Unique City-States

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What about SoI?
 
Also applies if congress is founded. Moreover, it remains even after removing SoI through a resolution
How about Sidon? Does it have the same problem with SoI?
 
I've been finding that the free Caravans and Cargo Ships from Mercantile CS are a little unbalancing, since they can exceed your TR capacity by quite a bit, especially in the early game. How would I go about turning that feature off?
 
I think I was able to reproduce the Jerusalem bug. VP 2.7.4 + UCS + IGE+

Skip turns, commit anything to the congress and watch the carnage
 

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Also applies if congress is founded. Moreover, it remains even after removing SoI through a resolution
This issue is to fix, but what's more important I found an error for religion on meeting.


Change
Code:
Game.DoEnactResolution(eSphere, tLostCities["eLostJerusalem"], eMajor)
to
Code:
Game.DoEnactResolution(eSphere, tLostCities["eLostJerusalem"], ePlayer)
 
I've been finding that the free Caravans and Cargo Ships from Mercantile CS are a little unbalancing, since they can exceed your TR capacity by quite a bit, especially in the early game. How would I go about turning that feature off?
This shouldn't be true. I set up the treshold few updates ago? Do you have this line in the code:
Code:
local bIsMajorCanHaveTR = pMajorPlayer:GetNumInternationalTradeRoutesUsed() < pMajorPlayer:GetNumInternationalTradeRoutesAvailable()
Which version do you use?

How many Friendly Mercantile CSs do you have in your game, how many of them are your friends, and how often do you get these units? I set the chance to 1% and still there's a problem? Damn!
 
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Yep, I have the line. I only have UCS v11 (not sure which sub-version), so that might be the problem. I think I have the most recent version, but I could be mistaken. I hadn't paid much attention to the specifics of Caravan arrival and have several different games where this happened. Let me reinstall and see if that improves the issue.

Is that line supposed to limit the free Caravans to your max TRs, or am I misreading it?
 
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Yep, I have the line. I only have UCS v11 (not sure which sub-version), so that might be the problem. I think I have the most recent version, but I could be mistaken. I hadn't paid much attention to the specifics of Caravan arrival and have several different games where this happened. Let me reinstall and see if that improves the issue.

Is that line supposed to limit the free Caravans to your max TRs, or am I misreading it?
Yes, and I remember checking it, and was working. If you install v11.3 and still has this issue let me know and I will look at that once more.

@Urzamax Limits were introduced in v11.1. I copied the solution from another mod afair.

EDIT:
I checked this stuff one more time, and it works as intended. When I reached the cap, no CS was gifting me trade unit even though I set the spawn chnce on 100%. No matter if these units were used or just stayed in the city. Can you confirm?
 
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@APLion SoI over Jerusalem will now be applied every ally state change, so when you become an Ally with Jerusalem, you will get SoI for free, but if you lose it (because it is repealed) then you won't get it again, unless someone takes it over from you (he gets SoI at that moment) and then you will retake it.

This should prevent the infinite SoI issue.

Any other bugs to fix? It's the right time to call. I could miss something during last months. I tried to check them right away, but...


I'm encountering a problem that I think has been flagged before in this thread, but I can't find the post by searching.
City state imports are contributing to player monopolies, and said players did not take statecraft.
Also encountering a problem where attempting to load IGE and this mod at the same time causes a crash
Can you elaborate? I don't know exactly what it means and how to reproduce that. Anyone else has this issue?

With VP 3.7.4, something broken with this mod...
I tried with and without enabling events in advanced setup, just in case
No problem on my side.
 
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v12 is on with few important fixes that waited waaay too long to be resolved. But, finally I managed to do this so:
Code:
- now liberated CSs also get their passives;
- fixed Jerusalem taking Religion upon meeting;
- fixed Jerusalem's infinite Sphere of Influence (now applied only on ally change);
- fixed IMPROVEMENT_LUMBERMILL_JUNGLE sql bug;
- copied the Promotion Flags stuff to UCS;
- Friendly Militaristic CSs now have an additional 1% chance to gift a unit (was 3%)
 

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Superduper! Thank you very much :)
v13 is on the way. Huge update with new CSs, reworked abilities and tons of fixes. Deadline is not known, but I hope it will be released in the first half of August.
 
Here you can see the current state. This file is read-only, but it is really helpful for the balancing and might be useful to find what you need during the gameplay:
UCS Abilities Spreadsheet
If you have any useful ideas, please share them, but they must be supported with some additional information (like lua functions or tables that could be used to program them, accurate balanced values of yields ar modifiers) and should match the history of city-state itself or its leader you can find in the CSL modmod.
Remember it is the beta state of v13, so it will change a lot in next weeks.
 
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What does those a) and b) means ? Is it random abilities (decided at start of game) given by the CS, or are they all given by said CS ?
 
Just visually separated abilities parts. All in frame is a whole ability given every time.
 
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This is the update probably all of you awaited for a very long time. After important v12 fixing few crucial bugs, I decided (after the small talk with @jarcast2) to expand the mod a bit after months of neglecting.

The core of the v13 update are of course new City-States you can integrate with. There are 9 new Religious City-States, all with new abilities. Everything is comptible with CSL v18, PO v37 and MC v13 mods (all these modmods are updated and linked in my signature).

Of course, new City-States are not everything. Because many people complained about how plain and useless are the CSs abilities, I decided (with help of @Flamingcheesepie) to spend almost 70% of time on reworking all so far coded (partially by @Enginseer, partially by me) abilities. There were few goals I had in mind doing this rework:
a) make the abilities stronger and with more impact on gameplay (no more abilities adding only +x yields on certain buildings, improvements or resources);
b) add some abilities introducing new improvemnts, buildings, units or resources (recources are planned for next updates though);
c) "spread" the abilities to allow the player use them in different situations and gameplay styles (each ability with few exceptions consists of at least 2 smaller parts focusing on different things, together creating the complete thematic flavour related to the CS history or life of its leader from CSL);
d) change some abilities to fit more the historical accuracy of the nation or leader of particular City-State;

With this in mind, almost 90% of the abilities were reworked and in rest there could be small value tweaks or other minor changes. Have that in mind when playing the v13 for the first time, and report any crucial bugs you notice or some feedback info about how weak or how strong certain abilities are.

Beside that I expanded lua abilities with very rich notifications explaining the most important events that can happen and did hundreds of small tweaks and fixes of bugs I found during long weeks of my work.

Last thing worth mentioning is a total rework of current texts of the CSs abilities. There are now filled with new icons, including those added in latest VP versions. Text are enriched with colours (colour code copied from MW mod) informing about what is the topic of the buff (f.e. brown=improvement, dark blue=terrain, etc.). Of course there were also multiple minor fixes, adding more details, improving readability, and dozens of text QoL fixes.

I hope you'll enjoy the mod, as I enjoyed the work on that version. Of course it's not the end, but an important stage was ended. Now I can start working on new CSs and when I get some feedback from you, I will surely try to balance the stuff from this update and fix any crucial bugs that could sneak in.

I hope also more people will try this mod, as it is now much more similar to Civ6's Suzerain mod in terms of ability power and their diversity.

Below I share again the link where we did deep planning phase for ability ideas and new City-States. Here you can look at them in a pleasant way without running the game:
UCS abilities and plans

Special thanks to:
  • @jarcast2 for his positive pressure and giving me enough motivation to start this update and his help with doing a cleanup,
  • @gwennog for new promotion icons and his hard work on improving improvements icons,
  • @ghost toast for his help with making a base for new improvement icons,
  • @Flamingcheesepie for his support and multiple ideas for abilities, I could spend few more weeks without,
  • @pineappledan for small help during the update,
  • anyone who helped me on Discord channels when I was meeting numerous obstacles,
  • anyone who made source stuff like unit models and icons, civilization icons, improvements and many other stuff I partially sucked into this mod.

Code:
Changelog:
- new:
    - added 9 new religious CSs: Bedulu, Dali, Dano, Iskanwaya, Multan, Mutitjulu, Pagan, Rishikesh and Tiwanaku; each with interesting new abilities and compatible with CSL and MC modmods;
    - added few missing civilopedia texts;
    - finally used a promotion icon made by @gwennog years ago (Kallawaya Healers);
    - almost all CSs got new abilities or revamped existing ones (mostly +X to certain thing were changed);
    - added multiple yield gain prompts at the moment of their appearing in the city: Bogota, Cape Town, Manila, Zurich, Levuka, Hong Kong, Kyzyl, Tyre and so on...;
    - Zurich' main notifications now are not spamming you each turn; instead they show up every 5 turns, and track each player's interests separately;
    - Zurich gives a notification about latest savings if you are no longer an Ally; there's a special notification after game load when all data is zeroed;
    - capturing mechanics for Bogota moved to lua to add proper notification;
- balanced (most important changes):
    - fixed and increased Muisca yields in Capital, now 1 per 3 Citizens (was 1 per 50), and modified yields from Empire population, now 1 per 20 Citizens (was 1 per 30);
    - Nan Madol's Oceans got additional +1 Food (was only +1 Culture);
    - reduced Ambracia's Gift Rate boost to +15% (was +50%);
    - Mounds now cannot be built on Snow;
    - Marsh's build time is now 600 (was 700) and Mound's build time is now 800 (was 700);
    - Marsh can be build on any coastal tile (was Tundra, Snow and Desert);
    - Brussels buffs marshes with additional 1 Gold;
    - Sofia's boost for GGs and GAs is now +10% (was +5%);
    - Bylina, Visconti Emissaries and Gate of Dawn now much more powerful: they got +2 points for the respective Great Person;
    - Bogota has sliglty changed yields for liberation to 20-30 (was 15-45) and significatly for capturing to 30 (was 20);
    - Manila has now much increased yields from TRs to 25-50 (was 1-15) and scales down with the number of Trade Routes;
    - Cape Town like Manila scales down with the number of Trade Routes;
    - Kathmandu's ability moved to Lhasa and Lhasa's moved to Geneva;
    - Levuka yields from capture and clearing camps greatly incresed and randomized; now yields for capture are bigger than for a clearing camp;
    - Taipei yields boosted to +10% from processes (was +5%) and 15% conversion rate (was 2%);
    - Zurich interests now not rounded (were rounded down);
    - ...
    - and hundreds of minor stuff changes in the meantime;
- fixed:
    - added missing flavours for base CSs (upsi!);
    - added missing resources resource boosts for MW (Tropical Fish, Giant Tortoise);
    - fixed dummies showing in the city view, so now they are not;
    - fixed Era scaling in custom lua functions - now scales from classical;
    - now CSs starting with certain building (Kiev, Milan, Vilnius, Valetta), regain them after liberation;
    - fixed Thimphu lua code on city capture;
    - Brussel's Marsh is restricted to Coastal tiles (it could be built anywhere);
    - Antananarivo promotion now triggers;
    - added PillageGold column to Mound;
    - fixed ReligiousUnrest in Wittenberg;
    - moved yields on birth from sql to lua to be real "on birth" (was "on expend");
    - Levuka now has Polynesian artstyle (was African);
    - fixed building's art alignment;
    - numerous text fixes, text unifications and new text icons;
- changed:
    - numerous lua QoL changes (the most improtant below):
        - Levuka and Kigali are now Militaristic CSs (were Maritime and Mercantile respectively);
        - Phanoteus is now Mercantile CS (was Militaristic);
        - Djibouti is now Maritime CS (was Mercantile);
        - Dar es Salaam is now Mercantile (was Militaristic);
        - Surrey renamed to Brooklands;
        - moved all lua texts to xml file (supports localizations);
        - now dummy buildings have generic names and description (copy of cs trait), which means less work for me and better view in IGE;
        - added color indicators in texts for terrain, feature, improvement and so on...;
        - renamed some abilities for better flavour;
 

Attachments

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Quick fixes in post above:
Code:
Changelog:
- small text fix for Chevak;
- changed perXTerrain factors from 33 to 34 and from 66 to 67.
 
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