New City State Info

I'd be interested in hearing the thoughts from the modding community. If a modder wants to create, say, a Hittite civ, I wonder how difficult it will be to remove Hattusa from the game and substitute in a new CS?
 
I wouldn't say quantified. Having 1 tile of Wheat counts for 1, etc. Could be that they just list. But it could also mean that they're tradable for one. :rolleyes:

At least something is quantified...:crazyeye:.
 
Yeah, if it's as good or better than Civ5, we're safe.
 
I'd be interested in hearing the thoughts from the modding community. If a modder wants to create, say, a Hittite civ, I wonder how difficult it will be to remove Hattusa from the game and substitute in a new CS?

This is exactly what I'm going to be doing for the CiVI version of CCSMM.
 
As a player who thought that City States were a failed addition to the Civilization saga, colour me impressed. The lead designers have addressed the main problems of the City States:

- No more pay to win mechanics. This was long, long overdue, but perhaps there will be steep manteinance costs for envoys that might interlock economic and diplomatic systems

- City States adding actual diplomacy to the table. As in, putting more conflicting goals and becoming of more strategic importance thanks to the next point...

- Differenciation and flavour between City States due to unique abilities. This have me incredibly excited due to the all the possible options that it opens, my God. I can't wait to know each and every single of them in dettail! It seems that being sympathetic to certain city states could be quite game changer!
 
As a player who thought that City States were a failed addition to the Civilization saga, colour me impressed. The lead designers have addressed the main problems of the City States:

- No more pay to win mechanics. This was long, long overdue, but perhaps there will be steep manteinance costs for envoys that might interlock economic and diplomatic systems

- City States adding actual diplomacy to the table. As in, putting more conflicting goals and becoming of more strategic importance thanks to the next point...

- Differenciation and flavour between City States due to unique abilities. This have me incredibly excited due to the all the possible options that it opens, my God. I can't wait to know each and every single of them in dettail! It seems that being sympathetic to certain city states could be quite game changer!

Sorry if I insist: play Vox Populi and you will have ALL of these... in Civ 5.

The envoy system, especially, a fine "invention" of Gazebo, adds the key lacking element of Civ5's CS system: locality. In Vox Populi, you have to build the diplo buildings that produce the diplo resource, Paper, with which you build your diplo units, which have steep maintenance, and use an increasing number of paper in exchange for an increasing number of influence, and then SEND the units to each CS in order to increase influence. That system adds the concept of Sphere of Influence lacking in BNW vanilla; you will naturally have more and easier influence on closer CS than on those that are farther away.

I hope FXS is fully copying Gazebo's system, as it works perfectly.
 
City States looking pretty good. They have come a long way since they were mere vending machines. Lol.
 
Very interesting that you can pay gold to take control of a city state's military that you are suzerain over during wartime. I think a fun challenge would be to see how large you can grow a city state. :P
 
I do hope that there will be a realistic way of sending envoys - that is,
you'll have to literally move the as units to the CS (as in Gazebo's mod in civ5)...
 
I do hope that there will be a realistic way of sending envoys - that is,
you'll have to literally move the as units to the CS (as in Gazebo's mod in civ5)...

I seem to recall reading that they would be menu-based like Civ V spies.
 
I do hope that there will be a realistic way of sending envoys - that is,
you'll have to literally move the as units to the CS (as in Gazebo's mod in civ5)...

Well, if they don't do it like that, then it's just BS... the envoy system's main (key) feature is to add locality (spheres of influence) to the CS diplomacy. No unit, no core feature, thus rendering the envoy system just a conversion from money to production. I'm sure they are not that stupid, and watched how Vox Populi evolved into a very fine system.
 
I like the unique bonuses. This means each CS will be more unique (not just a type with a name or other). However, I guess it will take a lot of balance to avoid exploits or lucky locations.

I agree it seems the city states tend to build districts along their specialization.

As for envoys, I think you can build them (with writing?), but you can also generate them for free by answering city-state quests (of couse, for that you need at least an envoy already sent). Envoys seem to represent representatives/supporters of your Civ in the city state Court/Government: The first one is a diplomat you need to train to be accepted there. From this one on, you can send more diplomats to gain influence, or you can gain local people to favor your civ by fulfilling quests.
 
I'm really liking the new cs system, if the AI plays it intelligently it should be a ton of fun.

My first reaction to the wheat was that the food resource/health system from Civ4 is back, but I guess it doesn't necessarily mean that, does it? Could be any kind of mechanic attached to them. But now I'm damn curious.
 
I hope we won't actually have to move the Diplomat units to the CSs... That could get tedious in a hurry, especially on a giant map. If an element of 'locality' is needed, just make it more costly to send envoys to CSs that are far away from your borders. Problem solved and a billion useless clicks eliminated.
 
Well, if they don't do it like that, then it's just BS... the envoy system's main (key) feature is to add locality (spheres of influence) to the CS diplomacy. No unit, no core feature, thus rendering the envoy system just a conversion from money to production. I'm sure they are not that stupid, and watched how Vox Populi evolved into a very fine system.

Sorry, I'm not sure I understand what there is to gain between having an actual unit and not. It sounds a little like people railing over the "missing" transport units when the CivV rumors were starting. I know there are things people don't like about V but I don't think the lack of transport ships is among them these days.

I'm sure there are other ways to make stronger ties with closer neighbors if they choose to go unitless.
 
I hope we won't actually have to move the Diplomat units to the CSs... That could get tedious in a hurry, especially on a giant map. If an element of 'locality' is needed, just make it more costly to send envoys to CSs that are far away from your borders. Problem solved and a billion useless clicks eliminated.

I'd propose a mixed solution: they should work as one-time trade routes. You cannot move them out of your city, but you can assign them a destination city state, to wich they will move automatically. This:

- saves movement clicks
- will make more difficult to reach "far away" city states.
- adds an additional strategic factor, allowing you to capture rival envoys before they reach the destination city (at least until diplomatic inmmunity is invented, that is :p ). Or, of course, suggesting you should escort your diplomats to destination.
 
Sorry, I'm not sure I understand what there is to gain between having an actual unit and not. It sounds a little like people railing over the "missing" transport units when the CivV rumors were starting. I know there are things people don't like about V but I don't think the lack of transport ships is among them these days.

I'm sure there are other ways to make stronger ties with closer neighbors if they choose to go unitless.

The City State Diplomacy Mod actually stopped making me go for influence.

Anyway, the screenshots indicate arrows with City State Envoys suggesting you can easily rearrange them.
 
The City State Diplomacy Mod actually stopped making me go for influence.

Anyway, the screenshots indicate arrows with City State Envoys suggesting you can easily rearrange them.

To be sure I'm not even saying I don't want units, just that it's hardly a disaster if there aren't any.
 
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