Unique City-States

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Here is the lua.log from last night, with the hotfixed Leaders for City States. The error for the UCS CityStateStatusHelper.lua still exists, mostly in 3 lines. It seems to only affect the window when you click on a City State. All of the information is excluded. However, all of the city state information exists within the diplomacy screen's city-state tab. The unique abilities are visible from the diplomacy screen, and I feel like the abilities are working. I am guessing one of the updates to VP changed a few values or references to the city state window we access when we click on the city state city banner. It is not game breaking, just more of an asthetic inconvenience.
Code:
GetJerk
You have not updated to latest patch of UCS. It was fixed.
Now it uses:
Code:
GetJerkTurnsRemaining
Code:
-- CBP
local iJerkTurnsRemaining = minorPlayer:GetJerkTurnsRemaining(majorPlayerID);

if iJerkTurnsRemaining > 0 then
table_insert(tips, newLine .. L("TXT_KEY_CSTATE_JERK_STATUS", iJerkTurnsRemaining))
end
-- END
Code:
GetCityStateStatusToolTip
is not found because of the error so it traces it back to CSL files, but it should find it inside the Helper. Sorry to say, but something is wrong on your side.
 
I'm still playing on v14 and I have to agree the dogo canario are quite busted (especially with tundra start). First I was able to place them right to each other (but I assume it's fixed) but even with this restriction they need to be nerfed.
How about being able to only place them near stables, not adjacent to each other and changed to bonus resources ? not sure about keeping hill restrictions and yield change but these seem less important.

Edit : forgot the most important part : you can place them on undiscovered strat resources (removing them) which can screw you over hard later in the game. Any way to prevent this ?
 
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I'm still playing on v14 and I have to agree the dogo canario are quite busted (especially with tundra start). First I was able to place them right to each other (but I assume it's fixed) but even with this restriction they need to be nerfed.
How about being able to only place them near stables, not adjacent to each other and changed to bonus resources ? not sure about keeping hill restrictions and yield change but these seem less important.

Edit : forgot the most important part : you can place them on undiscovered strat resources (removing them) which can screw you over hard later in the game. Any way to prevent this
Thanks for feedback. Yeah, I can fix issue with sttategic resources.

In next version Dogo will have lower monopoly bonus (as the part of much wider rework of resources), 1 base food less, and can only be placed on plains and grasslands. I think these harsh changes should help with its power peak a bit. They will surely make them rarer.
 
Code:
GetJerk
You have not updated to latest patch of UCS. It was fixed.
Now it uses:
Code:
GetJerkTurnsRemaining
Code:
-- CBP
local iJerkTurnsRemaining = minorPlayer:GetJerkTurnsRemaining(majorPlayerID);

if iJerkTurnsRemaining > 0 then
table_insert(tips, newLine .. L("TXT_KEY_CSTATE_JERK_STATUS", iJerkTurnsRemaining))
end
-- END
Code:
GetCityStateStatusToolTip
is not found because of the error so it traces it back to CSL files, but it should find it inside the Helper. Sorry to say, but something is wrong on your side.
I realized it was the GetJerk function so I had commented it out and the game worked fine. It was funny, I had updated my mods on Monday, and we played Monday and Tuesday. I didn't see your patch on Tuesday, and shared the error on Wednesday. It was really just a timing issue. I tried the patch with the new Jerk function and it works well. Thank you! I have not seen any other issues with UCS and its a mod that contributes a lot to the enjoyment of the game.
 
Ok, folks, time has arrived. I decided to release v15 (current version is v15.5.2 for VP 3.10.14 and v15.8 for BETA VP 4.2.2, changelogs can be found in next posts) in its current state, with some details unfinished (about that below), because I delayed it too much, and I'm quite disturbed by recent events, like vacations and movement to a new laptop which will become my new programming unit. In the meantime there were few VP updates that required quick patching, some of them broke things I had in my modmods, so I would like to clear this chapter, as patching is not an ideal solution. Especially when VP 3.10.X broke another stuff... So let's begin.

New version has tons of new content I won't mention here, but in the changelog you will find everything you need. The most important imo is automated City-State conflict checker. This module looks for a problematic City-state (f.e. Jerusalem City-State and Israel Civilization; Vancouver or Quebec City City-States and Canada Civilization; Sweden, Siam, Greece also have conflicts you don't even know about!) and substitutes them with another City-State at random (thanks @jarcast2). This means that any compatibility changes are no longer needed in civilization releases (attention @pineappledan, @gwennog).

Another big feature I decided to add are new luxuries for non-mercantile city-states. They are given from separate pools and have unique monopoly bonuses. All mercantile resources were revamped too. Porcelain was moved to cultured city-states. So as you can see, there are lot's of changes, but I will be honest: I couldn't test them out more carefuly. Important notes:
  • 3 of them have no monopoly bonuses;
  • monopoly bonuses for non-mercantile city-states are granted only when you conquer that city-state (statecraft does not work for them for now until I find a solution);
  • these resources are taken mostly from Even More Resources, so download EMR v11 to enjoy your pretty Poppy again! (EMR is optional mod, not required);
Spoiler Resources :
2023-10-04_21h50_08.png


There might be some icons missing, but it is minor thing, that I plan to patch after the release.

  • Special thanks go to @gwennog, who created all 20 new icons for promotions (whole promotion branch for a Nihang unit and some additional stuff). He made also new icons for CS resources. Let's admire his artwork!
  • As always thanks to @jarcast2 for his help and great brainstorming, so we could finish the initial planning phase (you can see that in one of the links now present in the op with the courtesy of @Enginseer). Also, he was the initiator of the city-state blocking idea, so praise him!
  • Thanks to @Flamingcheesepie for his role of advisor, his balance suggestions and beta testing.
  • Thanks to all people who posted any bug reports on the forum. I hope I didn't miss anything. If so, do not hesitate and warn me again if you encounter the same bug with new version!

As always you must download whole pack of mods, so wait for my next updates for CSL, PO and MC.

Changelog is really long this time...

Code:
*(F) - Female leader

- added:
    - City-State blocking mechanism (lua based, because DLL is hardcoded now) (by @jarcast2 (idea and lua help) and me (coding)):
        - when the game loads it checks all Major Player city lists and all City-States, compares them and looks for any conflicts;
        - all conflicts are stored in special table;
        - when a City-State with a conflict founds a city then the whole City-State (Minor Player) is changed to another one at random;
        - whole process is repeated if new City-State is also conflicting with Major Civilizations;
        - human player will gain a notification if substitution was impossible, so he could restart immediately;
        - !!! if you want this tool to work correctly, do not use all possible slots for City-States (about 35 should be fine; leave few of them free for substitutions);
        - !!! after each substitution a notification appears to remind the player to save and reload that save to avoid bugs;
    - 16 new City-States (5 female leaders):
        - 2 Maritime: Honiara (Oceania), Juyubit (F; North America);
        - 2 Mercantile: Ouidah (West Africa), Sana'a (F; West Asia);
        - 5 Militaristic: Dakkar (East Africa), Longyan (East Asia), Pelym (North Asia), Daergraevs (F; Caucassus/Central Asia), Tbilisi (F; Caucassus);
        - 4 Cultured: Anangula (North America), Ayutthaya (South-East Asia), Karasjohka (F; North Europe), Katende (Central Africa);
        - 3 Religious: Lahore (South Asia), Sarnath (South Asia), Suceava (East Europe);
    - 20 new Promotions:
        - Battle of Vaslui (exclusive for Suceava);
        - Futuh Al-Habash (exclusive for Dakkar);
        - Scythian Arrow Barrage (exclusive for Daergraevs);
        - Siberian Education (exclusive for Pelym);
        - Siida Training (exclusive for Karasjohka);
        - 15 new Promotions (whole unique branch) for Nihang Unit (exclusive for Lahore);
    - 3 new Units:
        - Nihang - multi Era unit with its own Promotion Branch (exclusive for Lahore);
        - Saka (exclusive for Daergraevs);
        - Te'aat (exclusive for Juyubit);
    - 1 new Improvement:
        - Tulou (exclusive for Longyan);
    - 2 new map Resources:
        - Reindeer, bonus (exclusive for Karasjohka);
        - Llao Llao, luxury (unused; blocked for now);
    - 11 new CS related Resources (below);
- changed:
    - reworked civilopedia entries for: Armagh, Muscat and Nan Madol;
    - now all events have CS names (helps with Wonder Planner compatibility);
    - dependencies, references and blocks:
        - EMR is blocked by UCS because of borrowing the resources for CSs;
        - deleted unused EE reference and EMR reference;
- balanced:
    - overall City-State behaviour rework:
        - Settings:
            - now more settings to choose (UGPTIs, Luxuries);
            - fixed not working settings (not all, but some didn't work);
        - UGPTIs:
            - City-States now claim their GPTIs if they are spawned outside their borders;
            - City-States now gain a UGPTI on entering the Classical Era, instead of on founding their city, to delay the problems with culture bombing;
            - now placed only on Strategic resources or tiles without any resource;
        - Maritime, Cultured, Religious and Militaristic City-States now get their own pools of unique luxuries, that work the same way Mercantile's ones did:
            - each of them has now unique monopoly bonus totally different from the "standard" luxuries)
            - old Mercantile CS resources now have changed Monopoly abilities;
            - from this version UCS becomes not compatible with EMR v1 to v10 (download v11);
            - City-States related luxury resources now have weaker monopoly abilities than regular resources;
                - Maritime: Beer, Cheese, Honey, Ropes;
                - Mercantile: Glass (old), Jewelry (old), Coins;
                - Cultured: Porcelain (moved from Mercantile), Tapestries, Sculptures;
                - Religious: Champagne, Manuscripts, Mosaics;
                - Militaristic (rare): Gunpowder;
        - Cultured City-States now have 0.5% chance for giving the player (if he has free slots) Great Work of Art, Writing or Music (in reversed order, so first are checked music etc.);
    - Dogo Canario rework:
        - now has improved Camp model;
        - now has additional Under Construction model specially for a resource placement;
        - Dogos are now correctly placed on a hill (were fading inside);
        - Dogos can now only be placed on Plains or Grasslands (could anywhere);
        - Dogos cannot be placed on hiden resources (prevents substituting Strategic Resources);
        - Dogos have now +1 base Food (was +2);
    - Totem Pole rework:
        - now has Pillaged and Under Construction model (by @ghost toast);
        - has new model for constructed state;
    - Gurkha changes:
        - now can also be trained with Production;
        - added FaithCost, so it may be bought with Faith after acquiring certain belief;
        - obsoletes correctly like other UUs;
        - has default AI;
        - now unlocked at Rifling (like regular unit);
    - Managua rework:
        - Managua is now Cultured City-State to split the bunch of Mercantile CSs in the Central America;
        - Managua now has American style (was European);
        - Managua gets new abilities based on espionage (3rd CS using such; old ability moved to Sana'a);
    - Nan Madol: culture on death is now applied once in Capital instead of for each city;
- fixed:
    - helper (aka CS tooltip) rework/fix:
        - adapted CityStateStatusHelper.lua file to latest VP changes;
        - added info about personality in the CS title;
        - added info about possible Diplomatic Marriage (Austrian UA);
        - used predefined tags for personalities and traits;
        - added couple of text tags for localizations;
        - fixed spacing in the title (was no space before an icon);
        - fixed pledge of protection's text replacement added long time ago;
        - fixed influence text;
        - more text replacements;
    - gifts:
        - fixed an error in functions giving units from Friendly CSs;
        - now free units are gifted only from Friendly CSs (were all by an error);
    - lua workaround for UCS improvements fix:
        - Roads and Railroads can now be built or removed on tiles with UCS improvements;
        - can now be repaired (ups, my bad);
        - now allow building Landmarks and doing Archaeologica digs;
        - now allow Scrubing Fallout action;
        - optimizing and fixing;
    - Potala Palace now unlocked at Architecture (should help a bit with CS quests asking to build it);
    - Jerusalem now checks if Major player created a Religion (so does not take the Pantheons into account);
    - fixed Sidon's lua code fore Sphere of Influence;
    - Bedulu now gets Faith from Trade Routes (and Dodoma does not);
    - Quebec's lua now prevents "pPlayer == nil" error;
    - fixed Ife's double trigger on faith gain;
    - Bylina, Gate of Dawn and Visconti Emissary now have free GW slot (was specialist slot);
    - fixed missing Milan's and Kiev's dummies in the code;
    - Sisqeno fixes:
        - Worker now gains same free promotions like Sisqeno (Missionary);
        - fixed Sisqeno lua bug;
        - Sisqeno, after SC construction, looks for all Sisqenos with full count and choose one at random (previously looked for the oldest unit on tile);
    - Clermont:
        - fixed Clermont promotion tags (promotions and icons didn't match);
        - promotion icons now have dark grey background instead of light grey;
    - unit gifts:
        - fake Caravans cannot be gifted;
        - changed the used column from from NoMinorGifts to NoMinorCivGift, so maybe this time CSs won't be giving UCS units to players...
        - added special table that might block taht annoying behaviour...
    - deleted unnecessary 32px icons for units and 128px and 32px icons for resources;
    - filled some gaps in Units table for new Units;
    - Promotion Flags:
        - reranked all UCS promotion for VP Flags' component;
        - added some new groups
        - added missing promotions from recent updates
    - resized unit icons to fit the icon frame better;
    - added Defines-like array for UCS lua functions;
    - now all UCS resources have no tech allowing for trade;
    - Dodoma's promotion now moved to Civilian section (was Naval);
    - text fixes (most important):
        - "SGaang" is now "SGang" in few places;
        - reworked a bit style of improvement texts;
        - fixed yields descritpion for Sunken Courtyard;
        - expanded info for Mound (CS bonus);
        - Dogo Canario now shows correct monopoly text;
        - monopoly texts are now shorter to save the space for Trade Opportunities window (tooltip for custom resources);
        - deleted 3 outdated text changes (from the base UCS, one was changing Siam's trait...);
        - Iwarefa promotion text fix;
        - "Bullying" is now "Demanding a Tribute";
 

Attachments

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v15.0.1 released. Post above. Savegame compatible. Sorry for inconvienienve, but it was critical bug added in my last changes...
Code:
- fixed crucial error in lua file;

v15.0.2 released. Post above. Savegame compatible.
Code:
- fixed Dogo Canario placement (conflict with Valid Terrains probably);
- added some crucial details to the Adeje and Karyes abilities' texts;
 
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Adan,

I really appreciate all the work you put into these. Between the CS mods and more wonders, I can't imagine playing VP without them. Since a lot of those mods go together, is there a way to bundle USC, CSL, PO & MC into 1 mod download?
 
Adan,

I really appreciate all the work you put into these. Between the CS mods and more wonders, I can't imagine playing VP without them. Since a lot of those mods go together, is there a way to bundle USC, CSL, PO & MC into 1 mod download?
No bundle. Sorry. It's easier for me to maintain them as they are now.
Also they are optional, so anyone can choose whatever mods he like.
 
v15.1 with EMR unlocked up from v11 and small addition to new resources. Post above.
Code:
- Dogo Canario: now boosted by Agribussiness with +2 Production;
- Reindeer: now boosted by Stable with +2 Food;
- unlocked EMR again, but only up from v11;
 
Thank you for the continuous development! :)
Thanks. I do what I can and when I can. I hope I will find time for more, but my battery is really low. I would like to test out current version before adding more stuff to it.
I really count on the community feedback.
I think it's time to play a game.
 
v15.1.1 with an important lua fixes (link above):
Code:
- fixed multiple lua functions calling pPlayer;
- fixed Sanaa's and Sarnath's functions triggered with every event (added a check for particular one);
 
Hi, thank you very much for the astonishing work!
As a balance feedback: You may want to nerf Czech republic bonuses for lost or expended missionaries. Theodora can get pretty much unlimited missionaries with it.

As a question regarding city-state mods. There is an old mod City-States Evolved (https://forums.civfanatics.com/threads/city-states-evolved-for-the-community-patch.606062/) which allows CS to found cities, and be more active on the map. Would it be virtually possible to make it compatible with UCS?
 
As a question regarding city-state mods. There is an old mod City-States Evolved (https://forums.civfanatics.com/threads/city-states-evolved-for-the-community-patch.606062/) which allows CS to found cities, and be more active on the map. Would it be virtually possible to make it compatible with UCS?
It is a question that comes back from time to time. I made sone changes to make it compatible, but do not use it so I cannot tell if it works 100%. Now resources should be counted from all CS cities, and some predefined stuff should check only capital. But i'm not sure about the other parts (Embassies?, ...) and also the overall VP balance. With UCS only it is difficult to maintain it.
 
I guess this isn't working with 3.10.X at the moment since luxuries aren't spawning with UCS.
 
I guess this isn't working with 3.10.X at the moment since luxuries aren't spawning with UCS.
You ran UCS or CSE now? I played 3.10.5 with UCS and it was fine?

Also, which luxuries? Special for CS or standard around the city?
 
v15.2 with multiple fixes and balance changes:
Code:
- balanced:
    - changed HurryCostModifiers for UCS' buildings to -20 to match the VP standard (was +5);
    - added Unhappiness reduction to Bylina, Visconti Emissary and Gate of Dawn;
    - added back specialist slots to Bylina, Visconti Emissary and Gate of Dawn;
- fixed:
    - added Irrational personality;
    - fixed Muisca yields in Capital from local population (now 1 per 3 Citizens, was 1 per 34);
    - fixed Milan's and Kyiv's modifiers (now 5%, were 50%);
    - fixed Milan's, Kyiv's and Vilnius' building descriptions;
    - fixed Religious Pressure buildings;
    - renamed some dummies to better group in the IGE;
 
You ran UCS or CSE now? I played 3.10.5 with UCS and it was fine?

Also, which luxuries? Special for CS or standard around the city?
I ran UCS v15.1.1 with VP 3.10.4, along with CSL v20 and MC v15, and other mods, in a modpack. Standard luxuries were not spawning at all, but they did if I excluded UCS from the modpack (CSL and MC work fine). What's CSE? Anyway I will give v15.2 with 3.10.10 a try, thanks for the updates!

Update: Luxuries still not spawning with UCS v15.2 and VP 3.10.10 in a modpack for multiplayer. But works in singleplayer. What could be causing this issue with an MP modpack?
 
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I ran UCS v15.1.1 with VP 3.10.4, along with CSL v20 and MC v15, and other mods, in a modpack. Standard luxuries were not spawning at all, but they did if I excluded UCS from the modpack (CSL and MC work fine). What's CSE? Anyway I will give v15.2 with 3.10.10 a try, thanks for the updates!

Update: Luxuries still not spawning with UCS v15.2 and VP 3.10.10 in a modpack for multiplayer. But works in singleplayer. What could be causing this issue with an MP modpack?
Without logs I cannot do anything. For me single is fine.
CSE = City-States Evolved aka CSs that can settle new cities.
I called a cavalry to help me find the issue. I'm not playing multiplayer now, so I need an assistance. Any feedback matters.
 
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I ran UCS v15.1.1 with VP 3.10.4, along with CSL v20 and MC v15, and other mods, in a modpack. Standard luxuries were not spawning at all, but they did if I excluded UCS from the modpack (CSL and MC work fine). What's CSE? Anyway I will give v15.2 with 3.10.10 a try, thanks for the updates!

Update: Luxuries still not spawning with UCS v15.2 and VP 3.10.10 in a modpack for multiplayer. But works in singleplayer. What could be causing this issue with an MP modpack?
What map do you use?
If you play with modpack, but single player game the issue is still on? Or only when you play multi?
 
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