Sid Meier's Civilization VI

Sid Meier's Civilization VI

Free City States
Showing 1-4 of 4 entries
Update: 27 Feb, 2019 @ 3:49pm

Version 1.3
  • Modinfo file and AssignStartingPlots.lua: Added compatibility for Gathering Storm.
  • Conversion probability is now dependent on the ratio between start loyalty and maximum loyalty loss per turn. For unmodded loyalties probability is now 12% instead of 7%, so you can get a higher chance of converting city states. (See the lua log, if you want to know the exact value of the conversion probability.)
  • Conversion probability does not depend on game pace any more.

Update: 5 Jul, 2018 @ 2:46am

Version 1.2
  • City States now inherit the religious pressures of the former free city.
  • All major civilizations now make contact with new city states, if their city center is on a revealed plot, even if they are in the Fog of War.
  • City States buildings are now pillaged, if they were pillaged in the former free city. (However, I still could not manage to do that for pillaged districts).
  • Improved starting locations of the regularly spawned city states to avoid settlers starting to close to each other.

Update: 12 Jun, 2018 @ 7:10pm

Version 1.1:

  • City States now keep the districts of the former free city (within the border of the city state)
  • City States now keep all the buildings in districts they inherited from the former free city
  • Converting chance of free city is now dependent on its city hitpoints: Lowering its hitpoints will make it less likely they become a city state.
  • Added new options in FreeCityStates.lua:
    - Changing bInheritCityPlots to true will make city states keep all tiles of the former free city
    - Changing bInheritCityName to true will make city states keep the name of the former free city

Update: 7 Jun, 2018 @ 3:31pm