Discussion in 'Mods Repository' started by Enginseer, Dec 25, 2016.
the production was removed though
Huh, so it was. Alright then, I agree it is too weak now.
Just started playing with this mod so I'll save suggestions on which CSs appear too weak/too strong until I get a better feel but I thought Prague (+2 culture) on castles was fine. It's as much culture as an Amphitheater. Yes, standard castles might be lower on your build list (depending on your policy trees) but if you can get 2 culture from them you should probably change your build list and construct them sooner. I like mods that can dynamically change your short term strategies.
Alright, a few suggestions:
Buenos Aires: remove +1c to farms and add +3c to towns
Colombo: too strong but unsure how to nerf; maybe only to forests?
Kuala Lumpur: +1c to wells to +2
Panama City: +1f on forts and pantoons to +2f
Prague: add 33% increased construction rate of castle
Valletta: lower production cost of Grand Harbor slightly
Granada: +1c on forts and citadels to +2
I disagree regarding Kiev, Milan and Vilnius: you can rarely afford to work a lone specialist, so the extra specialist is really only useful in guild cities (or late game with Freedom I guess...).
I really like this mod. It really makes playing statecraft / city-states oriented civs more fun.
Here's my suggestions (if a city-state is not mentionned, it means I find it OK).
Belgrade : Not very useful. I usually try to clear ranged units around a city before a siege.
Bogota : Both amounts should be buffed a little. It's low compared to the effort needed to take cities (and maintaining the alliance).
Buenos Aires : I agree with all that was said. It is too strong and should be limited. I like the idea of farms on wheat... maybe add one gold to compensate.
Colombo : Also too strong. It could be +1 gold to lumber mills and / or logging camps.
Ife : The amount of faith could be buffed a little.
Kiev / Milan / Vilinius : The maintenance cost of these buildings should be lower (when you maintain an alliance). Also, these buildings are only worth it it guild cities. So, a very small QoL improvement would be to limit these to 3 per empire, like the guilds. This would avoid having the choice to build them everywhere.
Prague : A little weak. A production bonus when constructing castles would be nice.
Riga : Maybe too strong. I would lower this bonus to 5%.
Valetta : The building is lacking some unique ability. I would put the bonuses on sea resources, and require at least one to be able to build it.
Wellington : Maybe too strong. +2 food would be still be very good.
Clermont : I don't get the first part of the ability. 25% bonus is a little low. 50% would have more impact.
Honduras : I agree with what others have said. I would keep the monopoly bonus and remove the "resources from city states count towards monopolies".
Nan Mandol / Leluh : Too strong. Could be limited to sea resources (and it would still be very strong).
To be fair they contribute toward poverty as city connection gold add to the total gold output of a city while also helping to treat early wideness which is what a militaristic empire should be addressing.
Considering this bonus was given because Belgrade turned siege units into a more-powerful ranged unit, but with the reduced base combat strength. This may need to be looked at.
This is the entire point of this city-state. It becomes a strong contender throughout all game as agribusiness and mounted units shine.
That's fine. +1 Culture to Bonus Resources should suffice.
They don't have increased tech yields? Huh. I'll look into that.
May need to be looked at.
These buildings are considered Keynesians buildings and thus fight poverty while incurring a gold cost. However, I will consider them to be guild buildings because this will encourage tall and reduce wide stomping.
Very useful if you do build forts combining with tenets and policies that can make forts out-yield some buildings.
What seem to not work?
I'll rework this.
Rework in progress.
This is only because forests are too strong at the current version.
It's fine, a civ with a strong UA in expanding territories can basically boom a free religion off this trait.
Any new unit gets a free promotion that basically hypes up your unit with various bonuses. Nevertheless, I'm lengthening its duration to 10. 25% bonus is fine considering that the game rounds up instead of round down.
Should be what I think about your feedback.
The sphere of influence on bully. I'm not 100% sure though, haven't had a Sidon spawn in a while.
Just started using this again and find myself agreeing with many of these suggestions.
I like how the Artist Specialist Buildings are pricey enough to discourage their spam.
Buenos boost to Farms can be incredible. The boost to Coastal Tiles seems better as there are more Sea Resources.
Riga seems solid at ?8%.
Surprised that others find Valletta and the Grand Harbor weak. I thought it was quite strong in my last game; it can match yields with Liberty in the Progress tree if 3 out of 4 of your cities are coastal.
I noticed an AI spamming Mounds everywhere. Perhaps the flavor could want reducing, perhaps its the happiness flavor making them doing something pathological when they are unhappy? Just an idea.
Has anyone tried this mod with the revolutionary "Free Cities" in the 4-20 beta? They'll act as City-States, but they won't have the unique bonuses that this mod provides
I still have to finish my current game before I install this new 4-20 version but I sure hope it's still compatible.
The code should work in theory as the code checks for an alliance with any city-states and assign the proper city-state bonuses if the new city-state is said to be the newly created Lhasa and such.
I can confirm the bonuses do work with the new revolt system. Rome lost Ravenna in my Siam game; it became Mombasa and had the unique bonuses. They really are just standard city-states in every sense; I even had Siam's UA trigger when the revolt happened:
Regarding the unique buildings you can get from an alliance: I've been playing with this mod since I first saw it pop up on the board here, and I have never once built one of those buildings. The maintenance cost is hilariously high even if you maintain the alliance.
I normally build the cultural specialists buildings in the same cities I have the corresponding guilds. I've also occasionally built them late game in cities that suffered from high unhappiness due to culture. The high maintenance acts as a nice counterbalance; I only build it in cities that can justify the cost.
Grand Harbor I spam in every coastal city, but from what I remember its maintenance cost is inline with standard buildings.
I was wondering, now that events work in multiplayer(in the latest releases), would this mod work too? Since i remember that somewhere it said that the city states bonuses are implemented using events.
This mod works on multi probably since its created, i use it iith friends since July 17
It need events system not events
Hi Enginseer, with latest change to VP, now happens this with CS city view.
Infixo - added 'contender' status to CS popup to see the next-closest civ to yours in influence (if you are the ally)
For EUI version unzip this file in Unique City-States / Lua
Thanks! Will do later when being back.
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