Unique City-States (@adan_eslavo expansion)

Something in this mod prevents loading scenarios. What file are called or checked when loading a game?
Depends. When you enter civ, none beside DLCs you have in your Assets folder where your installation is. If starting a game almost all. I don't think that any big or even small modmod is compatible with scenarios.
 
Depends. When you enter civ, none beside DLCs you have in your Assets folder where your installation is. If starting a game almost all. I don't think that any big or even small modmod is compatible with scenarios.
I don’t think that’s true. Considering I have a ton of other potential mod mods I have been able to play with over the years. I could be wrong but even if that was the case this one in particular is the only thing that prevents the game from starting. Now I know there is absolutely nothing wrong in the mod (UCS). I was just wondering what else is being called upon during start game or is there anything besides events enabled that this mod looks for when starting a game? For scenarios only. Try it I can send you a scenario with regular civs and it will CTD immediately.
 
UCS has many things that can break scenarios, f.e. new resources, new City-States. If in scenario there's a CS from outside the list, then it can be problematic.

It is designed for regular gameplay and should be for multiplayer. Anything beyond that is out of my knowledge.
 
I’ve had world builder load the mods so it’s capable of harnessing the mod in there it’s just translating it to the game. Last week I found that your mod give all founding cities the “Taxes” building where before only the palace in capitals was given at the start of the game. When I adjusted and gave every city the taxes building it improved to functionality on its own so I know I’m missing something
 
I’ve had world builder load the mods so it’s capable of harnessing the mod in there it’s just translating it to the game. Last week I found that your mod give all founding cities the “Taxes” building where before only the palace in capitals was given at the start of the game. When I adjusted and gave every city the taxes building it improved to functionality on its own so I know I’m missing something
What the hell are you talking about? I don't know anything about the "Taxes" building.
Last time you said you resolved the problem. Now the problem is back. Each time you get different errors. Man, have mercy on me. I suppose you have bunch of mods that collide with each other, and some might not be compatible with World Builder. I don't know what is it and I don't want to pursue that problem by myself, because I have so much work I barely have time for base coding and bugfixing.
As far as I know you are the only one playing and having the problem with World Builder. Sorry to say, but if you do not resolve this on your own, then you should start playing regular game (if you still want to use mods).
 
@adan_eslavo
Hej, militaristic city state just stole my tile with steel :) Is it normal?

Just started a new game, and had just steel discovered.
My city was close to city state, so to secure resource i bought the tile.
Few turns later, magically, instantly a fort occurred on my steel..
No further notification or anything.. Could it be the issue of 4.0+?
I did load save few times, cause i couldn't believe :)
 
@adan_eslavo
Hej, militaristic city state just stole my tile with steel :) Is it normal?

Just started a new game, and had just steel discovered.
My city was close to city state, so to secure resource i bought the tile.
Few turns later, magically, instantly a fort occurred on my steel..
No further notification or anything.. Could it be the issue of 4.0+?
I did load save few times, cause i couldn't believe :)
Fort is a unique improvement for the Militaristic City-States, that shows up in the Classical Era. It is one of the passives that City-States got to enhance their flavours. It spawns on random tile of the City-State territory.
Other City-States have their unique improvements too (Mercantile have Towns, Cultured have Academies, Religious have Holy Site and Maritime have Manufactories).
 
v15.11 with some tweaks:
Code:
- adjusted FlagPromoOrder values for new promotions;
- added OrderPriority values to new promotions;
- few text adjustments for Tulou;
 
Now, finally I found it, Hong Kong was starving and losing it's pop despite getting 4 pop from my cities. Weird, it's Renaissance, but when I checked with IGE+ they didn't have granary, well, walls, lighthouse and so on, no buildings at all, only market, monument and caravansary. Very rarely some other CS have 1-2 buildings as amphitheater, jeweler, lighthouse or stonework.
Why don't CS build buildins? At least granary, walls, lighthouse, barracs, aqueducts,castle.
 
Now, finally I found it, Hong Kong was starving and losing it's pop despite getting 4 pop from my cities. Weird, it's Renaissance, but when I checked with IGE+ they didn't have granary, well, walls, lighthouse and so on, no buildings at all, only market, monument and caravansary. Very rarely some other CS have 1-2 buildings as amphitheater, jeweler, lighthouse or stonework.
Why don't CS build buildins? At least granary, walls, lighthouse, barracs, aqueducts,castle.
From what I understand, it's a bug in the latest VP version and the fix will come with the next version.
 
Is not getting the city state unique bonuses when you conquer them as Rome intended?
 
Is not getting the city state unique bonuses when you conquer them as Rome intended?
At all. Period.
If I decided to add this feature, it would be available for all civs, not only Rome.
 
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Can anyone tell me: Do you see UCS specific improvements built by AI?
I personally saw few Chums built by Maya. Can you share your experience?
 
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v15.12 with 2 important lua fixes (savegame compatible):
Code:
- fixed Longyan's population increase;
- fixed Thimphu's lua code;

Remember to give me a feedback to the post above. please.
 
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At all. Period.
If I decided to add this feature, it would be available for all civs, not only Rome.
I don't totally understand, why would all civs get access to the unique CS ability if they conquer the CS?

Rome's whole unique ability is they get the benefits from a CS even once they conquer it. I can see not giving it to Rome as that would probably be OP, but why give it to everyone?
 
I don't totally understand, why would all civs get access to the unique CS ability if they conquer the CS?

Rome's whole unique ability is they get the benefits from a CS even once they conquer it. I can see not giving it to Rome as that would probably be OP, but why give it to everyone?
These abilities tend to be of significant power. To get an access to them you have to try a bit. Conquering looks like a shortcut. And allowing Rome to use them would seriously shift the balance.
 
v15.12 comes with both v15 and v16 mod info files. Is this intended?
It should be v15. I made a mistake during file generation.
I work on another update, so it will be fixed (soon, I hope).
 
Just a very minor visual bug I wanted to report, ocd kicking in again.
i'm using the mod compatible with 3.10.14, also using 3/4th Unique Components
The faith icon is missing from Ife's bonus description.
Loving the mod!
 

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