City-State bonuses for Major players
are granted to you when you are their Ally, have an Embassy in their territory or when you have huge amount of influence (I can't remember the exact number, but it is over 300 influence probably). They are gone when all of these requirements are no longer valid. All those options are toggable in the code, so you can play with all of them or with two, or with one. They are all enabled by default.
Passive bonuses are bonuses that CS has for itself.
They are made to differentiate CSs more depending on their overall personality and type, so Religious will focus more on religion and defense, while Militaristic will focus on expanse and military, and Maritime will focus on growth and bonus resources. Each CS starts with an improvent nearby dedicated for them, so Militaristic will start with a Fort, and Mercantile will start with a Town. There are more stuff added, for example Mercantile will start with additional luxury resource, while Maritime will have additional bonus resource spawned. All this things are mostly for the flavour. Unfortunately when you liberate the CS, these bonuses are no longer applied. This is the thing I have on my todo list.
As an addition, and listed on the passives list, each type of CS, and it must have a Friendly personality, will grant from time to time some units to all major players that are friends to them (f.e. Friendly Maritime CS will have 3% chance to grant a Work Boat or a Worker to all its friends each turn). But all other "passives" are not for the major players, unless you want to target a CS for particular reason, f.e. you are a warmonger and you need a CS that will support you in battle better. I would have hidden them, but it's good to know what are pros and cons of particular CS. Passives were the idea of @Hinin
I tried to incorporate into VP, but it was difficult, as VP tends to cut some features for CSs, so they were not available for this feature (like reaserch). I think it's an interesting feature. This is the original thread, if you are interested:
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 /...
I hope this will explain these new things to you to enjoy them more in game.
Main post doesn't belong to me. I continue a work started by @Enginseer
and expanded this mod a bit, also making it compatible with latest VP releases.
, could you pin this message in the op? Passives seem to be a bit confusing for some players, and this reply would help them understand that new feature.
@Everyone I would like to hear from you about the "passives". How they perform? If they have an impact on the game? If those specializations really matter for you? I have no time for the testing, but I still wonder if I want to continue to support this feature, instead of commenting it out from the mod, leaving only the base stuff. I know not many of you is actually playing UCS from one or another reason, but if you have some intersting opinion to share, please, give it to me