Sid Meier's Civilization VI

Sid Meier's Civilization VI

CIVITAS City-States Expanded
 Denne tråd er blevet fastgjort, så den er sikkert vigtig
chimp  [udvikler] 3. aug. 2019 kl. 19:13
Scope
For more information on what this mod does, what it changes yada yada, then that info can be found in here
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chimp  [udvikler] 3. aug. 2019 kl. 19:14 
CIVITAS City-States is a rework of the city-state diplomacy system, introducing new city-state types, over 70 new city-states, fourth-tier bonuses, and a handful of customization options that lets you choose how this side of the game is played.

City-States
We love City-States. We can't get enough of them, nor the dynamic element that they provide. They often play a large role in any game, whether they're friend or foe, so we decided to expand on that dynamic by adding some new city-state types and a whole bunch of city-states to go with them.

4th-Tier Type Bonuses
Have you ever felt sorry for Research Labs, Broadcast Centers and other third-tier buildings getting no love from city-states? Well, we've put a stop to that. City-States now offer a 4th-tier type bonus at 10 Envoys, meaning that when jostling for suzerainty with Pericles or Matthias inevitably spirals out of control, you'll at least get a reward for it.

Fallback System
Let's face it, the new City-State types won't be for everyone. With the option to disable them via the User Settings file, each City-State that is assigned to one of the new types has something to fall back on. This means you can play with none of the new types if you like, and you'll still get all the city-states for them. #NoCSLeftBehind

User Settings
Speaking of user settings, we figured we'd put the ball in your court and let you be the one to decide how City-States should play. With over 20 sections of options, you can have things your way. Just make sure all participants have the same settings in multiplayer games otherwise you can expect bad things to happen.

Rulesets
If you're looking for changes on the more complex side of the spectrum, then we will be designing optional rulesets that can be enabled at your leisure. These aren't rulesets that you select in game by the way. In fact, we should probably think of a different name to call them, but given the investment this mod has required, we're feeling pretty lazy so we're just going to roll with it. You can find these rulesets in the CIVITAS Collection.

VERSIONS
Current and previous versions of this mod will be available to download here[github.com]. Please refer to the change notes for a full list of changes.

Compatibility
This mod does not require any expansions or DLC to work. We have an in-built validation system that will update things based on your version of the game.

Mod Support
CIVITAS City-States includes support for the following mods:

UI Mods
CIVITAS City-States replaces the following user interface screens, and may not be compatible with other mods that do the same. However, we've added compatibility where possible. Please refer to the Mod Support section above.
  • CityStates.lua
  • CivilopediaPage_CityStates.lua
  • TradeOverview.lua
Nizou 4. aug. 2019 kl. 5:21 
Does it mean that we don't need anymore the Better Trade Screen compatibility patch ?
chimp  [udvikler] 4. aug. 2019 kl. 6:01 
@Levalinou nope, not needed anymore :)
SamGottfredsen 4. aug. 2019 kl. 7:09 
Apologies if I'm just being an idiot and not understanding, but this means it's not compatible with Consise UI's trade and CS screens, right?
chimp  [udvikler] 4. aug. 2019 kl. 8:55 
@SamGottfredsen to be honest I haven't actually checked, but generally if a mod isn't listed under mod support, it's not that we're not supporting it or anything, it's just that some mods require mod-support to be compatible (those listed). If there are any compatibility issues with Concise UI then I'll happily add in mod support for it :)
SamGottfredsen 4. aug. 2019 kl. 10:00 
@Chimpan'G, Thanks so much! Yeah, I just booted up a game to check, and the only issue visible is with the City State Panel, where it defaults to the vanilla CS Bonuses chart on the bottom of the page, but that only sporadically, otherwise there's nothing there. But other than that, everything works excellently. I'm super excited to boot up a proper fresh game a little bit later
Sidst redigeret af SamGottfredsen; 4. aug. 2019 kl. 11:22
Te 5. aug. 2019 kl. 18:10 
Sorry for what is almost *certainly* an immensely stupid question, but -- is there any way to make this work with, say, Gedemo's city-state mods? Will it work alongside those mods, by any chance? I think, from what I've read above, that it's either one or the other, but I'm deferring to the bigger brains on this.
chimp  [udvikler] 6. aug. 2019 kl. 5:31 
Hey @Te it should work with Gedemo's mods - are you finding that this isn't the case? Gedemo and are I good friends and we often work together to coordinate city-states, and he's kindly supporting CSE with a number of his city-states too.
Te 6. aug. 2019 kl. 13:47 
@Chimpan'G I had some weird crashes with the game I was playing when I asked that question, and I never quite figured out what went wrong there -- I'm going to assume it's something involving my approximately 8,000,000 other mods -- but when I started a new game everything worked fine, just as you said. Gedemo's city-states are meshing well with the others, and I am the happiest of suzerains. I really, *really* love what y'all have done with this! Also, honestly, every last one of you modders need patreons. It's bad enough when I see people leaving ungrateful and entitled messages here, but the fact that I can't give back in some way is awful.
chimp  [udvikler] 6. aug. 2019 kl. 16:21 
Hey @Te No worries, if you find out the crashed are related to this mod though, note down what happened so I can try replicate it for you. It went through beta testing with a group of users, but given the size of the mod it wouldn't be surprising if something slipped through the net.

That's very kind of you and it's very humbling to hear how well the rebuild has been received. Haha well Patreon's a bit difficult when you're doing things under a group banner, but if you feel inclined to do so, may I ask you to consider redirecting your donation to a charity of your choice instead? They need the support more than we do and are certainly more worthy of it. The kind gesture is very much appreciated though <3
Te 6. aug. 2019 kl. 22:32 
@Chimpan'G I can absolutely think of any number of charities to throw my gaming budget at this month -- thank you again!
Milf Wrangler 18. aug. 2019 kl. 21:46 
Hey i was the guy advocating for cqui support. i was trying to experiment on my end getting the two to coexist but couldn't quite figure it out. how exactly does the cse ui change from vanilla? tryin to disable the right ui menus in cqui to try and make it work
chimp  [udvikler] 20. aug. 2019 kl. 6:10 
Hey @Alex McJuicy CSE adds a new 4th-tier type bonus for city-states, so the city-states panel had to accommodate this as well as accommodating the new city-state types. The interface files
this mod affects is listed at the bottom of the description above, if that helps.

CityStates.lua <-- super-important
CivilopediaPage_CityStates.lua <-- important
TradeOverview.lua <-- we use a different method to unhardcode stuff here, so this should be compatible
Milf Wrangler 21. aug. 2019 kl. 12:47 
so theoretically, if i deleted all 3 of those files (from cqui, if it has it) the mods should work right? i've deleted nothing from cse and don't plan to, what i've deleted from cqui so far is Citystates.xml and .lua.

CQUI has several versions for vanilla, r&f, and gs, and i tried to make sure to delete the citystates.lua in all of those versions on my end. didn't notice the mods start to work. perhaps i should remove all of the conflicting files from cqui? i will try to contact the devs of cqui to see about compatibility from their end as well if i can't get it to work on my own. thanks for the tips.
Milf Wrangler 22. aug. 2019 kl. 11:48 
@Chimpan'G just want to report back and i managed to get the two to work. only noticeable change is that cqui's city state screen also shows an icon for amarni governor, but it's not super important. maybe i can ask the cqui dev to integrate your mod so that it disables cqui's screens when yours is installed? idk how that works.

i would like to point out tho i am on rise and fall not gathering storm, yet i still see a bunch of citystates that are consular and they're giving me favor, which does nothing in rise and fall. is your mod not made for backwards compatible to older versions?
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