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* Correct count of Free Cities (off by one)
* Support for the mod Free City States
@HandyVac feel free to include this in your mod if its to your liking.
The free cities are gaining more defence strength every so often, no in correlation with population.
For example, im near the start and all there cities have 26 strength in 2465BC, they started with -10, then it went -5, then 10, then 26......any idea why this is happening.....if its part of the mod its ridiculous, as now the free cities are stronger then any civ in the game....
And by military too easy as well - unless they build walls and units in a good timely manner
But because it hasn't been updated for so long we will never know ;)
Why did the units in the free city not disband?
The reason is that pPlot:GetX() or pPlot:GetY() will crash the game when pPlot is nil.
So e.g. I suggest that you change line 300 as follows:
if pPlot then print(sPlayerType .. " has a settler on plot " .. pPlot:GetX() .. "," .. pPlot:GetY() ); end
(or simply delete that line).
If we capture any such Free-Cities, the usual Notification always declares;
The Capital of Free Cities has been captured by ---!
Maybe if we could get the actual City Names instead of the term "Free Cities" for everything, please?
Ah, then it makes sense!
Technically all the free cities are one civilization, the "Free Cities" civ, and the game handles them in the same way as any other civ. e.g. earning tech with science. I haven't done anything to change that in this mod.
So if you set up a game where Free Cities has 100 cities then they're going to be getting a lot of science per turn and will tech up quickly.
It feels somewhat appropriate that we should also get a "PopUp" similar to what we have for CityStates. Even if they tend to succomb to our Loyalty pressure eventually.. such nearby wrenches into our usually smooth growth trajectory, they deserve a special treatment IMO.
Free cities now get the same starting units as citystates, so they shouldn't be quite so vunlerable on turn zero.
Also added an option to name free cities depending their proximity to a major civ. So. e.g. if it's near Greece's start position it'll pick a name from Greece's city list.
This can be turned off in the Advandced Setup menu if you want to use Leugi's mod.
Can't please everyone.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1352912857
This way the spawned free cities will have city names, and not all will look so generic starting from the classical era as they'll get a mix of different city styles.
They spawn with Archers, which makes them lethal to passing units such as scouts and warriors.
Additionally, I saw several getting Crossbows in 1000 BC. Which was just absurd.
Thanks.