Unique City-States

I know. These dumb quests choose things unable to construct (blocked by lua). I have no control over that. I must look why Potala is applied to Ancient era actually.
 
Played a Progress game in a Tundra start, and Adeje's improvement 'Dogo Canario' can be pretty busted with the Tundra/Snow pantheon. One can spam them in numerous tundra hills for lots of yields as well as a near guaranteed monopoly (since you might get less competition for Tundra/Snow cities).

Here's the yields during Renaissance.

dogo improv tundra.png
 
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Played a Progress game in a Tundra start, and Adeje's improvement 'Dogo Canario' can be pretty busted with the Tundra/Snow pantheon. One can spam them in numerous tundra hills for lots of yields as well as a near guaranteed monopoly (since you might get less competition for Tundra/Snow cities).

Here's the yields during Renaissance.

View attachment 669949
What would you suggest? Terrain restriction? I will set them proabably to Plains and Grassland only, but will it be enough?
They canno be placed adjacent to each other. With terrain restriction and hills, I think placement will be already hard, so there are only yields.
They also have quite long placement time (700) + Forest cut (400) + Camp (500?).
I can take base Food, so it would be 1 (is now 2);
 
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What would you suggest? Terrain restriction? I will set them proabably to Plains and Grassland only, but will it be enough?
They canno be placed adjacent to each other. With terrain restriction and hills, I think placement will be already hard, so there are only yields.
They also have quite long placement time (700) + Forest cut (400) + Camp (500?).
I can take base Food, so it would be 1 (is now 2);
Haven't thought too far for the balance, but maybe the initial yields?
 
Ok, continued it a bit. Even when it looks strong in this game, me thinks it might still be a niche stars-and-sky strat since you gotta have a good amount of Tundra Hills.
 
I tested for the first time (UCS + CSL). I really like the CSL part which adds a touch of customization to the city states without changing the gameplay.
For UCS, I haven't gone very far yet so no alliance that could give bonuses but already a remark, it's the unique improvement given to each city. Early in the game, I was able to steal a Holy Site from a religious CS with a GG by building a citadel and nearly managed to buy a tile from an Academy before the CS could reclaim it. I find that this building is quite unbalanced, at least at the start of the game.
If you want to keep the idea (I don't quite understand what it's for), you should perhaps bring it up during the game, when the boundaries are well established.
 
I tested for the first time (UCS + CSL). I really like the CSL part which adds a touch of customization to the city states without changing the gameplay.
For UCS, I haven't gone very far yet so no alliance that could give bonuses but already a remark, it's the unique improvement given to each city. Early in the game, I was able to steal a Holy Site from a religious CS with a GG by building a citadel and nearly managed to buy a tile from an Academy before the CS could reclaim it. I find that this building is quite unbalanced, at least at the start of the game.
If you want to keep the idea (I don't quite understand what it's for), you should perhaps bring it up during the game, when the boundaries are well established.
Or claim the tile immediately by CS. Hmm...

It has no special purpose beyond adding some flavourbto city-states, and boosting them a bit in some aspects.
 
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It's not consistent, but sometimes workers can't replace new CS UI or even put a road over it.
View attachment 669971

For some reason i can't repair pillaged totem poles in captured cities despite being allied with Sgang Gwaay
Should be fixed for new version. I added more exclusions like Scrubing a Fallout, Removing a Road, building a Landmark or Doing an Archaeological Digs.
 
Ok, listen guys. If v13 were a shock to y'all, because of the amount of content, then v14 will cause you to have a heart attack!

Wow, so cool :-) Thank you very much for your hard and creative work! Because of your mods, I keep playing Civ V and start a new game every week! Many greetings from Austria!
 
Couple of newfound bugs

  • Chum build speed is not scaling with gamespeed, so it builds over 8 turns on marathon.
  • Sisqeno is not using charges to build the sunken courtyard, so one is enough to build forever. Also the tooltip is wrong: it says that UI gives culture and faith for mountain adjacency, but in reality it's culture and science.
  • Jerusalem is displaying nonsence when adopting pantheon (if the ally has no religion)
 
Couple of newfound bugs

  • Chum build speed is not scaling with gamespeed, so it builds over 8 turns on marathon.
  • Sisqeno is not using charges to build the sunken courtyard, so one is enough to build forever. Also the tooltip is wrong: it says that UI gives culture and faith for mountain adjacency, but in reality it's culture and science.
  • Jerusalem is displaying nonsence when adopting pantheon (if the ally has no religion)
Edit: Sisqeno uses charges, but from the oldest unit, not itself
 
Couple of newfound bugs

  • Chum build speed is not scaling with gamespeed, so it builds over 8 turns on marathon.
  • Sisqeno is not using charges to build the sunken courtyard, so one is enough to build forever. Also the tooltip is wrong: it says that UI gives culture and faith for mountain adjacency, but in reality it's culture and science.
  • Jerusalem is displaying nonsence when adopting pantheon (if the ally has no religion)
  • Are you sure? Chum's base build time is 300, so about 3 turns. I'm not sure how can I scale construction length differently. I used standard column Time in Builds table like any other improvement. Can you verify if other improvements from UCS, and standard one as well scale up correctly?
  • How many Sisqenos did you have? Were they on the same tile or spread out? The thing is, I have no ID of a unit who did the build, so I must search through all Sisqenos, check if the tile matches, and choose one. I think of how to verify if chosen unit was the right one, but I have no clue. If there are 2 or more Sisqenos on one tile (this is how it should work for now) then the oldest one gets hurt. Does it change much gameplay wise?
  • What do you mean by "nonsense"? Can you explain that more to me? I'm not sure exactly what should I fix. Screenshot would be probably really helpful.

Code:
Current build times:
Chum = 300
Totem Pole = 500
Marsh = 600
Dogo Canario = 700
Mound = 800
Monastery = 800
Tulou (upcoming) = 1300
 
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Could you check which trade routes apply for this (internal, international, active, only slots)? I had not time to verify that.
I'm close to allying them, hopefully this evening I can give some feedback. Judging from the code (HappinessPerActiveTradeRoute) it should be any active trade route (aka established internal or international), but I'll try to verify that.
 
Wow, so cool :) Thank you very much for your hard and creative work! Because of your mods, I keep playing Civ V and start a new game every week! Many greetings from Austria!
Thanks for kind words. I can promise you that v15 will also have tons of new content, multiple important bugfixes, and some balance changes as well. You won't be disappointed. It is currently in beta test phase. Check the map for more info.
 
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