Hello everyone,
With the soon to be released tweaks for Pledges to Protect by @Recursive, which will make CState gameplay a bit more interesting since it will make some PtP accessible for players, I decided to talk about one idea I had in mind for quite a while, which is a rework of the trait / behaviour system for CStates in VP.
What is the current situation ?
Currently, as you know, there are five traits for CS (Maritime, Merchantile, Militaristic, Religious, Cultural) and four types of behaviour (Friendly, Neutral, Hostile, Irrational). These traits and behaviour can influence their quests, their vulnerability to tribute, the reward they offer to their friends / ally (yields, resources or units) and the type of resource present in their territory (Luxury resource under Merchantile CS).
What is my problem with it ?
I've found throughout the years that, despite the interactivity Vox Populi added to CS diplomacy (essentially through the (3) CSD part of the mod), something is still lacking :
What about the Unique City-States mod by @Enginseer ?
I've played with the Unique City-States mod by Enginseer some years ago, but I never truly stuck to it, for three reasons :
Goals / Obstacles
So, what would be the goals of this project ?
The main obstacle for this project is the type of files we want to modify. Depending on what we can do, the scope of the mod can vary a lot. There are three domains that can be used :
About the "Irrational" City-State behaviour
I consider "Irrational" City-States to be a direct product of the current system and its flaws : other behaviours are so alike that there is a need to create a "random" behaviour to add some spice. It doesn't make much sense historically (only misunderstandings or major cultural divergences could make one's behaviour appear as "irrational", and qualifying an entire city this way is, I think, ignorance at best) and would be removed with this mod, since there would be no need for such kind of behaviour to make other types feel more unique.
In practice
(disclaimer : all that isn't mentionned doesn't change compared to base VP + all of these are concepts, meant to evolve to better fit the objectives of the project)
General Trait : Ship Builder - Has a Manufactory in its territory. Gains Unit Supply, and a production bonus toward Naval Units, scaling with era.
General Trait : Trade Center - Has a Town in its territory (+ still has a unique Luxury resource under the City). Provides additionnal Gold to TRoutes sent to it, scaling with era.
General Trait : Fortress - Has a Citadel and a Strategic Resource in its territory. Increased Unit Cap, scaling with era. Can train its unique unit. No more Tribute resistance (the added units compensate).
General Trait : Center of Faith - Has a Holy Site in its territory. Emits increased pressure for the dominant Religion within it. Has a Border Growth Malus.
General Trait : Center of Learning - Has building with 2
GWorks (one GWArt and one Artifact). Provide additionnal
Culture and
Science to
TRoutes sent to it, scaling with era. Has a Border Growth malus.
About CStates AI changes
If it is possible, I think some specific trait / behaviour associations would fare better with some AI changes. For example :
As always, thank you for reading.
With the soon to be released tweaks for Pledges to Protect by @Recursive, which will make CState gameplay a bit more interesting since it will make some PtP accessible for players, I decided to talk about one idea I had in mind for quite a while, which is a rework of the trait / behaviour system for CStates in VP.
What is the current situation ?
Currently, as you know, there are five traits for CS (Maritime, Merchantile, Militaristic, Religious, Cultural) and four types of behaviour (Friendly, Neutral, Hostile, Irrational). These traits and behaviour can influence their quests, their vulnerability to tribute, the reward they offer to their friends / ally (yields, resources or units) and the type of resource present in their territory (Luxury resource under Merchantile CS).
What is my problem with it ?
I've found throughout the years that, despite the interactivity Vox Populi added to CS diplomacy (essentially through the (3) CSD part of the mod), something is still lacking :
- Whatever their type, the CStates won't be much different when it comes to military matters : they will often stay in their territory and not do much except when directly attacked (and their military often don't really stand a chance).
- Some CS traits feel more unique than others. The Militaristic and Merchantiles CStates offers a lot of interesting things (Strategic Resources and UUs for Milit., unique Luxury resources for Merch.) while the three others are only about yields (food, faith and culture). The case of Religious CStates is particularly telling I think : they are important in the early game because they can help you found a religion, but afterwards their importance falls dramatically.
- Except in matters of Influence decay and Quests, the CS behaviour types don't really influence how you interact with them. Come a point in the game when you can simply ignore these elements completely.
What about the Unique City-States mod by @Enginseer ?
I've played with the Unique City-States mod by Enginseer some years ago, but I never truly stuck to it, for three reasons :
- It only brings additionnal benefits to being ally with these CStates, and nothing to other interactions.
- The powers in general had a tendency to be too balance-shifting.
- Its only change aside from these bonus for allies was a modification of thresholds and a diminution of general CS direct yields bonuses.
Goals / Obstacles
So, what would be the goals of this project ?
- Increase the power and interactivity of CStates, not simply as allies, but as local powers.
- Make traits and behaviour types matter more in defining what we can expect from a CState in term of behaviour and effect on the game.
- Give each CState something different that makes each type of interaction (alliance / friendship / protection / tribute / conquest) interesting.
The main obstacle for this project is the type of files we want to modify. Depending on what we can do, the scope of the mod can vary a lot. There are three domains that can be used :
- Unit behaviour (to make CStates interact more with the players, especially during wars) => This is totally out of my competence, but some people can do it I know.
- Diplomacy files (PtP threshold, Influence decay, quests etc) => It's more a matter of finding the right lines of code withing existing mods and see how to relate that to CS behaviour types.
- Dummy buildings (to give CStates some unique bonuses to help them matter) => not that difficult, but once again I must find a way to assign these dummy buildings to specific trait / behaviour combinations
- Make CStates more interesting targets for TRoutes in general (currently, they are most often a poor man's choice).
About the "Irrational" City-State behaviour
I consider "Irrational" City-States to be a direct product of the current system and its flaws : other behaviours are so alike that there is a need to create a "random" behaviour to add some spice. It doesn't make much sense historically (only misunderstandings or major cultural divergences could make one's behaviour appear as "irrational", and qualifying an entire city this way is, I think, ignorance at best) and would be removed with this mod, since there would be no need for such kind of behaviour to make other types feel more unique.
In practice
(disclaimer : all that isn't mentionned doesn't change compared to base VP + all of these are concepts, meant to evolve to better fit the objectives of the project)
- Each CState would have one type of territorial landmark depending on their trait. This is meant as a way to even the fields for warmongers, who currently only gain something more from conquering Merchantile City-States. These would be either GPTIs or GWorks.
- Each type of CS behaviour would have effects on trespassing, quests, number of Units, AI behaviour (if possible) and the type of bonus the trait / behaviour association would provide.
- Each trait / behaviour combination would give a special bonus to the CState, at the crossing of the characteristics associated with both.
Spoiler Table of combinations :
Spoiler CS Behaviour types :
- Friendly : No Influence loss from trespassing. Focuses on general bonuses and helping its friends. Quests focused on positive interactions with the City-State (Trade Routes, conversion, diplomatic missions, city connection etc). Lesser probability of War with other City-States. Easier PtP, but less reward from it. Won't declare War on the side of its Ally.
- Neutral : Normal Influence loss from trespassing. Focuses on helping its ally (similarly to what the Unique City-States mod does). Variety of Quests.
- Hostile : Increased Influence loss from trespassing. Has more City Combat Strength compared to other CStates and focuses on self-reliance. Quests focused on harming their neighbours. Increased probability of war with other City-States. Harder PtP, but more reward from it.
Spoiler Trait / Behaviour Combinations :
Spoiler Maritime :
General Trait : Ship Builder - Has a Manufactory in its territory. Gains Unit Supply, and a production bonus toward Naval Units, scaling with era.
- Maritime / Friendly = Fishmongering - Increased
Food bonus and reduce
Distress modifier to its Friends.
- Maritime / Neutral = Tug Fleet - +50 % Cargo Ship and Fishing Boats
Production and 10 healing whatever the action within the CState territory for its Ally.
- Maritime / Hostile = Pirate Haven - Can pillage
TRoutes no directed towards it (except for its ally's). Drastically increased Vision and increased Movement for its Naval Units.
Spoiler Merchantile :
General Trait : Trade Center - Has a Town in its territory (+ still has a unique Luxury resource under the City). Provides additionnal Gold to TRoutes sent to it, scaling with era.
- Merchantile / Friendly = Golden City - Gives
Gold to Friendly
TRoutes as if they were Allied.
- Merchantile / Neutral = Shadow Council - Offer true vision of all rival
Capitals to its Ally.
- Merchantile / Hostile = Free City - Has 1 more Luxury and Strategic Resource in its territory.
Spoiler Militaristic :
General Trait : Fortress - Has a Citadel and a Strategic Resource in its territory. Increased Unit Cap, scaling with era. Can train its unique unit. No more Tribute resistance (the added units compensate).
- Militaristic / Friendly = Mercenary Hub - Offers Units to its Friends at an increased rate.
- Militaristic / Neutral = Sellsword Army - +30 xp to its Units. Offers Units to its ally at an increased rate.
- Militaristic / Hostile = Hermit Dragon - Even higher Unit cap increase. Unit
Production increased.
Spoiler Religious :
General Trait : Center of Faith - Has a Holy Site in its territory. Emits increased pressure for the dominant Religion within it. Has a Border Growth Malus.
- Religious / Friendly = Open Mind - Lowered resistance to conversion. Bonus
Faith for its Friends.
- Religious / Neutral = Mendicant Orders - Spawn at a regular rate weak missionaries from the faith of its Ally and reduces its
Faith costs a bit (-10 %).
- Religious / Hostile = One Truth - Drastically increased resistance to conversion, but religious pressure increased even more.
Spoiler Cultural :
General Trait : Center of Learning - Has building with 2




- Cultural / Friendly = Open University - Gives
Science and
Culture to Friendly trade routes as if they are Allies.
- Cultural / Neutral = Patronage - If Allied, Trade Routes to city grant +15%
Great Person Rate to the Trade route's Origin city.
- Cultural / Hostile = Recluse Court - Has an additionnal GWMusic and no Border Growth Malus. +100% Science and Culture to Trade Routes from its Ally.
About CStates AI changes
If it is possible, I think some specific trait / behaviour associations would fare better with some AI changes. For example :
- Make Naval Units from Pirate Havens actively look for TRoutes to plunder in a radius around the CS. That would make them a tangible problem when you're not allied to them.
- Make units from Dragon Hermit play defensive when at war, to better fit with their characteristics.
As always, thank you for reading.

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