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City States - No Free First Encounter Envoy 1.0

Arkatakor

King
Joined
Mar 11, 2006
Messages
620
Location
Stockholm, Sweden
This mod removes the free envoy bonus for the first civ that encounters a city state.

Special thanks to Xeribulos.

Instructions:

Unzip the City States - No Free Envoy.zip file to "..\Documents\My Games\Sid Meier's Civilization VI\Mods"

It should create a folder named "City States - No Free Envoy"

Start Civilization VI and go in "Additional Content" and activate it by checking the box near "Activate Mod" then click "Back" and launch a game.
 
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Great work. This is a real problem, as finding a science city state in essence doubles your science at the start.
Glad you like the mod :)

I would not have felt this mod to be an absolute necessity if the starting conditions were not so random. In some games you could start surrounded by up to 5 city states giving you a free envoy in each thus resulting in enormous early game boosts, as you outlined. In other games you start surrounded by only AI who in turn met city states way before you. Hopefully this will go some way in reducing some of the huge starting location luck factor that this game has.
 
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I can't imagine why, but it seems this mod causes city states to not own the tile directly to the east of their city center when they spawn. No idea why such a simple envoy update removes ownership of one of their starting tiles.

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I can't imagine why, but it seems this mod causes city states to not own the tile directly to the east of their city center when they spawn. No idea why such a simple envoy update removes ownership of one of their starting tiles.
The mod does not do anything as such - its a simple one liner that modifies the envoy parameter. As such it does not affect anything else;

The fact that you saw this issue after using the mod is coincidental; its just pure lousy AI placement - I have seen city states one tile from the coast since I started playing Civ VI (before using my mod). This is another issue among a myriad of issues with this release.
 
The mod does not do anything as such - its a simple one liner that modifies the envoy parameter. As such it does not affect anything else;

The fact that you saw this issue after using the mod is coincidental; its just pure lousy AI placement - I have seen city states one tile from the coast since I started playing Civ VI (before using my mod). This is another issue among a myriad of issues with this release.
I ran 10 test games without the mod active, (created game, ran 5 turns, then did reveal all), and 10 games with the mod active. In all the games with the mod active, every single city state settled its city without ownership of the tile directly to their east, and this behavior did not show up once in any of the games without the mod. I'm not talking about the location that the city state chooses to settle, I mean that their borders do not own the tile directly east of their city no matter where they settle or spawn, and this only happens when the mod is active.

Having confirmed my suspicions that it was somehow this mod causing this, I peeked into the mod files and found that it consisted of a single line command that shouldn't be causing what it's causing.

I have absolutely no idea where this weird behavior is coming from. It doesn't really affect the game, it's just weird lol.
 
I ran 10 test games without the mod active, (created game, ran 5 turns, then did reveal all), and 10 games with the mod active. In all the games with the mod active, every single city state settled its city without ownership of the tile directly to their east, and this behavior did not show up once in any of the games without the mod. I'm not talking about the location that the city state chooses to settle, I mean that their borders do not own the tile directly east of their city no matter where they settle or spawn, and this only happens when the mod is active.

Having confirmed my suspicions that it was somehow this mod causing this, I peeked into the mod files and found that it consisted of a single line command that shouldn't be causing what it's causing.

I have absolutely no idea where this weird behavior is coming from. It doesn't really affect the game, it's just weird lol.
Consider it a freak coincidence :)
 
I'll take a look to see if this happens on my end. I simply cannot fathom why this would be happening - as you saw, there is nothing in the mod that should be causing this. Now that you mention it I saw a city 1 square off the coast with the mod active.
 
City-States gain tiles when someone sends them an envoy. Is it possible that they coded them to start with one tile missing, and they're supposed to have full tiles only after someone meets them?
 
In the code City-States starts with 5 additional tiles (and major civs with 6).
So Gilgasmash is right.
 
City States gain tiles from envoys, they start with 5 tiles, first player to meet then gets a free envoy, so they get the 6th tile as soon as they are discovered.
Removing that freee envoy means you get to see city states with just 5 tiles but this is fixed easily: just give them 6 tiles from the start.

Code:
UPDATE CivilizationLevels SET StartingTilesForCity = StartingTilesForCity + 1 WHERE CivilizationLevelType = 'CIVILIZATION_LEVEL_CITY_STATE' AND StartingTilesForCity < 6;
 
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