Puppet Empire

Gangler

Chieftain
Joined
Jan 6, 2011
Messages
38
Location
São Paulo, Brasil
This mod allows founding of cities after your capital as puppet cities, allowing for expansion without disabling your national wonder in progress or increasing social policy costs. These puppets will need to be annexed if you later want to take full control, so be careful!

Available on ModBuddy.

I can't help but think I remember someone suggesting this in a thread I read, which inspired me to try it, but I can't find the thread now. Speak up and take credit!

Also: I make absolutely -no claims whatsoever- as to whether this is or even -can be- balanced.
 
This is neat... I will check it out.

Is there a way to set this up so that only cities you found on other continents will become puppet cities, instead of all cities?
 
Easily, in fact, but I'd rather that be an optional component of the mod, so I'm going to try to make this a game option as my next personal challenge.

Done, and in just under an hour; the latest version on ModBuddy has this option.
 
sounds great, this has integration with a colonization mod written all over it.
 
This sounds fantastic! I'm waiting for a colonization mod and this seems like a start!

I love making small powerful empires, but also love the "age of exploration" this should be good.
 
Just finished my first game!

Was an absolute delight, as usual I like going smaller empires bigger cities, but I always run into the problem of resource shortage, unless of course I found a few crappy cities and send my SP cost through the roof.

Well not last game! When the industrial age hit and I had no oil I simply put down a few puppets in the middle of the desert and away I went!

Would there every be a way to mod the game so you could found City States and have them be your ally forever? that would be a great start to a colonization mod!
 
I suppose that adding allied city states with slower than usual influence decay (even down to zero) might be possible, but so far my experiments adding players via Lua have not been fruitful... and I've started something else for now. ;)
 
hrm

Actually I did some experimenting and it seems that even when you settle a puppet it adds on to your SP cost. Anyway you can take that out?
 
my experiments adding players via Lua have not been fruitful...

only way I've found is to set all player before launching a game, then "kill" the unused ones at game start, and "revive" them later when needed.

so you'll need a custom setup to do a mod like that.
 
only way I've found is to set all player before launching a game, then "kill" the unused ones at game start, and "revive" them later when needed.

so you'll need a custom setup to do a mod like that.

With this, you would likely need to assign each major civ with a perma-allied minor civ, and each vassal puppet would be given to that minor civ. The issue here is that maps can only handle X number of minors, so this would pretty much eliminate non-associated CSes from a lot of maps.
 
Have run into a few flaws with this mod that have really stopped the show on Puppet Empires.

1) When conquering an enemy state, and they surrender. When they gave me cities as part of the peace deal, I was only asked on ONE city if it was to be made a puppet, and the rest came in as regular cities without the option to make them puppets! Thankfully they were healthy cities, but still, the bloat was incredible as I defeated 2 empires in 1 turn when this happened.

2) When reloading a saved game, it seems to pick a random city and ask if it should be a puppet, even if it never was a puppet. And, some cities that were puppets lose that status upon reloading the game.

Bugs bad enough to keep me from using the mod at all :(.
 
@aelfwyne:
I haven't had an opportunity to test item 1, but item 2 doesn't occur in my local build. I've had a lot more experience with interface stuff (tinkering with a different mod) since last modifying this, so I'll definitely take a new look soon to try to replicate and fix these issues.
 
Guyz, I can't for the love of me, get this mod to work! What am i doing wrong here? Installed it via ingame mod manager, then i tried getin it along with CCMAT II v.2 mod (I did enable it via CCMATconfig.lua), and it still did not work.

Maby I'm not getin this mod in a way that it's working but I just think its not? It's suposed to give you an option when you use a settler to settle a new city to make it a puppet? Just as if you conquered it? Also, where is that option ingame to make this apply to only oversea citys?

I don't think this is working at all for me, and I can't get it fixed.

Also; Mod is showing up ingame under "Browse Mods" and is enabled (as in green circle next to it's name :)

Any help would be greatly appriciated.
 
The option shows after you settle the city. As for the found abroad, it is in the advanced setup menu
 
So I guess its not installed correctly then. Is there a special way i have to install this? Like with some specific moding program or anything like that? Perhaps I need a specific update?
*EDIT*
Got all the latest updates and such, and still nothing. Mod appears to be enabled and working under the MODS section ingame, but no changes ingame are taking place, on saved or new games. (Also that option isnt appearing in advanced options either)
I am currently also nagging on CCMAT II forums about the same thing, but I'm thinking Sneaks has something to do with both of them :)
 
I've got a new version built that I finally managed to scrape together enough time to debug, but ModBuddy is crashing whenever I try to upload it. I won't be around most of the rest of the weekend, so I'm just putting it here. Unzip into your Games/Civilization 5/MODS folder and go.

Edit: There's probably a better way to do this, but I am not familiar with it.
 

Attachments

Really just a bugfix... it should correct those couple of issues that have been reported thus far since it no longer tries to leverage the generic dialog. I'm going to keep trying to upload this to the browsable list.
 
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