Resource icon

Cities in Development (Obsolete)

Status
Not open for further replies.
Cities in Development and Rise to Power are compatible with each other and the CBO, right?

I've been holding out for the definitive JFD opus! I'm a sucker for concept!
 
Cities in Development and Rise to Power are compatible with each other and the CBO, right?

I've been holding out for the definitive JFD opus! I'm a sucker for concept!

All JFDDLC components are designed to be used together, and will work with the CBP.
 
With all latest versions of JFD gameplay mods installed, something seems broken in the production selection screen (wrong calculations of number of turns before ready). This also shows on the city banner on the map.

I also can't seem to spend shackles anymore, unless there's a new requirement I'm unaware of? In the purchase screen there are no lines/units visible to spend shackles on, just the word shackles shows with nothing underneath (have 15 to spend).

Believe that couple of days ago without newest versions of EXCE and RTP this worked well, so assume related to one of the two?

Attached the logs

Thanks for the support!
 

Attachments

  • Shackles.zip
    389.9 KB · Views: 142
Greetings,
thank you for all the geat mods!
Am I the only one who can't choose production (with latest CiD only)? There are no lines in the menu. Basically, can't finish the first turn.
Not sure if these are the correct LUA lines:
[741.609] Runtime Error: C:\Users\Hrothgar\Documents\My Games\Sid Meier's Civilization 5\MODS\JFD's Cities in Development (v 54)\Components\Crimes\Lua\Utilities\JFD_CID_CrimesUtils.lua:105: bad argument #2 to '?' (Key must be of type 'number' or 'string'.)
[757.156] EUI_context: Shutdown LuaContext: 1A9B1980
 
Last edited:
Greetings,
thank you for all the geat mods!
Am I the only one who can't choose production (with latest CiD only)? There are no lines in the menu. Basically, can't finish the first turn.
Not sure if these are the correct LUA lines:

>EUI
Well, that's not a great start...

Will get JiffJiff to take a look.
 
With all latest versions of JFD gameplay mods installed, something seems broken in the production selection screen (wrong calculations of number of turns before ready). This also shows on the city banner on the map.

I also can't seem to spend shackles anymore, unless there's a new requirement I'm unaware of? In the purchase screen there are no lines/units visible to spend shackles on, just the word shackles shows with nothing underneath (have 15 to spend).

Believe that couple of days ago without newest versions of EXCE and RTP this worked well, so assume related to one of the two?

Attached the logs

Thanks for the support!


Also noticed that when having all recent JFD gameplay mods activated that in production selection screen all buildings had really weird stats listed: + 1 million % happiness and + 1 million % defense for a monument for instance. It also had ("active event") mentioned (??).

Did some minor tests with activating/de-activating mods and it seems to be caused by CiD v.54 (when de-activated at least the production calculation and building stats are correct)
 
Last edited:
Greetings,
thank you for all the geat mods!
Am I the only one who can't choose production (with latest CiD only)? There are no lines in the menu. Basically, can't finish the first turn.
Not sure if these are the correct LUA lines:

If you're using EUI, see the OP. Simply, you can't.

Also noticed that when having all recent JFD gameplay mods activated that in production selection screen all buildings had really weird stats listed: + 1 million % happiness and + 1 million % defense for a monument for instance. It also had ("active event") mentioned (??).

Did some minor tests with activating/de-activating mods and it seems to be caused by CiD v.54 (when de-activated at least the production calculation and building stats are correct)

What mods are you using that replace lua files? Specifically, the InfoTooltipInclude.lua file.
 
There's something I'm curious about,particularly AI behavior.

Does Development affect AI? In one of my earlier games I was completely crippled by development but the AI around me were growing as though no effect was felt. Also all of the AI grabbed every single wonder on their way up while I'm struggling to even complete a basic building.

After I disabled the development module, the behavior of the AI was even more erratic. Some of them were zooming ahead in improvements, some literally built nothing. They didn't even bother building a worker. (Might not be a result of CiD although this was before RtP Sovereignty was added)
 
Glad to heard that you add CBO's specialist feature to CiD & RtP.
If you can, could you make CBO buildings(herbalist, well, mine field, agribuisiness, ...) increase crime instead of maintenance?
 
There's something I'm curious about,particularly AI behavior.

Does Development affect AI? In one of my earlier games I was completely crippled by development but the AI around me were growing as though no effect was felt. Also all of the AI grabbed every single wonder on their way up while I'm struggling to even complete a basic building.

After I disabled the development module, the behavior of the AI was even more erratic. Some of them were zooming ahead in improvements, some literally built nothing. They didn't even bother building a worker. (Might not be a result of CiD although this was before RtP Sovereignty was added)

AI is affected but they get bonuses to compensate for them being dumb, iirc.

Disabling Development shouldn't impact the AI's worker-building logic; that should be handled in the DLL, and so such an unrelated thing shouldn't have an effect. @notque?
 
If you're using EUI, see the OP. Simply, you can't.



What mods are you using that replace lua files? Specifically, the InfoTooltipInclude.lua file.


Not sure which ones do that, but below are the gameplay-mods I use (besides quite some civilization-mods). Haven't added to those for a while and believe problem started occuring only a week ago after various updates...

CulDiv (v13)
CiD (v54)
ExCE (v20)
RtP (v29)
EC (v4)

Community Patch (v88 - Steam version)
E&D (v3)
Historical Religions Complete (v45)
CIV-Linked Great Generals (v11)
Enlightenment Era (v6)
Renaissance Era Revised (v4)
Really Advanced Setup (v15)
Really Advanced Setup - Civilization Groups Add-on (v4)
 
AI is affected but they get bonuses to compensate for them being dumb, iirc.

Disabling Development shouldn't impact the AI's worker-building logic; that should be handled in the DLL, and so such an unrelated thing shouldn't have an effect. @notque?

Unrelated, wouldn't impact it unless there was a removal of the worker, replacing him with something else (slave), and then that unit for some reason didn't make it through the unit selection algorithm.

I'm not saying that happened, just giving you an example scenario.

If someone can provide a log, I can tell you something about it.
 
Not sure which ones do that, but below are the gameplay-mods I use (besides quite some civilization-mods). Haven't added to those for a while and believe problem started occuring only a week ago after various updates...

CulDiv (v13)
CiD (v54)
ExCE (v20)
RtP (v29)
EC (v4)

Community Patch (v88 - Steam version)
E&D (v3)
Historical Religions Complete (v45)
CIV-Linked Great Generals (v11)
Enlightenment Era (v6)
Renaissance Era Revised (v4)
Really Advanced Setup (v15)
Really Advanced Setup - Civilization Groups Add-on (v4)


Okay, just did an uninstall and re-install of CiD and that seemed to do the trick... for some reason all is good now in the city view/production selection screen with right building costs, shackles visibile, etc.. Not sure what went wrong here, but apologies if you already spent time looking into this...

Great news is I can play again with a collection of very interesting mods... :)
 
OK, so here's the list of problems I've encountered, they can be reproduced by using non-EUI Vox Populi and the latest versions of JFD's, Steam release if available:
CiD
ExCE
RtP
CulDiv
EC

Other mods seem not to affect the bugs.

1. I cannot invest money in non-Vox Populi wonders, the cost shown is -1 gold and clicking the button has no effect, there's no problem with the buildings though.
2. This may be intentional, but Venetian Great Magistrates can annex cities instead of just decolonise them.
3. Pushing claims on City States is overpowered. AIs integrate them like mad, there's almost no way to get World Council votes as at the beginning of Industrial Era there are like 2 CS's left. Even CS-oriented civs like Portugal and Austria do that.
4. Some piety level texts in Religion panel are not displayed (TXT index shows instead).
5. Shackles are the only way of improving your relations with City States without spending Production as you purchase both diplomatic and military units with them. This leads to snowballing effect - allying militaristic CS and establishing a Trade Route with it provides more Shackles and units, which can both be spent on allying another militaristic CS. The one to ally a militaristic CS early on will likely ally all the CS's before any other civ manages to do so.
6. Is it intentional for all the cities to be plagued constantly? Throughout 6 games I haven't seen a single city with positive health output.
 
Last edited:
All JFD mods works perfectly so far e
OK, so here's the list of problems I've encountered, they can be reproduced by using (except non-EUI Vox Populi) the latest versions of JFD's, Steam release if available:
CiD
ExCE
RtP
CulDiv
EC

Other mods seem not to affect the bugs.

1. I cannot invest money in non-Vox Populi wonders, the cost shown is -1 gold and clicking the button has no effect, there's no problem with the buildings though.
2. This may be intentional, but Venetian Great Magistrates can annex cities instead of just decolonise them.
3. Pushing claims on City States is overpowered. AIs integrate them like mad, there's almost no way to get World Council votes as at the beginning of Industrial Era there are like 2 CS's left. Even CS-oriented civs like Portugal and Austria do that.
4. Some piety level texts in Religion panel are not displayed (TXT index shows instead).
5. Shackles are the only way of improving your relations with City States without spending Production as you purchase both diplomatic and military units with them. This leads to snowballing effect - allying militaristic CS and establishing a Trade Route with it provides more Shackles and units, which can both be spent on allying another militaristic CS. The one to ally a militaristic CS early on will likely ally all the CS's before any other civ manages to do so.
6. Is it intentional for all the cities to be plagued constantly? Throughout 6 games I haven't seen a single city with positive health output.

My opinion though...

1.) I have no problems on investing on wonders. You might be using MODS that conflict nor NOT updated.
3.) Don't see that as overpowered though.
4.) Same but its negligible
5.) Seems balanced to me.
6.) All cities will be plagued, it's realistic. You just need to build health buildings etc. I have no issues on it.

And as far as recent JFD mods, he stated, NO TO EUI now. You should use ONLY NO-EUI verson on VP.
 
1.) I have no problems on investing on wonders. You might be using MODS that conflict nor NOT updated.
3.) Don't see that as overpowered though.
4.) Same but its negligible
5.) Seems balanced to me.
6.) All cities will be plagued, it's realistic. You just need to build health buildings etc. I have no issues on it.
1. I'm struggling with it and I do not use EUI, made me lose wonder duels with Portugal few times so this is a huge issue, especially for Venice.
3. How making the diplomatic victory impossible to achieve can not be seen as overpowered?
4. I agree, that's just a techincal issue.
5. Snowballing is by definition not balanced. The thing is I don't really see a simple fix for that so I can accept it stay that way for now. CS's in their current form are simply boring, so they are not worth much attention until someone decides to remake them from scratch. I proposed a City Council mechanism in mod request thread and given how disappointed with Civ6 I am I may actually try to bring it to life.
6. Right now plagues occur like all the time and make citizens less productive, which is not accurate at all. A severe plague should hit a city from time to time, killing its citizens.
 
1. I'm struggling with it and I do not use EUI, made me lose wonder duels with Portugal few times so this is a huge issue, especially for Venice.
3. How making the diplomatic victory impossible to achieve can not be seen as overpowered?
4. I agree, that's just a techincal issue.
5. Snowballing is by definition not balanced. The thing is I don't really see a simple fix for that so I can accept it stay that way for now. CS's in their current form are simply boring, so they are not worth much attention until someone decides to remake them from scratch. I proposed a City Council mechanism in mod request thread and given how disappointed with Civ6 I am I may actually try to bring it to life.
6. Right now plagues occur like all the time and make citizens less productive, which is not accurate at all. A severe plague should hit a city from time to time, killing its citizens.

Maybe its just me but...

1.) I only use these mode to REFRAIN from potential conflicts.
MODS List:
All VP (11-18 latest) 1,2,3,4,5,6b (NO EUI, Deleted the LUA on 1 and 2)
CulDiv 11, Rtp 30, CiD 54, EC 4, EnD 3, InfoAddict 22
Custom JFD civs made or updated 2016 and up

3.) If judging from recent last 2-3 VP versions, I can win DIPLO. Sometimes, you have to kill those cs hungy civs and not win via passive ways which we are used to.

5.) Snowballing is common on ALL games. Its just a matter of how you prevent and cope up.

6.) I think its mismanagement on your part. I rarely have my citizens killed.

Either way, I respect your opinion. Maybe we have just different standards and approach to the game.
 
Status
Not open for further replies.
Top Bottom