Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Free City States [Revived]
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12 Jul, 2021 @ 8:50am
29 May @ 5:44pm
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Free City States [Revived]

Description
Do you also wonder why Barbarian Clans can turn into City-States (with Barbarian Clans Mode Active) but Free Cities cannot? Well, here is your Answer:

With this Mode, Free Cities have a chance to turn into a City-State durring a Game (not tied to Barbrian Clans Mode).


Support:
Buy me a Coffee if you like this Mod and want to see more like it. Your Support is also helping me getting forward with my 4Xpansion Pass Project for Civilization VI[forums.civfanatics.com], which is a Pass of 6 Mod Packs that introduce many new Game Mechanics/Features and old Ones from Previous Game Iterations, as well as many QoL Improvements. Thanks a lot!!
[ko-fi.com]
Every turn there is a Chance that a rebelling Free City will turn into a new City-State. The newly created City-State will get the nearby Units of the rebelling Free City and it will inherit the Population of the old City.

Note:
- Only Cities that were NOT Original Capital Cities or City-States and do not have any World Wonder can turn into a City-State.
- This mod allows the Player to reserve Slots for City-States so they can spawn later in the Game (reserving them for the Free Cities that may turn into these City-States - default Value is 50%)*. In order to do that this Mod changes their Starting Locations. In most Cases the Start Positions of City-States will be ok, if you do not use a huge Amount of City States in your Game. You can use my Customization VI Mod that increases the Amount of Players (Major and Minor) to bypass this Inconvenience.
*If You select, for example, 10 City-States in the Set-Up-Menu, and the 'Percentage of reserved (Free) City-States' Parameter is set to 50%, then Only 5 will be generated at the Start of the Game. The rest will be reserved.

Needs Rise and Fall or Gathering Storm DLC in order to work.

NOTE:
This Mod is just an update of Free City States by Tiramisu, that isn't currently working/supported. I only updated it, so Credits should go to the original Author. If the Original Author wants me to remove this Mod from the Steam Workshop then I will do it.

This Mod is updated with the Author's Permission.

Customizable Options:
Free City-State Conversion Probability:
Sets the Base Conversion Probability for converting a suitable Free City to a new City-State durring a Game ( Default Value: 12% )*.

*If the Free City is damaged this Chance will decrease based on Damage.

Percentage of reserved (Free) City-States:
Sets the % Percentage of reserved City-States to spawn from Free Cities instead of starting as City-States at the start of the Game ( Default Value: 50 ).

Free City-State inherit City Name:
Set this to True to give the new City-State the Name of the former Free City (Default Value: False).

NOTE: If you enable this, the City-State Panel will not show the inherited Name, but the Name of the reserved City State. You can hover over the new (Free) City-State's Name on its Banner to see the actual Name of the reserved City-State (See Screenshots for a better understanding).

If you want the new Names to be shown in all the UIs, then I suggest using the City-States Expanded Mod alongside this One.

Free City-State inheret City Plots:
Set this to True to allow the new City-State to keep all Tiles of the former Free City (including Districts and Buildings already built) (Default Value: False).
If set to false, then the new CS would only get the Plots adjacent to the City Center and need to acquire other tiles from scratch.

Recommendations:
Recommended to use with:
- Real Allies
- CIVITAS City-States Expanded
- Annex City-States

Compatibility:
Compatible With:
- Customization VI
- Real Allies
- Yet (not) Another Maps Pack
- CIVITAS City-States Expanded
- Got Lakes (Various Worlds) Map Script Mod (The new Setting for customizing reserved Slots for City-States might not yet be supported - haven't tested to be sure)
- and any Mod that adds New City-States to the Game.
- Should be compatible with any other type of Mod (including the ones that alter City-States and their Behavior).


Not Compatible With:
- Mods altering AssignStartingPlots.lua (Excluding the Mods above).
- Better Balanced Start Mod
- Origin - Real Start Locations Mod
- Difficulty Groups Mod
- Teams . . Together . . Strong!! Mod
- Historical Spawn Dates Mod

Check Out My Other Mods:
- Resource Cultivation: Cultivate any Resource in your Territory that you have worked.
- Real Allies: Stops all Alliance Players from attacking each others' suzerained City-States.
- Customization VI: Customize your Game with various Options.
- Uninterrupted Wonder Construction [Revived]: Stops all Players from building a Wonder if it's being built by another Player.
172 Comments
Zegangani  [author] 5 hours ago 
Oh, I completely forgot about the YnAMP issue. Will try to fix that soon. Thanks for the report (and reminder)!
As of other Ideas, yes, they are part of another mod now instead of this one. But I'll try to keep this mod functional, just no new features added.

I haven't had a chance to test this mod with Starting Free Cities, so I have no idea if they are compatible.
rilquermascarenhas 7 hours ago 
Does this mod interact in anyway with Starting Free Cities? There's a Starting Free Cities - Cooks mod that seems to provide support for this mod, so I wonder if they would conflict in any way.
rilquermascarenhas 7 hours ago 
It sounds like the issue I am facing is city states not being reserved at the beginning of game, similar issue to what @Hoshi found. Since this is already being worked on, I'll wait for an update.
rilquermascarenhas 9 Jul @ 11:36am 
Also, I really like @Tacoaloto's ideas of having the free city spawn a new major civ instead of a city state, that would be a neat addition.
Zegangani  [author] 3 Jun @ 5:06pm 
@Hoshi, will look into it.

@Tacoaloto, Yes, it's indeed possible.
Tacoaloto 2 Jun @ 7:11am 
Silly question, would it be possible for a mod to be able to spawn a new major civilization instead of a city state?
Hoshi 27 Feb @ 6:53am 
Also I activated all mods except for Yet (not) Another Maps Pack and this mod also worked as intended
Hoshi 27 Feb @ 6:43am 
Testing here and when I activate only this mod and Yet (not) Another Maps Pack with Civitas it doens't work, I set the bar to 100% but all city states are placed anyway not a single one is reserved
Zegangani  [author] 15 Feb @ 10:22am 
Exactly
Saniala 15 Feb @ 4:16am 
So if I crank that reserved percentage to 100%, would it not spawn any City-States at the beginning, only allowing new ones to appear through conversion?