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[New Feature] Unique City-States (@adan_eslavo expansion)

I have a question. Did the CS claimed your tile with a Horse or neutral territory adjacent to yours, so after claiming the tile it started to share the border with you.
It was my land, it was a tile neighnouring both one of my city and the CS borders (at a distance of 3 to both cities) that I bought 8-9 turns before to prevent this situation.
Also it was a militaristic CS and the Fort just appeared out of nowhere so I suppose it's from the free GPTI script but with a Fort instead of a Citadel for balance reasons.
 
It was my land, it was a tile neighnouring both one of my city and the CS borders (at a distance of 3 to both cities) that I bought 8-9 turns before to prevent this situation.
Also it was a militaristic CS and the Fort just appeared out of nowhere so I suppose it's from the free GPTI script but with a Fort instead of a Citadel for balance reasons.
Yes, upon entering Classical Era each CS puts its own Unique Improvement, Militaristic CS puts Fort, Maritime puts Manufactory etc. I fixed that. They will never steal land.
 
is it possible to force a particular CS to spawn in the game, like how you use the advanced menu to select AI civ?
 
is it possible to force a particular CS to spawn in the game, like how you use the advanced menu to select AI civ?
Nope. I'm waiting for new VP feature to disable particular AI in database preventing them from spawning.
 
In VP Manufactories count for all improvements adjency bonus shouldn't this also be the case with the unique city-state improvements.
 
I dont quite understand. Can u explain this more?
 
The "Contruct a Manufactory" button's tooltip's description state the following: "count as every type of improvement for Adjancies Bonuses."
A triangle formation with a Manufactory and 2 Farm/Terrace Farm/Lumber Mill/Eki will grants those extra adjancies bonuses yield whereas the same configuration with Colossal Heads won't grant no GG/GA yields.
 
Then I have to say no. It would be boring, because every UCS improvement is unique, and it woukd be to powerful.
 
Hey @adan_eslavo, since I may only play 1 game in a year, I do not want to start a new game with 5.0 without your mod. Just wondering if you plan to update for 5.0, or if the new additions are just too much for you?
 
It is in progress. Im low on time but still working on it.
 
Try new v17 with the alpha. Be careful, because I did a last update on blind without 5.0 installation. Report any errors.
Code:
v17:
- added 5 new City-States:
    - 2 Maritime:
        - Balley y Chashtal (West Europe),
        - Kagyrgyn (North Asia).
    - 1 Militaristic:
        - Baghcasaray (East Europe) with new Promotion icon by @gwennog.
    - 2 Cultured:
        - Sanandaj (West Asia),
        - Vaduz (West Europe).
    - 2 Religious:
        - Matonjeni (South Africa),
        - Ngazargamu (Central Africa).
- changes to Embassy:
    - Embassy check checks for any Embassy-like improvement (was only VP Embassy);
    - added additional check for Embassy-like improvements in tooltip;
    - now check for Embassies is looped through all CS cities, not only capital;
- Potala Palace:
    - deleted Food;
    - now +10% Faith (was Food);
    - added -2 Unhappiness from Distress;
    - adjusted texts to new MW standards;
- fixed Valetta's requirements: now cannot be built over Lake;
- fixed CSs Unique Improvements being constructed on other players' territory;
- added missing texts for Saddarvazheh and Donostia;
- added missing Pedia for Potala Palace (AI generated by @jarcast2 aka dephi);
- added Nan Madol compatibility;
- added Playable column;
- blocked all new VP City-States from 5.0;
- Vaduz got unique sound, adjusted existing sounds;
- deleted temporary fix for conquered and liberated CSs with non-mercantile resources (VP fixed it; by @axatin);
 
How do I activate the mod? As 5.0 alpha is played without entering the Mods screen now, and the mod still has a dependency on the VP mod in the Mods screen.
 
Then I guess you have to disable the dependency in each mod. Just delete the line reffering to VP using text editor.
 
Aloha, is there any way you can look at World Congress Reformation? It's super crucial and simple for diplo victories. Unfortunately is out of date. Thank you for your work my guy.
 
Aloha, is there any way you can look at World Congress Reformation? It's super crucial and simple for diplo victories. Unfortunately is out of date. Thank you for your work my guy.
No chance. Im low on time and still working on my mods.
 
Cargo Ships are receiving Scang Gwaay's promotion "Master of Cold Waters" despite trade routes being unable to cross ice tiles, can they be excluded for eligibility, please ?

Strange behaviour: "Daaq Ah" Mogadishu's UI state the following "Can be built on Bonus Pasture Resources to connect them. Can only be built on Hills with Plains or Desert" Yet it can also be build plain/tundra hill if a cattle/sheep resource is present.
 
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Cargo Ships are receiving Scang Gwaay's promotion "Master of Cold Waters" despite trade routes being unable to cross ice tiles, can they be excluded for eligibility, please ?
Sure.

Strange behaviour: "Daaq Ah" Mogadishu's UI state the following "Can be built on Bonus Pasture Resources to connect them. Can only be built on Hills with Plains or Desert" Yet it can also be build plain/tundra hill if a cattle/sheep resource is present.
Huh, that means the table with animals does not take into account the valid terrains. The plan was to avoid Tundra, but I guess it is not easy. Only sheep can be on Tundra or Cattle too?


Do you play with Alpha VP or old VP version?
 
Sure.


Huh, that means the table with animals does not take into account the valid terrains. The plan was to avoid Tundra, but I guess it is not easy. Only sheep can be on Tundra or Cattle too?


Do you play with Alpha VP or old VP version?
Cattle are flat grassland spawn only. I'm using VP 4.22 with UCS v16.9, by the way UCS v17 requires Alpha 5.0 right ?
 
Cattle are flat grassland spawn only. I'm using VP 4.22 with UCS v16.9, by the way UCS v17 requires Alpha 5.0 right ?
Yup. It was updated to alpha but not tested.
Flat grassland? Hmm, so you cannot build Daaq Ah on Cattle?
 
Ok, funny thing is that some reuirements are taken into account, and some not. Here's the summary:
- you cannot build on Cattle (because they are on Flatland)
- you can build on Tundra when there are Sheep on them

so basically:
- Hills are on the top, so if you set Hills then all Flatland is excluded no matter what they contain
- Resources are next, so if you have a Resource then Terrain doen't matter
- Terrain is mostly omitted, so if you have a resource, then Terrain is not taken into account

That narrows my choices a bit.
If I delete Hills, then Cattle witll be available, but also I will be able to build on Flatland Plains or Desert and I don't wanna that. But there's no way to exclude Tundra-Sheep combo.


I will adjust the text to fit the real behaviour.
 

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