whoward69
DLL Minion
City states give a gift of gold (mercantile), food (maritime), culture (cultural), faith (religious) or (possibly) a unit (militaristic).
In addition to the specific gift a friendship boost is also given - city states are sociable, they like meeting great nations!
Friendly city states give more than neutral ones, who in turn give more than hostile ones (if they give anything at all). Irrational city states are ... irrational in their gifts!
The first team to meet a city state gets more than subsequent ones, and the leader of the team gets more than the other team members.
Download (and required DLL Download)
EDIT: And all the configuration parameters if you don't like my values
In addition to the specific gift a friendship boost is also given - city states are sociable, they like meeting great nations!
Friendly city states give more than neutral ones, who in turn give more than hostile ones (if they give anything at all). Irrational city states are ... irrational in their gifts!
The first team to meet a city state gets more than subsequent ones, and the leader of the team gets more than the other team members.
Download (and required DLL Download)
EDIT: And all the configuration parameters if you don't like my values
Spoiler :
<!-- These are the values for the first team to meet a neutral CS, -->
<!-- multipliers for friendly and hostile city states are below -->
<!-- Irrational city states roll to see if they are friendly, neutral or hostile towards the meeting player -->
<Row Name="MINOR_CIV_FIRST_CONTACT_BONUS_FRIENDSHIP" Value="12"/>
<Row Name="MINOR_CIV_FIRST_CONTACT_BONUS_CULTURE" Value="8"/>
<Row Name="MINOR_CIV_FIRST_CONTACT_BONUS_FAITH" Value="8"/>
<Row Name="MINOR_CIV_FIRST_CONTACT_BONUS_GOLD" Value="30"/>
<!-- Only the team leader gets these bonuses -->
<Row Name="MINOR_CIV_FIRST_CONTACT_BONUS_FOOD" Value="8"/>
<Row Name="MINOR_CIV_FIRST_CONTACT_BONUS_UNIT" Value="30"/> <!-- This is a percentage -->
<Row Name="MINOR_CIV_FIRST_CONTACT_XP_PER_ERA" Value="5"/>
<Row Name="MINOR_CIV_FIRST_CONTACT_XP_RANDOM" Value="10"/>
<!-- Multiplier and Divisor for the team leader (usually the player meeting the CS), we can only store ints so *2 is 2/1 -->
<Row Name="MINOR_CIV_FIRST_CONTACT_PLAYER_MULTIPLIER" Value="2"/>
<Row Name="MINOR_CIV_FIRST_CONTACT_PLAYER_DIVISOR" Value="1"/>
<!-- Multiplier and Divisor for the subsequent teams meeting the CS, we can only store ints so *0.5 is 1/2 -->
<Row Name="MINOR_CIV_FIRST_CONTACT_SUBSEQUENT_TEAM_MULTIPLIER" Value="1"/>
<Row Name="MINOR_CIV_FIRST_CONTACT_SUBSEQUENT_TEAM_DIVISOR" Value="2"/>
<!-- Multiplier and Divisor for friendly city states bonuses, we can only store ints so *1.5 is 3/2 -->
<Row Name="MINOR_CIV_FIRST_CONTACT_FRIENDLY_BONUS_MULTIPLIER" Value="3"/>
<Row Name="MINOR_CIV_FIRST_CONTACT_FRIENDLY_BONUS_DIVISOR" Value="2"/>
<!-- Multiplier and Divisor for friendly city states unit percentage, we can only store ints so *2 is 2/1 -->
<Row Name="MINOR_CIV_FIRST_CONTACT_FRIENDLY_UNIT_MULTIPLIER" Value="2"/>
<Row Name="MINOR_CIV_FIRST_CONTACT_FRIENDLY_UNIT_DIVISOR" Value="1"/>
<!-- Multiplier and Divisor for hostile city states bonuses, we can only store ints so *0.5 is 1/2 -->
<Row Name="MINOR_CIV_FIRST_CONTACT_HOSTILE_BONUS_MULTIPLIER" Value="1"/>
<Row Name="MINOR_CIV_FIRST_CONTACT_HOSTILE_BONUS_DIVISOR" Value="2"/>
<!-- Multiplier and Divisor for hostile city states unit percentage, we can only store ints so *0 is 0/1 -->
<Row Name="MINOR_CIV_FIRST_CONTACT_HOSTILE_UNIT_MULTIPLIER" Value="0"/>
<Row Name="MINOR_CIV_FIRST_CONTACT_HOSTILE_UNIT_DIVISOR" Value="1"/>
<!-- multipliers for friendly and hostile city states are below -->
<!-- Irrational city states roll to see if they are friendly, neutral or hostile towards the meeting player -->
<Row Name="MINOR_CIV_FIRST_CONTACT_BONUS_FRIENDSHIP" Value="12"/>
<Row Name="MINOR_CIV_FIRST_CONTACT_BONUS_CULTURE" Value="8"/>
<Row Name="MINOR_CIV_FIRST_CONTACT_BONUS_FAITH" Value="8"/>
<Row Name="MINOR_CIV_FIRST_CONTACT_BONUS_GOLD" Value="30"/>
<!-- Only the team leader gets these bonuses -->
<Row Name="MINOR_CIV_FIRST_CONTACT_BONUS_FOOD" Value="8"/>
<Row Name="MINOR_CIV_FIRST_CONTACT_BONUS_UNIT" Value="30"/> <!-- This is a percentage -->
<Row Name="MINOR_CIV_FIRST_CONTACT_XP_PER_ERA" Value="5"/>
<Row Name="MINOR_CIV_FIRST_CONTACT_XP_RANDOM" Value="10"/>
<!-- Multiplier and Divisor for the team leader (usually the player meeting the CS), we can only store ints so *2 is 2/1 -->
<Row Name="MINOR_CIV_FIRST_CONTACT_PLAYER_MULTIPLIER" Value="2"/>
<Row Name="MINOR_CIV_FIRST_CONTACT_PLAYER_DIVISOR" Value="1"/>
<!-- Multiplier and Divisor for the subsequent teams meeting the CS, we can only store ints so *0.5 is 1/2 -->
<Row Name="MINOR_CIV_FIRST_CONTACT_SUBSEQUENT_TEAM_MULTIPLIER" Value="1"/>
<Row Name="MINOR_CIV_FIRST_CONTACT_SUBSEQUENT_TEAM_DIVISOR" Value="2"/>
<!-- Multiplier and Divisor for friendly city states bonuses, we can only store ints so *1.5 is 3/2 -->
<Row Name="MINOR_CIV_FIRST_CONTACT_FRIENDLY_BONUS_MULTIPLIER" Value="3"/>
<Row Name="MINOR_CIV_FIRST_CONTACT_FRIENDLY_BONUS_DIVISOR" Value="2"/>
<!-- Multiplier and Divisor for friendly city states unit percentage, we can only store ints so *2 is 2/1 -->
<Row Name="MINOR_CIV_FIRST_CONTACT_FRIENDLY_UNIT_MULTIPLIER" Value="2"/>
<Row Name="MINOR_CIV_FIRST_CONTACT_FRIENDLY_UNIT_DIVISOR" Value="1"/>
<!-- Multiplier and Divisor for hostile city states bonuses, we can only store ints so *0.5 is 1/2 -->
<Row Name="MINOR_CIV_FIRST_CONTACT_HOSTILE_BONUS_MULTIPLIER" Value="1"/>
<Row Name="MINOR_CIV_FIRST_CONTACT_HOSTILE_BONUS_DIVISOR" Value="2"/>
<!-- Multiplier and Divisor for hostile city states unit percentage, we can only store ints so *0 is 0/1 -->
<Row Name="MINOR_CIV_FIRST_CONTACT_HOSTILE_UNIT_MULTIPLIER" Value="0"/>
<Row Name="MINOR_CIV_FIRST_CONTACT_HOSTILE_UNIT_DIVISOR" Value="1"/>