Tiramisu
Warlord
Download:
Steam-Workshoplink: https://steamcommunity.com/sharedfiles/filedetails/?id=1405531706
Direct Download: https://forums.civfanatics.com/resources/free-city-states.26954/
Description
Changeable options for this mod:
In the mod files you can easily change the follwing lua scripts with your editor:
Compatibility
Steam-Workshoplink: https://steamcommunity.com/sharedfiles/filedetails/?id=1405531706
Direct Download: https://forums.civfanatics.com/resources/free-city-states.26954/
Description
Spoiler :
Every turn there is a chance that a rebelling free city is destroyed and replaced by a new city state. The newly created city state will get the nearby units of the rebelling free city and it will inherit the population of the old city. Only cities that were no original capital cities and do not have any world wonder can be replaced by a city state.
Note that this mod increases the amount of city state players by 50% and then saves 50% of them in a pool, so they can spawn later in the game. In order to do that this mod changes their starting locations. In most cases the start positions of city states will be ok, if you do not use a huge amount of city states in your game.
On standard speed the chance of converting a free city to a city state is 7% each turn (scaling for other game speeds).
If the free city is damaged this chance will be lowered: conversion chance = base chance * (1 - (city damage / max hitpoints))^2
So the conversion probability on standard speed is:
20 HPs: 0.07 %
40 HPs: 0.28 %
60 HPs: 0.63 %
80 HPs: 1.12 %
100 HPs: 1.75 %
120 HPs: 2.52 %
140 HPs: 3.43 %
160 HPs: 4.48 %
180 HPs: 5.67 %
200 HPs: 7 %
Note that this mod increases the amount of city state players by 50% and then saves 50% of them in a pool, so they can spawn later in the game. In order to do that this mod changes their starting locations. In most cases the start positions of city states will be ok, if you do not use a huge amount of city states in your game.
On standard speed the chance of converting a free city to a city state is 7% each turn (scaling for other game speeds).
If the free city is damaged this chance will be lowered: conversion chance = base chance * (1 - (city damage / max hitpoints))^2
So the conversion probability on standard speed is:
20 HPs: 0.07 %
40 HPs: 0.28 %
60 HPs: 0.63 %
80 HPs: 1.12 %
100 HPs: 1.75 %
120 HPs: 2.52 %
140 HPs: 3.43 %
160 HPs: 4.48 %
180 HPs: 5.67 %
200 HPs: 7 %
Changeable options for this mod:
In the mod files you can easily change the follwing lua scripts with your editor:
- FreeCityStates.lua:
- bInheritCityPlots: Set this to true to allow city states to keep all tiles of the former free city (default value: false)
- bInheritCityName: Set this to true to give city states the name of the former free city (default value: false)
If you set both boolean variables to true then the result should look like this:
Spoiler :
- iConversionProbability: Sets the base conversion probability for converting a suitable free city to a new city state (default value: 7). Can be a float number.
- iMaxRangeUnitConvert: Sets the radius of the free city units that get converted to the units of the newly spawned city state (default value: 4)
- AssignStartingPlots.lua:
iPercentageDeletedCityStates: Percentage of the city states players that are saved to a pool so they can start later. These city states will not spawn at the beginning of the game of course. (default value: 50)
Compatibility
Spoiler :
This should work with any other mods that do not modify the starting locations. The total amount of city states will even further increase if you use this with my More Opponents mod.
Also I have tested this mod with CIVITAS expanded city states mod and it seems to work properly.
Also I have tested this mod with CIVITAS expanded city states mod and it seems to work properly.
Spoiler Credits :
Special thanks to FearSunn who teached me some important things about Lua. Also thanks to some users on civfanatics like Gedemon who helped me.
Attachments
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