|Coastal and Lake tiles provide Standard adjacency bonuses to land Specialty Districts.
Monaco|Entertainment|Buildings within Entertainment Complex or Water Park districts receive +2 Tourism and enough Gold to pay for their maintenance.
Nalanda|Scientific|Your cities with Campuses gain +20% Faith when Happy, and your cities with Holy Sites gain +10% Science when Happy. These bonuses are doubled in Ecstatic cities.
Palmyra|Trade|Your cities gain +1 Faith and +1 Gold for each Holy Site building per turn from each foreign Trade Route passing through.
Phasis|Industrial|Your forested tiles gain +1 Production if adjacent to at least one more forested tile, and your Lumber Mills gain +1 Production if built on the coast or next to a river.
Port Royal|Maritime|Your Trade Routes grant +1 Production in the sending city and +1 Gold in the receiving city per Plantation in the receiving city.
Qatna|Religious|Your Capital and city with the Government Plaza generate 0.5 Loyalty Pressure per Citizen. These bonuses do not stack.
Rhesaina|Scientific|1 Amenity in cities with a Campus district. This increases to 2 Amenities if the Campus adjacency bonus is 4 or more.
Sandakan|Trade|Your Trade Routes provide +50% Tourism, and Traders can be purchased at a 50% discount.
Seuthopolis|Militaristic|When you eliminate a unit in combat gain Gold equal to 50% of the defeated unit's Combat Strength.
Sri Ksetra|Religious|Your Holy Sites provide Food equal to their Faith adjacency bonus.
Taos|Scientific|Patronage of Great People costs 2% less Gold for each luxury resource you own.
Teyuna|Industrial|Your Commercial Hub and Theater districts gain a Major adjacency bonus from Mountain tiles.
Tissamaharama|Industrial|Grants 2 Seric Iron resources, which grant +5 Combat Strength to melee and anti-cavalry units.
Tuneriut|Maritime|Receive 2 Walrus luxury resources, which provide 4 Amenities. Additionally, owning the Walrus resource grants your Harbors Major Gold and Standard Food adjacency bonuses from Ice.
Ugarit|Trade|Your cities with Governors gain +25% Production towards naval units, increasing to +50% in later eras. Additionally, your Harbor buildings provide a burst of experience to naval units trained in that city.
Wyam|Trade|Sea resources provide +1 Culture and +2 Gold within your borders.

Unique Improvement reference table:

Spoiler :

Improvement|Description
Great Kiva|Unlocks the Builder ability to construct a Great Kiva. +2 Faith. +1 Food from each adjacent Grass, Plains, and Desert Hills. +1 Production from every 2 adjacent flat Grass, Plains, or Desert tiles. Cannot be built next to another Great Kiva. Can only be built on Desert and Desert Hill tiles.
Stupa|Unlocks the Builder ability to construct a Stupa. +2 Faith. +2 Faith if adjacent to a Holy Site, +2 Culture if adjacent to a Theater Square, and +2 Science if adjacent to a Campus. Cannot be built next to another Stupa. Cannot be built on Tundra, Snow, or Desert tiles.

Reflects version 1.02
 
Probably a dumb question, maritime means they are built near coast or its only a bonus thing?

Thanks! keep up the nice work! I will try it soon :)

It's just a bonus thing, but city states do have biases towards starting locations according to the first post, which in the case of Maritime city states will most likely mean a coastal bias.

@thecrazyscot I have both Phasis and Delos in my current game, and while it won't go crazy because I'm going to win before getting to Conservation (Impi swarms man, Impi swarms), I suspect that this is an absolutely insane combo. Phasis grants +1 production to forests adjacent to other forests, and Delos grants double yields on Breathtaking appeal tiles. I can now imagine planting huge forests, giving everything Breathtaking appeal and the bonus from Phasis. Some numbers, assuming endgame, Breathtaking, at least one forest adjacent and no river:

Plains: 2f2p
Plains/Forest: 2f4p
Plains/Forest/Lumbermill: 2f6p (8p if River)
Plains/Hill: 2f4p
Plains/Hill/Forest: 2f6p
Plains/Hill/Forest/Lumbermill: 2f8p (10p if River)
Plains/Hill/Mine: 2f7p or 1f5p if not breathtaking
Grassland: 4f
Grassland/Forest: 4f2p
Grassland/Forest/Lumbermill: 4f4p (6p if River)
Grassland/Hill: 4f2p
Grassland/Hill/Forest: 4f4p
Grassland/Hill/Forest/Lumbermill: 4f6p (8p if River)
Grassland/Hill/Mine: 4f5p or 2f4p if not breathtaking

So basically, you plant forests everywhere (plus Eiffel Tower to make up for district and luxery resource spots that don't have forest), build lumbermills everywhere, and every tile is at least self-sustaining the citizen working there, while producing crazy amounts of production; 4-8 on flat tiles and 6-10 on hill tiles.

(I do have to say I'm sad now I didn't get this city state combo in a culture game or something...)
 
It's just a bonus thing, but city states do have biases towards starting locations according to the first post, which in the case of Maritime city states will most likely mean a coastal bias.
Has this been fixed though? When I first subscribed they virtually never started out on a coast. I mentioned it on Steam and Šailor Cat said they were aware of the issue, but I haven't seen anything about it since.
 
Has this been fixed though? When I first subscribed they virtually never started out on a coast. I mentioned it on Steam and Šailor Cat said they were aware of the issue, but I haven't seen anything about it since.

In Steam Change notes I see this:

Update: 15 Mar @ 9:43pm
v1.01 Update
  • Quick update to start biases for Maritime city-states
 
In Steam Change notes I see this:

Update: 15 Mar @ 9:43pm
v1.01 Update
  • Quick update to start biases for Maritime city-states
I was aware of that, but that was before I ran my test starts and before mine & Sailor's comments. I can't remember the exact changes in that update, but if irc one of them removed some Tundra start biases.
 
It's just a bonus thing, but city states do have biases towards starting locations according to the first post, which in the case of Maritime city states will most likely mean a coastal bias.

@thecrazyscot I have both Phasis and Delos in my current game, and while it won't go crazy because I'm going to win before getting to Conservation (Impi swarms man, Impi swarms), I suspect that this is an absolutely insane combo. Phasis grants +1 production to forests adjacent to other forests, and Delos grants double yields on Breathtaking appeal tiles. I can now imagine planting huge forests, giving everything Breathtaking appeal and the bonus from Phasis. Some numbers, assuming endgame, Breathtaking, at least one forest adjacent and no river:

Plains: 2f2p
Plains/Forest: 2f4p
Plains/Forest/Lumbermill: 2f6p (8p if River)
Plains/Hill: 2f4p
Plains/Hill/Forest: 2f6p
Plains/Hill/Forest/Lumbermill: 2f8p (10p if River)
Plains/Hill/Mine: 2f7p or 1f5p if not breathtaking
Grassland: 4f
Grassland/Forest: 4f2p
Grassland/Forest/Lumbermill: 4f4p (6p if River)
Grassland/Hill: 4f2p
Grassland/Hill/Forest: 4f4p
Grassland/Hill/Forest/Lumbermill: 4f6p (8p if River)
Grassland/Hill/Mine: 4f5p or 2f4p if not breathtaking

So basically, you plant forests everywhere (plus Eiffel Tower to make up for district and luxery resource spots that don't have forest), build lumbermills everywhere, and every tile is at least self-sustaining the citizen working there, while producing crazy amounts of production; 4-8 on flat tiles and 6-10 on hill tiles.

(I do have to say I'm sad now I didn't get this city state combo in a culture game or something...)

Thanks for the detailed feedback! I will certainly need to take a balancing pass. I like Delos as it is, so I'll take another look at Phasis.

I was aware of that, but that was before I ran my test starts and before mine & Sailor's comments. I can't remember the exact changes in that update, but if irc one of them removed some Tundra start biases.

There has not been an additional update given we're not entirely sure it's possible to guarantee a coastal spawn via StartBiases. So that first update contains our best guess right now, with basically anything that's not coast/ocean/water resource removed from the Maritime start biases. The problem comes with how the game assigns the starting plots though, in that there has to be a certain minimum amount of yields for someone to spawn there, and coastal tiles have much lower base yields than land tiles. That means that sometimes (or often times perhaps), start biases may appear to be completely ignored. Our spawn tests indicate that at least on our end most of the time Maritime city-states spawn at least close to an appropriate location, but given that spawn conditions are different in every game you might find that not to be the case depending on the map conditions.

Sorry we can't seem to nail it down any more firmly than that!
 
Our spawn tests indicate that at least on our end most of the time Maritime city-states spawn at least close to an appropriate location, but given that spawn conditions are different in every game you might find that not to be the case depending on the map conditions.

Sorry we can't seem to nail it down any more firmly than that!
No worries TCS! Thank you for the detailed response. What I found really found odd in my tests on an enormous, continents YnAMP with reduced civs & CS, is that I would almost never get a Maritime CS spawing on a coast, but I'd see four or five of the other types that would. And, often times I'd see excellent coastal spots where nothing spawned at all. :crazyeye:

Could the fact that there are so many non-maritime CS's that have coastal biases (though not as strong) be a factor? I may try and reducing some of those and see if it makes a difference for my preferences. I did notice that when compared to other Maritime CS's Lisbon doesn't have an ocean bias, Carthage doesn't have fish or crab biases, and Ampi doesn't have coastal or ocean biases. I don't know if that is intentional though.

I'm curious, does an ocean bias have a noticeable effect? Initially, some CS's had a tundra bias that was later taken out. Was that because tundra starts were too detrimental?
 
Bug report
Suzerain bonus for "Walrus" City not working. Influence bonus works (e.g. Lighthouse gets yields), Walrus resource is granted, but feature adjacency not working.
Took me some time to track the problem it caused in BRS, because there are 2 possible sources:
a) you are using YieldChange instead Amount in modifier definition; Idk if this is a real problem, but the only in-game modifier that can be referenced is SACRED_PATH_FAITHFEATUREADJACENCY, which has Amount in Arguments
b) I think you should not use COLLECTION_ALL_CITIES here. It leads to the situation where the player gets this modifier activated and it has all cities in the game as subjects (yes all cities, I got exactly this). Probably would grant them adjacency bonuses as well if they had harbors near ice.
I inserted few tweaks into BRS to account for this situation, but please inform me if you fix the Walrus modifier and confirm it works, so I might remove them eventually.
 
No worries TCS! Thank you for the detailed response. What I found really found odd in my tests on an enormous, continents YnAMP with reduced civs & CS, is that I would almost never get a Maritime CS spawing on a coast, but I'd see four or five of the other types that would. And, often times I'd see excellent coastal spots where nothing spawned at all. :crazyeye:

Could the fact that there are so many non-maritime CS's that have coastal biases (though not as strong) be a factor? I may try and reducing some of those and see if it makes a difference for my preferences. I did notice that when compared to other Maritime CS's Lisbon doesn't have an ocean bias, Carthage doesn't have fish or crab biases, and Ampi doesn't have coastal or ocean biases. I don't know if that is intentional though.

I'm curious, does an ocean bias have a noticeable effect? Initially, some CS's had a tundra bias that was later taken out. Was that because tundra starts were too detrimental?

The fact that other non-maritime CS's have coastal biases shouldn't have an effect in booting the maritime ones inland, so to speak, but to be honest...maybe? Lol, the system is just a bit opaque. We have found that resources appear to have a stronger effect than terrain, which is why we've added fish as a bias to all the maritime ones.

Bug report
Suzerain bonus for "Walrus" City not working. Influence bonus works (e.g. Lighthouse gets yields), Walrus resource is granted, but feature adjacency not working.
Took me some time to track the problem it caused in BRS, because there are 2 possible sources:
a) you are using YieldChange instead Amount in modifier definition; Idk if this is a real problem, but the only in-game modifier that can be referenced is SACRED_PATH_FAITHFEATUREADJACENCY, which has Amount in Arguments
b) I think you should not use COLLECTION_ALL_CITIES here. It leads to the situation where the player gets this modifier activated and it has all cities in the game as subjects (yes all cities, I got exactly this). Probably would grant them adjacency bonuses as well if they had harbors near ice.
I inserted few tweaks into BRS to account for this situation, but please inform me if you fix the Walrus modifier and confirm it works, so I might remove them eventually.

Thanks for the report, I'll definitely look into what's going on there. You are right about YieldChange looking like it's incorrect instead of Amount, so I'll try changing that and see if that fixes it.

So my intent with granting 2 Walrus resources is that you're able to trade one of them, and that resource in turn would grant whoever you traded it to the Ice adjacency bonus as well. In order to do that, I couldn't attach the feature adjacency to the city-state trait, but instead added the feature adjacency to the TRAIT_LEADER_MAJOR_CIV, with the requirement that the player owns the Walrus resource. I suppose I could add an intermediary modifier in between, so that the Walrus adjacency modifier is attached to a player only if they have the resource, and then use COLLECTION_PLAYER_CITIES in the actual adjacency modifier. Hmm...
 
I it seems like a standrad approach to all CS modifiers. They are attached to all players and once you are a suzerain or get enough tokens, an actual modifier is attached to this player. And it usually uses collection_player_cities or similar player-level collection.
If you work a lot with modifier, then see my Real Civilopedia. It shows modifiers’ structure for all objects.
 
We have found that resources appear to have a stronger effect than terrain, which is why we've added fish as a bias to all the maritime ones.
That's interesting and good to know.

So back to my comment - the Lisbon, Carthage, and Ampi Maritime CS's are missing some of the same biases as the other Maritime CS's. This is intentional, correct?
 
Regarding the biases, I very much doubt this is the problem, but just to make sure I do want to mention it, @thecrazyscot are you guys aware that the lower the bias number is, the stronger the bias is? For example, Lisbon in the base game has a coastal bias of 1 and almost always spawns coastal.
 
@thecrazyscot Ah, one more thing I forgot to mention about Walrus City. I was not able to send a Trade Route there. Was like 6 tiles away, and couldn’t. There was another CS a few tiles further, and no problems with that.
Not sure if this is a bug or something you programmed into the CS, was busy tracking modifiers and didn’t look into this situation.
BUT this could be bug related to Better Trade Screen, as it started to spit some errors into the log with your mod activated. Some nil references, so probably something wrong with definitions. You might wanna check the compatibility here.
 
That's interesting and good to know.

So back to my comment - the Lisbon, Carthage, and Ampi Maritime CS's are missing some of the same biases as the other Maritime CS's. This is intentional, correct?

Yes, but of course not set in stone.

Regarding the biases, I very much doubt this is the problem, but just to make sure I do want to mention it, @thecrazyscot are you guys aware that the lower the bias number is, the stronger the bias is? For example, Lisbon in the base game has a coastal bias of 1 and almost always spawns coastal.

Right, but the issue is that just putting the coastal bias to 1 doesn't actually guarantee a coastal start - iirc one of the earlier Firaxis patches actually fixed the issue of certain city-states not always spawning on the coast with some behind-the-scenes change instead of changing how the start biases work (and I guess even the name start bias implies that it doesn't create hard and fast rules for the spawning algorithms to follow).

@thecrazyscot Ah, one more thing I forgot to mention about Walrus City. I was not able to send a Trade Route there. Was like 6 tiles away, and couldn’t. There was another CS a few tiles further, and no problems with that.
Not sure if this is a bug or something you programmed into the CS, was busy tracking modifiers and didn’t look into this situation.
BUT this could be bug related to Better Trade Screen, as it started to spit some errors into the log with your mod activated. Some nil references, so probably something wrong with definitions. You might wanna check the compatibility here.

Yes, Better Trade Screen is incompatible as it hard codes the city-state types. We released a patch for BTS which you can install following the instructions in this post.
 
To make it "official" rather than isolating this bug-report on Steam discussion only...



The active (two) Governors aren't shown in the ToolTip for Palmyra.

At the moment, i'm leaning towards a wacky mod conflict since i use HellBlazer's WII (which has an integrated BTS.. but i've already inserted the lua file you offered us) + Infixo BRS.

AFAIK.. there's nothing else in my (very short) list of active Mods that would get anywhere near the CityStates.LUA file or its functions.
 
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