Sid Meier's Civilization V

Sid Meier's Civilization V

City-State Diplomacy Mod (CSD) for Brave New World
Showing 1-10 of 38 entries
< 1  2  3  4 >
Update: 18 Jun, 2015 @ 7:41pm

Fix for lua and textures.

Update: 18 Jun, 2015 @ 10:35am

Update: 17 Jun, 2015 @ 10:35am

Update: 17 Jun, 2015 @ 8:40am

v27:

Compatibility fix for mods based on Whoward's model.
Compressed artwork (smaller file size).

Update: 15 Dec, 2014 @ 9:09pm

v26:

- New Artwork by Lord Tirian (from Civfanatics).
- Bugfixes and optimizations in DLL.
- Diplomatic units no longer capturable.
- German language support.

Update: 30 Oct, 2014 @ 7:09pm

- DLL update to match latest Civ patch.
- Fixed issue where Barbarian-captured cities became invisible.

Update: 24 Jul, 2014 @ 3:41pm

v24:

- Adds new artwork for Embassy (3d, SV and build icons), courtest Ekmek and Lord Tirian
- DLL fixes for advance start crash, Great Diplomatic inaction and Diplomatic Unit pathfinding errors
- Removes Advanced Settlers and Difficulty features (now included in the Community Patch)
- Adjusted AI values for resolutions in the WC, esp. the UN.
- Buffed Production boost from Chancery, Wire Service and Court Scribe to 15% from growth (was 10%)
- Moved Production boost to independent table in Buildings folder (is more easily moddable now).
- Embassy can no longer be constructed on resources (improves compatibility with mods that add resources)
- Attacking a minor civ (unprovoked) leads to 15 turns on 'peace blocked' with that CS, and a -10 reduction of base influence with all known CSs. Every time you befriend a CS for the first time, there is a 25% chance to take away this penalty (this is designed to punish worker stealing exploit).
- Other enhancements and optimizations to DLL and mod to improve gameplay and performance.

Update: 19 May, 2014 @ 3:18pm

v23 reuploaded - fixed error in dll compile throwing off diplomat logic.

Update: 19 May, 2014 @ 8:14am

Changes to all existing Resolutions:

Sanction City-States (formerly Embargo City-States): No Trade Routes can be established with City-States. Warmonger penalty greatly reduced when declaring war on or conquering cities owned by City-States.
Sanction Player (formely Embargo Player): No Trade Routes can be established between the chosen Civilization and any other Civilization. Warmonger penalty greatly reduced when declaring war on or conquering cities owned by this Civilization.
Global Peace Accords (formerly Standing Army Tax): Unit maintenance costs are raised by 25% Gold. Warmonger penalties for capturing cities and declaring war are greatly increased, and Warmonger scores decay much more slowly than normal. Cannot be active while Casus Belli is active.
World Religion: Designate a religion as the official World Religion. Civilizations who have a majority of the cities in their empire following the religion get an additional Delegate. The founder of the religion and/or the controller of its Holy City receive 1 additional vote for every other Civilization following the religion. The religion spreads 25% faster, and its Holy City receives +50% Tourism. There can only be one World Religion at a time.
World Ideology: Designate an Ideology as the official World Ideology. Civilizations following the Ideology get an additional Delegate, plus 1 Delegate for every other Civilization that follows the Ideology. Public opinion in favor of that Ideology is increased for all Civilizations. Enables the Diplomatic Victory (Global Hegemony) if the United Nations has been constructed. Available once any Civilization discovers Radio.
Scholars in Residence: Civilizations research a technology 20% more quickly if it has been discovered by at least one other Civilization. This value is increased by an additional 5% for every City-State ally the player currently maintains.
Cultural Heritage Sites: Each World Wonder provides +2 Culture to its city, and each Great Work provides +1 Science to its city.
Natural Heritage Sites: Each Natural Wonder provides +2 to all Yields when worked.
Historical Landmarks: Great Person tile improvements provide +1 to Production, Food, and Gold when worked, and Landmarks built by Archaeologists provide +1 Culture, Science, and Faith when worked. Available once any Civilization discovers Archaeology.
World's Fair:
Bronze Level: Free Social Policy.
Silver Level: Culture increases by 100% for 20 Turns.
Gold Level: Crystal Palace wonder appears in Capital.
International Games:
Bronze Level: Tourism increases by 100% for 20 Turns.
Silver Level: Receive a free Great Person of your choice.
Gold Level: Olympic Village wonder appears in Capital.
Endowment for the Arts (Formerly Arts Funding): Increases generation of Great Writers, Artists, and Musicians by 33%. Decreases generation of Great Scientists, Engineers, and Merchants by 33%. Civilizations with Scores below the global average will receive a boost to Production and Culture anywhere from 10-30%. Details: The boost is the difference between the score of the player and the leader, divided by 50. Cannot be active if the World Science Initiative is active.
World Science Initiative (Formerly Science Funding): Increases generation of Great Scientists, Engineers, and Merchants by 33%. Decreases generation of Great Writers, Artists, and Musicians by 33%. Civilizations with Scores below the global average will receive a boost to Food and Science anywhere from 10-30%. Details: The boost is the difference between the score of the player and the leader, divided by 50. Cannot be active if the Endowment for the Arts is active.
World Leader is now 'Global Hegemony' in all texts. The vote for this only becomes available if the United Nations project has been completed and a World Ideology is active.
The top two players only receive 1 vote for failed attempts at Global Hegemony (was 2)
The United Nations Special Session only begins once the UN has been constructed.
The Global Hegemony vote is only available if a World Ideology is active.
The Global Wargames Silver level award gives +4 Happiness instead of +100% Tourism for 20 turns.
The Treasure Fleet Bronze level gives 300 Golden Age points (instead of 500).


Minor Quests

Two new quests added: Barbarian Hordes and City-State Rebellion

Barbarian Horde:can only occur during the Ancient-Renaissance eras. Wealthy, high-population City-States have a chance to spawn this global quest, which lasts 20 turns. During this period, barbarian units will spawn in the city-state's territory, pillaging and assaulting the city at will. If the barbarian units threatening the city-state are not eliminated by the end of the 20-turn period, the barbarians capture the city-state and it becomes hostile to all players until liberated. There is no reward for completing the quest successfully, however players do receive 12 Influence points for every Barbarian killed in the City-State's territory.
City-State Rebellion: functions similarly to the Barbarian Horde quest, but can only occur if the City-State ally's empire is unhappy. If the value of unhappiness exceeds the alliance value of the city-state, the city-state may revolt. If rebels remain in the city-state's territory after 20 turns, the city-state breaks its alliance with the player, and, if influenced by an ideology, gain influence with players that share the influencing ideology.

Most minor civ quests now incur negative penalties for the players that do not complete them. These penalties are equal to half the quest's value to the player that completed it successfully. This increases the importance of completing city-state quests!

Slight tweaks to Minor civ quest performance and stability.

Settlers, Pioneers and Colonists

Two new settler upgrades are now available: the Pioneer and the Colonist.
The Pioneer: Available at Compass, cities founded by the Pioneer start with 3 population, 3 claimed tiles and 7 possible buildings (Granary, Barracks, Water Mill, Library, Monument, Shrine, Market)
The Colonist: Available at Biology, cities founded by the Colonist start with 5 population, 5 claimed tiles and 15 possible buildings (the Pioneer buildings, plus the Aqueduct, Harbor, Lighthouse, Amphitheater, Workshop, Forge, Windmill and Temple)
The Conquistador UU has the Pioneer's ability
Venice forbidden from building these new units, and America receives a free Pioneer when it researches Compass (Trait).

AI Performance

General Modifications to AI's FLAVOR_DIPLOMACY values to encourage competitive CS play.

AI values Paper much more than other Strategic Resources

AI values for World Congress adjusted based on new bonuses, and old resolutions given a balance pass.
Modifications made to AI preference for overseas City-States (if they have ocean embark) to encourage island CS alliance.

AI will consider past friendship, religion, ideology and current WC resolutions when evaluating warmonger penalties against other players. If you share an ideology and/or a religion with a player, they will be much more likely to overlook warmongering (the reverse, however, is also true!)

Update: 19 May, 2014 @ 7:25am

AI Difficulty methodology revised:

I've set the AI's default handicap values to be more in line with the 'Prince' setting (i.e. no starting advantages over the player), to bring their base values in-line with the player's. The biggest change here, however, is that I've increased the % decrease of the AI's values per era (i.e. the AI gets better and better, statistically, as the game goes along).

So, if the AI's unit/building cost starts out at 100%, on Emperor difficulty it will drop by 5% every era. By the information era (value of 7), the AI's buildings will only cost them 65% of their actual cost.

To offset these nerfs, and to augment the latter change, when an AI reaches a new era, it gets a set of instant bonuses designed to give it a 'mini-boost' at fairly regular intervals:

The AI gets a lump sum of gold every era, scaled to the era (100 x era x CSD difficulty multiplier (2 on Emperor) ).
The same applied to Culture and Golden Age points (40 x era x CSD difficulty multiplier (2 on Emperor) ).
The AI gets a boost to its current research (or overflow) based on its current research-per-turn (essentially, it gets a smaller version of the GS beaker 'pop' every era) (boost equals the amount of science the AI has produced over x turns, with x = Current era + CSD difficulty multiplier (2 on Emperor) ).
The AI gets 1+ military units, instantly, for free, every era (1 on King, 2 on Emperor, etc.)
In the Medieval and Industrial eras, the AI gets a free worker
In the Classical and Renaissance eras, the AI gets a free scout
The AI gets a set amount of unmodded (i.e. not locked to population) happiness in its capital every era. (based on multiplier)

The Difficulty option can be disabled in the Options.sql file.

LUA

Tooltips for all new resolutions included in CSD to enable players to see where, and how, the resolutions are affecting them. LUA for City-State screens modified to only display the 'Gift Unit' and 'Improve Resource' options if Gold Gifts are disabled.

Options.sql
Options available for every new addition to CSD – check through this file for customization options.

CSD Buildings

- Added new ability to Court Scribe, Chancery and Wire Service: Instantly receive 10% of city’s current production-per-turn every time your city grows. This can be changed into 10% culture or 10% gold via the options.sql file.

- Basic building costs slightly more expensive (15%)

- Ideology-specific National Wonders now require buildings in all cities. Hall of Honor: Military Academies; International Finance Center: Stock Exchanges; Palace of Culture and Science: Public Schools

- Wonders and National Wonders provide less Paper than they used to (1 for basic, 2 for national wonders, 1 for World Wonders

- New World Wonders: Olympic Village (International Games Gold Reward), Crystal Palace (World’s Fair Gold Reward), United Nations (United Nations Gold Reward)

Olympic Village: 25% of the Culture from World Wonders, Natural Wonders, and Improvements (Landmarks, Moai, Chateau) is added to the Tourism output of the city. Receive +3 Happiness and +3 Culture in the city where it is built.

Crystal Palace: +2 Production and +2 Science for all Factories in owned cities. In addition, the Crystal Palace grants +1 Culture and a Great Work slot.

United Nations: Earn 10 Influence with all City-States you have met when you expend a Great Person. Receive an additional Delegate in the World Congress. Triggers a Golden Age, as well as the United Nations Special Session of the World Congress.

New Artwork for Summer Palace, Roman Forum, Crystal Palace and Olympic Village courtesy Lord Tirian
The National Intelligence Agency now provides additional spies based on the number of minor civilizations in the game.
The Grand Temple provides 1 vote in the WC for every 6 cities that follow your religion. Votes earned this way cannot exceed the number of religions in the game.

CSD Units

- Units slightly more expensive (15%)

- Unit influence now on a new, 100-point scale (for % purposes). Emissaries provide 20 influence, and each unit after provides +10 influence. Great Diplomats provide +70, with +15 every era.

- All promotions grant +5 influence and +1 move, in addition to the unique abilities some of them already had (Sweden's optional trait provides +10)

WC Resolutions

Three new resolutions: Cold War, United Nations, Casus Belli

Cold War: Ideological differences have pushed the world into a cold war, and economic and political factions are forming based on ideology alone. While this resolution is active, players may only make Trade Routes with civilizations that follow the same ideology, or with allied City-States. Furthermore, Influence levels with allied City-States do not decline. Available once any Civilization discovers Atomic Theory.

United Nations: Project, available at Combined Arms.

Tier 1 (Bronze): High Commissioner: Receive a free Great Diplomat.

Tier 2 (Silver): Permanent Member: Receive an additional Delegate to the World Congress (Consulate National Wonder built in Capital), and an immediate boost of 25 Influence with all City-States.

Tier 3 (Gold): Secretary-General: United Nations wonder appears in Capital.

Casus Belli: The world recognizes the need for justifiable war to resolve diplomatic disputes. While this resolution is active, unit maintenance costs are lowered by 15% Gold. Warmonger penalties for capturing cities and declaring war are greatly reduced, and Warmonger scores decay much more rapidly than normal. Cannot be active while Global Peace Accords is active.