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As of other Ideas, yes, they are part of another mod now instead of this one. But I'll try to keep this mod functional, just no new features added.
I haven't had a chance to test this mod with Starting Free Cities, so I have no idea if they are compatible.
@Tacoaloto, Yes, it's indeed possible.
Work on it is still ongoing, and I added a lot of neat and much requested Features to it (little Spoiler: a nice Independent Power/City-State Feature from Civ7 will be included in it). But due to the new Nature and the Scope of it, I decided to release it as its own Mod instead of pushing it as an update to this Mod.
The expanded Scope of the Mod and the scripting of AI to use its Features is what extended the Work time and load. But I'm sure many of you will like it in the end!
PS: if you want to know more about the mod, then join us in the Civ6 Modding Helpline Discord Server: https://discord.gg/jSVhyBYvZR .
Have been working on a different version of the mod, but it's taking more than I previously thought, so didn't want to hold you off any longer from this nice QoL Option.
@Hoshi, I don't know all of them, but I expanded the Compatibility Section in this Mod's Page listing Mods that are compatible and those that aren't, but list is not exhaustive, there might be more Mods that might not be compatible.
The City-States in question, did they turn into such from Free Cities (iow, the result of this mod) or are they regular City-States that spawned at the start of the Game?
Barbarians conquer Cities mod doesn't work 100% properly, bc all it does, if R&F or GS are active, is turn a City into a Free City if it was 99% damaged, or raze it if it's base game. It doesn't even check if there is any nearby Barbarian Units. So that may explain the sudden flipping.
Kicking out your units out of its Borders would be a core game thing I assume, it's nothing either of the mods do, and neither do they grant free Walls.
On the other Hand, if it turned into a City-State, then the Game would automatically grant it free Walls if you're playing on Immortal Difficulty or higher. But maybe the Game also does that with Free Cities and we just didn't know? a Test without either mods may reveal the truth here.
I've been working on the update for a while now, but the upcoming Modder Pass encouraged me to finish it in time for it, bc the pass is Rise & Fall and Gathering Storm themed, which the mod matches perfectly with.
I wonder if it would even maybe be possible for conversion from not just city states but to an entire new AI civilization... but I feel like there's probably some hard coded restrictions in place stopping that.
As for Barbarians Conquer Cities, the Mod should still work. Having had a look at the code, the mod doesn't encourage Barbs to conquer Cities, but just razes the city or drops its loyalty if its fully damaged. And actually would work for attacking City-State Units too, bc it doesn't necessarily check for Barbarians.
So, you're good on both!
Free Cities in Civ7 would be real nice, yeah. I was a bit disappointed when I saw that they're not coming back at release. Let's hope they gonna come back in a DLC or a free update.
It just seems like it would add so much more emergent gameplay to have these options... but all these systems together also has a lot more chances for things to break.
I really hope Civ 7 does more with the free cities.
Sometimes it's like trying to add a different Ingredient to a Soup. Either it will still taste good if you have luck, or you have to change the whole recipe to make it good.
Anyway, Next Update is in WIP will come in a Month or less. It will be a major rework, so it won't be just bug fixes to the current version. Though I'll try to make it compatible with some of the popular Mods that change the same Files (including YnAMP - but only default settings, it's too complicated to support every setting).
In the meantime, I guess you'll have to choose which mod you want to play with most between the 2.
Which YnAMP settings that may affect City-States or Major Player Starts did you change?
Also, make sure, in the Setup Menu you set "Start Position Link" to 'Random'.
I completely forgot about the start menu Option for that.
Anyway, even if the Conversion rate is at 100%, the damage to the City still affects that. But I suspect some Free Cities have already turned into City-States and there are no more Slots left for more Free Cities to City-States. Maybe it happened in unrevealed Territory and you couldn't notice.
Take a look at the lua.log file, if there are lines like "New Free CS to ADD!!" then it means some FCs were turned into CSs.
Can you send me your Save file? through Google Drive, Dropbox, other, or even to my Discord (username: Zegangani). A List of Mods used would also be nice.
Though, I just want to leave a disclaimer here: I was talking about many Ideas before on how I want to flesh this Mod out more, but this Update isn't about that. The upcoming update will just add some long requested QoL Improvements and some few Features that I didn't want to sit on more than already. The Bigger Update is rather a Complete Rework, which turned out bigger than expected and will be more tied in with many other Game Mechanics, thus needing more time to finish. The new Update includes some aspects of that though.
And yeah, Multiplayer compatibility is also coming.
In your 'Customization VI Mod', is there a way to have all city-states generated but just create new ones? Example: 10 City-States at the start of the game, non reserved. Free cities will turn into a city-state after the rebellion is over.
As an aside Note: I know it's been a long time since I promised un update, but I'll eventually get to it (just too much IRL duties to take care off and other priorities). And I'm sure you'll all like it in the end. Take care!