Sid Meier's Civilization VI

Sid Meier's Civilization VI

Free City States
112 Komentar
[PIGZ]MrTango 25 Agu 2024 @ 5:33am 
Causing desync in multiplayer :( how remove and reload save with this mod removed?
*tried adding does <AffectsSavedGames>0</AffectsSavedGames> to the modinfo file, but it still loads with it when im subscribed, and refuses to load with unsubscribed.
Bobby Ferg 20 Feb 2024 @ 10:46pm 
Me watching as Korea basically gave me a really good city due to it losing loyalty only for it to become a city state the turn before it becomes mine
antivandalism 25 Agu 2021 @ 3:44am 
I like the idea of this but some Free Cities changed its name to something like HongKong in the middle of Africa. Can't it just retain the former name of the city?
punkdavid40 30 Jun 2021 @ 6:00pm 
This is a really good idea for a mod, and I've enjoyed several games with it.

The thing is, between the Barbarian Clans mode and the Dramatic Ages mode, I paradoxically end up with tons of city states popping up from barbarian encampments, and yet (even with this mod active) the "free cities" that have result from the (often complete) collapse of a civ almost never become city states, possibly due to the "influence" of other "free cities", which really shouldn't exist, right?

What SHOULD happen, is barbarian camps become FREE CITIES, and then a free city that is stable enough for however long enough would have a higher chance of becoming a city state.

It seems that should be a doable mod, but I have no coding skills. Maybe the idea will spark a plan in someone else.

Thanks.
Frank Savage 30 Mei 2021 @ 11:08pm 
This still works yeah? So cool
Dovakim 26 Mei 2021 @ 6:17am 
please comeback ㅠㅠ
Aku 黑暗变形大师 15 Mar 2021 @ 3:29am 
please update!
TheMule 9 Feb 2021 @ 6:07pm 
Does this work anymore?
PhazezGova 7 Feb 2021 @ 5:08am 
Alternative mod?
她惹绿色 笔吴 (猫 ㅇㅅ 5 Feb 2021 @ 5:14am 
This mod may be bugging with the new NFP patch, it keeps low-loyalty cities rebelling "in 0 turns".
-=Maure=- 22 Nov 2020 @ 4:32pm 
Thank you for this mod, it's great! Is there any chance you could increase the max number of city states? Now that there's more added in recent DLC
writtendown 22 Okt 2020 @ 3:49am 
Hi, i think there might be a bug with City-State names. I added picture. Not sure if it is intended or not.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2264552182
S.C.Watson 19 Okt 2020 @ 11:55am 
Would love to see it have a chance to spawn a culturally linked new civ, as well.
writtendown 18 Okt 2020 @ 3:19am 
So if i add 0 city states in to the game, then this mod also wont work?
writtendown 17 Okt 2020 @ 4:37am 
I suggest this mod: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2164194796
It makes barbarians to form free cities when they encounter tribal village in the wilderness. I played a standard, small, 10civs, 10cs not to give barbarians too much free space. Spread the word :) Since free cities are very passive in general therefore i am looking for any mods bringing them alive.

Here is my collection of mods what i am using currently:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2258628783
Galindus 25 Sep 2020 @ 5:50pm 
I wonder how this will play out with the dramatic ages. I'm almost thinking this could make the dramatic ages even more "dramatic".
Theresia 11 Sep 2020 @ 12:57pm 
does it need both gs and raf
24hrs=1d 7 Jun 2020 @ 10:01am 
Once subscribed, this becomes one of my favorite mods
Tremualin 3 Jun 2020 @ 1:53pm 
Excellent. But is there any way to make it work better on multiplayer?
I've noticed that all players get a different chance to spawn the city state.
But the only real one is the host; the other have to resync every time a city state spawns.
The Big Red Cheese 25 Mei 2020 @ 10:41pm 
Great mod, the only problem is it happens way too quickly. I can't tinker with this since I'm too dumb, but I think ideally the cities should gain state status after a LONG time.
matthewgonsalves001 15 Mei 2020 @ 1:50pm 
Flactine - I would love the same thing
Flactine 5 Mei 2020 @ 6:05am 
Can Free city create New civilization?
xxx78 26 Feb 2020 @ 11:50pm 
Nice mod, but my games start with all city states, and there is many, it don't seem to save any in "a pool" as announced.
Renz 25 Des 2019 @ 6:06am 
It doesnt seem like this mod is updated anymore but rebelling cities flip to city states way too fast. I was trying to conquer one and it flipped to a CS in about 3 turns.
Willelmus 11 Des 2019 @ 7:34am 
This is a great concept, but it may need some tweaking. But really, great idea and thanks for the effort!
The Greatest Dr McJenkins 14 Nov 2019 @ 1:25pm 
It seems to work sometimes even with it disabled
Chrisbenso 17 Okt 2019 @ 5:53pm 
I played 2 whole games with this and none of the rebelled cities turned to city states
Zakar 11 Sep 2019 @ 7:13am 
does not work with new terra map
Truewan 16 Jun 2019 @ 5:15pm 
Do you have a rise and fall only compatiblity? Really hate the new expansion
Flamestalker 31 Mei 2019 @ 6:36am 
Would it be possible to spawn the new citystate in with a trader and builder? It would help them get on their feet faster and not lose their free city units due to bankruptcy as much.
Hebroin 12 Mei 2019 @ 11:22am 
Can it still work with R&F only? The mod is set to GS required.
It looks awesome and would love to try it. I just don't care for GS at the moment.
Thx
Cuso 1 Mei 2019 @ 5:48pm 
Hi! I really enjoy this mod, it adds a layer of strategic decision to the game and that's always good. The only problem I have is that three times now a free city has become a City State while I was attacking it, forcing me to conquer them and gaining grievances woth other players. Now I know that could happen but it has happened to me every time I attack a free city. Maybe you could decrase the likehood of converting if they're being attacked some more, or make it that if it's been attacked it cancels the possibility (although I don't know if the AI can handle it). Anyway, thank you for the mod!
Tiramisu  [pembuat] 13 Mar 2019 @ 7:38pm 
no
Nickonomicon 13 Mar 2019 @ 7:20pm 
When it turns into a city state, will you still be at war with them?
Tiramisu  [pembuat] 8 Mar 2019 @ 4:33pm 
No, if the free city has a damaged garrison the probability decreases.
Maple 8 Mar 2019 @ 4:10pm 
So like the free city after a few turns can possibly actually just be fully replaced by an actual city state, regardless of player interaction with that free city?
Tiramisu  [pembuat] 8 Mar 2019 @ 4:00pm 
There is a chance that city states pop out of a free city.
Maple 8 Mar 2019 @ 3:54pm 
I'm still somewhat confused as to the process of how the free city becomes the city state. Do I or another civ have to take it over? Does it just become one over time? I've played a few games now and I still havent had one pop up and I'm not sure what I need to do to create or just see a city state out of a free city.
midas 2 Mar 2019 @ 5:17pm 
It would be really cool (and difficult to program, likely) if the city-states could change based on what type of district is in them, and if you had two districts it picked 50/50 which one to be. But overall really cool mod nevertheless!
Tiramisu  [pembuat] 27 Feb 2019 @ 3:50pm 
Let me know if you still have some problems with the update.
Tiramisu  [pembuat] 27 Feb 2019 @ 3:50pm 
UPDATE

- 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.
moku 27 Feb 2019 @ 12:16pm 
GS update soon ?
SatelliteJedi 18 Feb 2019 @ 11:26am 
Any news on an update?
Proxima04 16 Feb 2019 @ 2:39pm 
thank you, @Tiramisu
Tiramisu  [pembuat] 16 Feb 2019 @ 12:32pm 
I am working on an update already. Dont worry!
Proxima04 16 Feb 2019 @ 12:31pm 
update?
Parker Posey's Mouth 20 Jan 2019 @ 9:26pm 
I absolutely love this concept. I wonder if it would be possible to, instead of destroying the city and replacing it with a new city-state, have the city essentially become a new city-state with the same name, borders, buildings and all, but gain a random city-state ability from a city-state notpresent in game?
Rootimus 16 Des 2018 @ 11:21pm 
This mod seems to prevent the Starting Free Cities mod from spawning any free cities at the start of the game. :sadface:
tomorrow 13 Des 2018 @ 1:49pm 
it broke for me
everytime a free city becomes a city state it crashes my game
Anguloke 1 Des 2018 @ 7:00pm 
Because rebellion is a rise and fall addition to the game oneofseven