Jarcast's More City States compatibility with UniqueCS

jarcast2

Janitor Raccoon
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Hi everyone. In the past I made a mod adding a few more city-states and some week ago I decided to add compatibility to Enginseer's Unique City States mod (I would like also to add leader icons, if some artist is willing to help me with that I would really appreciate because it would save me some work and time :p).

Even if the download is not yet available and I have not yet finished with the code, I am creating this thread so you can see the bonuses I devised and in case give me suggestions.

If you have an idea for a new city-state with related bonus I can include it in my mod, but with the condition that the city-state is not already in the city list of civilizations by Firaxis and also by famous modders (and preferably non-fiction).

But now, cut the chatter, here are the bonuses.


Unique City-States


City-State|Name|Unique Bonus
Luba|Men of Memory|
Atella|Oscan Drama|+1 Tourism from Amphitheaters. +20% Great Writer rate in every city.
Acoma|Sky City|+1 Food, +1 Culture, and +1 Golden Age Point from farmed hills and cities founded on hills.
Leuven|Catholic Erudition|5% of the City's Faith is converted into Science per turn. +1 Culture from Universities.


City-State|Name|Unique Bonus
Seychelles|Idyllic Islands|+1 Gold and +1 Tourism from Atolls, +1 Happiness from coastal Cities.
Paestum|Magna Graecia| Cities with lowest population receive +10% Production and Population growth (cities ranking in the first quartile in terms of population) .
Fiume|Free Port| +10% Production when building Naval Units. Cargo Ships are trained 100% faster.
Chumash|Tomol Fishing|+1 Food from Bonus Resources, +1 Food and +1 Production from Fishing boats.


City-State|Name|Unique Bonus
Abu Dhabi|Financial Haven|Cost of Gold purchasing in all cities reduced by 10%.
Elea|Trade and Philosophy|Each international trade route provides +1 Gold and +1 Science (scaling with era) to the city where it originates or arrives.
Whydah|Slave Coast|+1 Gold from each owned Worker. Tile improvement rate increased by 15%.
Shuri|Haijin Policy|The Capital receive +1 Food, +1 Gold, +1 Golden Age Point for every 4 citizens in Shuri.


City-State|Name|Unique Bonus
Tintagel|Arthurian Chivalry|Mounted melee units have 10% additional Combat Strength and reduce Distress by 10% if garrisoned in a city.
Hattusa|Blessing of Tarhunna|+1 Iron per City and +10% Production when building Melee Units.
Taras|Spartan City| Naval Units deal additional 5 Damage to adjacent enemy units and are 10% stronger per each adjacent friendly unit when defending.
Troy|Laomedon's Walls|Walls, Castle, Arsenal, Military Base provide 1 Point toward all Great People. Cities gain 1 Defense and 5 HP for every 5 citizens.


City-State|Name|Unique Bonus
Multan|City of Saints| Receive a lump sum of Faith at start of alliance. Owned Missionaries can spread religion an additional time.
Rishikesh|Yoga World Capital|+2 Faith from Cities on rivers. Can construct Ashram (150 Production; +2 Faith, +1 Happiness).
BodhGaya|Awakening Tree|+1 Faith and +1 Golden Age Point to Cities for every 2 Forest or Jungle tiles within their workable radius.
Qufu|Temple of Confucius|+1 Science from Shrines and Temples. Receive a modest sum of Science when purchasing with Faith.

Edited: Jan 15, 2019.
 
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Dinetah, Seychelles, and Rishkiesh stands out the most that need a nerf.
 
Ok, thanks for the feedback.

Navajo
I think you think +1 culture per desert is too much, isn't it? Would it be better to drop it to 0.75 or 0.5?
Or is the "spies cannot fail advanced actions" part that need the nerf? I would like to give some spy-related bonus because of them being code talkers back in ww2.

Seychelles
I am quite sure here you mean the +1 gold per sea tile. So do you think it is better "+1 gold per coast tile" (removing ocean) or even "+1 gold from sea resources" (so to further reduce the scope of the bonus)?
If it is the happiness bonus to coastal cities, then I can just drop it.

Rishikesh
If -15% for both Distress and Religious Unrest of the Ashram is too much I can drop it to -10% or -5%, and reduce the yield change to just +2 Faith like a shrine (without culture).
If the problem is the +1 per river tile, since there is no similar code like Building_YieldPerXTerrainTimes100 for rivers then I may just give something like +X Faith in Cities on a river.
 
Ok, thanks for the feedback.

Navajo
I think you think +1 culture per desert is too much, isn't it? Would it be better to drop it to 0.75 or 0.5?
Or is the "spies cannot fail advanced actions" part that need the nerf? I would like to give some spy-related bonus because of them being code talkers back in ww2.

Seychelles
I am quite sure here you mean the +1 gold per sea tile. So do you think it is better "+1 gold per coast tile" (removing ocean) or even "+1 gold from sea resources" (so to further reduce the scope of the bonus)?
If it is the happiness bonus to coastal cities, then I can just drop it.

Rishikesh
If -15% for both Distress and Religious Unrest of the Ashram is too much I can drop it to -10% or -5%, and reduce the yield change to just +2 Faith like a shrine (without culture).
If the problem is the +1 per river tile, since there is no similar code like Building_YieldPerXTerrainTimes100 for rivers then I may just give something like +X Faith in Cities on a river.
Try looking at how I balanced the bonuses in each city-state. I try to not make each city-state that very desirable.
 
@jarcast2 When you finish, contact me and we will think about some leaders addition. It will be better if I add it to CSL, where all infranstructure for that is ready. I saw you planed that.

Is Camelot right CS to add? I is fictional place and Civ is historic game.
 
Is Camelot right CS to add? I is fictional place and Civ is historic game.
Camelot was completely fictitious, so I'm not gonna advocate for keeping that.

If you wanted to put some Arthurian flavor in the game, however, you could go for Tintagel, which is a real place
 
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I resumed working on this project and updated some entries in the first post.
Suggestions are welcome :)
 
How about this for Acoma?

<Taken from a Puebloans civ design by Miles5280s> said:
+1 Food, +1 Culture, and +1 Golden Age Point to farmed hills and cities founded on hills.
 
I see, what about
+1 Food, +1 Culture in Cities for every X Hills.
Which integer X would be a balanced choice?
 
Worked hills (every 2 hills would be ok) or just hills in 3 tiles radius (in that case every 4 hills)
 
If I use the cbp Building_YieldPerXTerrainTimes100 then it's 4

Allows you to define a building to grant +1 yield based on the # of tiles of terrain type in the city's working radius Yield value = divisor (so 3 = for every 3 tiles, get +1 of a yield)
 
If I use the cbp Building_YieldPerXTerrainTimes100 then it's 4
That is not even how it works

If you want to do a divisor then you make the Building_YieldPerXTerrainTimes100: 25 * 4 to equal 100 translated into 1.

The times100 is there to follow the regular DLL logic that yields can be decimalized.
 
Oh yes right, it's in percentage, so 1/4 is 25 to put in the table. Thanks :)
 
I found out that JFD has a scheduled Laos civ to be released in the future, so after a quick research I replaced Vientiane with Luba, i.e. the pre-colonial African kingdom, famous for mining, wood carving and sculptures (especially the lukasa memory tablets) among others.
For their bonus, how about this?

Cities gain +1 Great Artist point for every 3 mines, lumbermills and logging camps.​
 
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