Sid Meier's Civilization V

Sid Meier's Civilization V

City-State Diplomacy Mod (CSD) for Brave New World
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Update: 16 Apr, 2014 @ 10:02pm

v22

New Resolutions

1.) AAC (Aerospace Advisory Council) - Gives a -25% production penalty when building SS parts, +25% gold cost for SS parts and +25% faith cost for engineers. Designed to hurt Spaceship victory.

2.) Treasure Fleet project (available at start of WC) - following tiers:

a.) Bronze: Frigate and 2 happiness.
b.) Silver: Admiral and 3 free maintenance for military units.
c.) Gold: Grand Canal

'Grand Canal' world wonder - grants 1 free trade route, and the Treasure Fleet promotion (+1 sight, +1 movement, +10% Strength and heal outside borders for all non-sub/carrier naval units).

3.) Modern Era project (unlocks at Replaceable Parts): Global Wargames

a.) Bronze: Infantry and 3 free maintenance for military units.
b.) Silver: Great General and 100% Tourism for 20 turns.
c.) Gold: +25% attack power for 30 turns.

Tweaks

1.)Added +25% empire-wide tourism boosts to Radio and Computers (so 50% total, followed by 100% at Internet).

2.) Tweaks to WC vote logic for existing CSD resolutions.

3.) Tweaked Ideology unrest rates (was at 1 unhappy per 10 citizens, is now 1 unhappy per 6 citizens) and Global Ideology unrest rate doubled from WC resolution.

4.) Warsaw Pact removed (end-game was a bit crowded, esp. with new national wonders).

5.) New artwork for a few buildings (Kwadjh's excellent submissions to the civfanatics database)

6.) Building/Unit costs for CSD stuff tweaked slightly (more expensive, marginally) - production % boosts for buildings increased across the board.

7.) Tooltip/Text cleanup and correction.

8.) Grand Temple gives 1 vote in WC for every 4 cities following your religion.

9.) Forum Romanum now 'Roman Forum,' grants a free Great Diplomat instead of two Emissaries.

10.) World's Fair unlocks at Industrialization (as it should)

New Buildings

a.) WTO: +25% Food and Gold in the city where it is built. Produces 4 Paper. Receive one free vote, and one vote in the World Congress for every Declaration of Friendship you currently have with other players. (Freedom only)

b.) Hall of Honor: +15 Tourism and Faith in the city where it is built. Produces 4 Paper. Receive one free vote, and one vote in the World Congress for every enemy capital you control. (Autocracy Only)

c.) Palace of Science and Culture: +25% Science and Culture in the city where it is built. Produces 4 Paper. Receive one free vote, and one vote in the World Congress for every Research Agreement you have. (Order Only)

Version 22 is not savegame compatible. Backup v21 if you want to continue an old game!

Update: 1 Mar, 2014 @ 2:48pm

v21:
- made few positive tweaks to flavors for more city-state diplomacy
- fixed a rare pathfinding bug for Great Diplomats
- added a tooltip for Embassy to show player that built it (this helps with destroying rival embassies during war)

Update: 24 Feb, 2014 @ 8:16am

v20 reuploaded again- file error fixed.

Update: 23 Feb, 2014 @ 7:40am

v20 reposted with compatibility file for EUI. Does not change anything from v20, and should not affect saved games with v20.

Update: 22 Feb, 2014 @ 2:05pm

AI Changes:
-Rewritten AI logic for building diplomatic units based on FLAVOR_DIPLOMACY and number of city-states in game. Essentially, it uses a threshold metric, which the AI has to surpass with a positive value to enable. The AI gets positive points for having less allies than it wants, also if rivals, enemies or competitors have a lot of allied city-states. It loses points for being a warmonger and/or bully towards city-states. This makes the AI a bit more reactive than �just build all the units� like it used to be. Mongolia, for example, will rarely, if ever, build a diplomatic unit, whereas Siam will pump them out as fast as it can.
-Optimized pathfinding AI for Great Diplomat and Messenger. Messengers rarely, if ever, �linger about� without a destination. If they do, it is because they can�t path to their city-state of choice, they haven�t met a city-state, or the city-states around them don�t match what they want. Great Diplomat choice (Embassy or Influence) based on FLAVOR_DIPLOMACY. Essentially, I subtract a player's flavor by 4, so that players with '5' want 1 Embassy, '6' want 2, and so on (5 is average for flavors). After that, the AI will go for influence.
- Players can change AI competitiveness for city-states in the Options.sql file. Just look for the CSD_DIFFICULTY option.

Quests:
-Redesigned Circumnavigation quest to fire based on earning circumnavigation, not entering the medieval era. Was resulting in quest spam for circumnavigation. Also made Circumnavigation a team-based quest, rather than player-based, so as to prevent team situations from doing wonky things.
-Adjusted National Wonder quest not to be �global� � no longer cancelled if another player builds the national wonder. I did this because a.) it didn�t make sense and b.) the quest seemed nearly impossible to complete.
-'Find City State' quest won't fire until Middle Ages. Since most 'distant' minors are on other continents, this will prevent a buildup of dozens of requests. Hopefully.

Buildings:
-Moved School of Scribes to Medieval Era. Is now called a Chancery, with increased cost and benefit (also new art- orphaned vanilla art). It creates an Envoy when it is completed, so it is cost-effective, and gets the diplo ball rolling. Makes more sense to have a specialist building in the medieval period, and it benefits the AI. The current AI logic prioritizes everything over diplomacy in the early ages, as it should� moving the School up keeps the AI from lagging behind in other important infrastructural concerns early on.
-National wonder created for Ancient Age: Scrivener's Office. Grants 1 paper, 1 Emissary, and requires the Palace. Available at Writing. Can only be built in the capital, obviously. This fixes the problem with having the Palace grant 1 Paper � when you became an ally of a city-state, you got an additional paper!
-Telephone Network renamed to �Wire Service,� new art (orphaned vanilla art)
-Civil Servant modified: gives 1 Gold, 1 Culture and 1 Science, but costs 1 Production. The AI is more likely to use it this way, as they AI loves gold (the old Civil Servant cost gold, which was a major malus for it).

Units:
-Costs adjusted for all units. Envoy now at Education, Diplomat at Industrialization. This helps the AI keep pace. Promotions adjusted as well to balance out with National Wonders.
-Influence gained adjusted for all units. Now goes 20 -> 30 -> 40 -> 50 (Emissary, Envoy, Diplomat, Ambassador, respectively).

Other:
-Text updates for everything. New tooltips, new strategies, new names, etc. Too much to list individually. Generally focused on readability and quality.
-Tweaked WC resolutions to tone down CSD resolution spam. No longer will you see 3 �Open Door� Resolutions at the same time (hopefully).
-Tweaked voting logic for choosing the host of the world congress. AI actually considers how many votes it has, and votes for allies or friends accordingly. In short, if an AI has less votes than an ally or friend, they are more likely to vote for them than for themselves. This should actually make the

Update: 11 Feb, 2014 @ 7:26am

Re-uploaded v19 (was causing errors for some users).

Update: 10 Feb, 2014 @ 11:15pm

Update: v19

Changelog:
- Re-did messenger pathfinding (again). Much better now.
- Reduced production costs across board for units, balanced building costs.
- Reduced flavors further (Esp. late-game)
- Added AI check for embassy ownership and gives them to conqueror if a player is defeated (returned to player if liberated)
- Tweaked WC voting for resolutions
- Added circumnavigation and archaeology checks for era and worldwrap
- Tweaked a few values for pathfinding and SQL AI.
- Added free 1 diplo unit to School of Scribes, 2 to Summer Palace and a Great Diplomat for Warsaw Pact.
- Reduced production % boosts dramatically (25%->15%, 50%-25%) and paper production; should control runaway diplo units late-game
- Shuffled units around on tech tree

Update: 8 Feb, 2014 @ 12:17pm

- Error fix in CSDBuildings.xml - v18 remains the same

Update: 7 Feb, 2014 @ 8:24pm

- Reduced flavors for all units and buildings, tweaked AI logic for going diplomacy, in order to hopefully reduce spam.
- Added a few more AI checks to prevent the AI from sending diplomats to bad places.
- Adjusted Tourism quest to do total (empire-wide) tourism, instead of just capital tourism (unfair to wide players).
- Adjusted iScore values for WC resolutions to reduce AI obsession with decolonization and open doors.

Update: 5 Feb, 2014 @ 1:35pm

- Fixed the Sphere of Influence resolution (was granting all players 150 influence- oops!),
- Tweaks to voting rules for World Congress Resolutions
- Tweaks to citystate selection for messengers/diplomats
- Tweaks to unit/building costs, flavors and influence earned (decreased costs across board and decreased influence earned from missions to keep influence totals in late-game manageable).
- Decreased movement bonuses from diplo promotions to keep AI pathfinding manageable in the late game (more plots to look at = more lag).
- Fixed crash related to attempted pathfinding across water without embarkation
- Fixed crash related to world congress events trying to access allied data for non-allied city-states
- Fixed crash related to AI trying to ask city-states for research agreements (that one was fun to figure out)
- Fixed crash related to world congress events trying to give influence to the wrong players and/or query the MinorCivAi of MajorCivs (also fun)
- Added a new quest (and the final one I had planned), Liberation, in which minors will ask players to liberate a conquered CS (does not trigger for Venice/Austria takeovers, and fails if you conquer the city-state). Is worth 80 influence, so you get two allies (probably) for the price of one liberation!
- Tweaked pathfinding values for messengers.
- Cleaned up old/unneeded code throughout DLL (sorry Whoward)
- Updated tooltips to reflect changes.
- Added check for AI to see if it needs/wants diplo units, and decreased FLAVOR_DIPLOMACY for all units.
- Added 1 Paper Resource to Palace for all players, available at Writing, that helps the AI prioritize important buildings while also getting out diplomatic units earlier (this also makes sense, flavor-wise for the mod).
- Decreased Paper production for all buildings (helps with units spam)
- Modified values for AI regarding trades for Paper (should be harder to buy up now than before)
- Decreased interval between WC events from 30->25; 25->20, 20->15 (for each stage up to UN stage)
- Added a third proposer to the WC (was just two) - more proposals, more fun, and a stronger WC to boot.
- AI a bit smarter with diplo units (less likely to wander into enemy lines during war, etc.).
- New icons for quests (to help distinguish them from other quests).
- Tweaks to Civil Servant specialist (added +1 production and an additional -1 Gold - this should help AI a lot).
- Boosted GD GP rates on national and world wonders.
- Disabled all nonessential tweaks in options.sql by default. This includes beliefs, traits, and wonders.
- Removed legacy CEP stuff and cleaned up code.