Sid Meier's Civilization VI

Sid Meier's Civilization VI

CIVITAS City-States Expanded
Borealis 5 Dec, 2019 @ 10:55am
[Read] Compatibility and User Settings
In order to clear up some questions you may have about this mod (as the actual mod describtion is, in parts, far outdated!), to get compatibility with different game versions and mods cleared and show all it's hidden features, i created this discussion.



Firstly, about compatibility. The mod is compatible with at least Rise&Fall and Gathering Storm now, have not yet tested without both.

Three of the four new City State types, Agrarian; Entertainment and Maritime are compatible with both versions at all times; however the fourth type, Consular, has to have it's bonus to be changed to play in Rise&Fall (or has to be disabled entirely there). That can be done in The UserSettings, which i will talk about later. (Ofc Consular can also use the bonus they have to use in Rise&Fall in Gathering Storm).


This mod is compatible with Better Trade Screen at this point in time, the patch noted in the mods describtion is not needed anymore.


This mod can be made compatible with CQUI (the only conflict lies in the fact that both mods change the Citystate envoy panel, CQUI has to be prevented from doing so). To do that, you have to:

1. Find your Steam folder in which everything installed via Steam, be it games, tools or mods, is stored.
2. From there, you go the file path:
Steam/steamapps/workshop/content/289070/2115302648

2115302648 is the mod ID of CQUI, if you don't find it, just search for it in any prior location and it should find that folder.

3. In that folder, you search specifically for "Citystates"; all files that will show up are files from CQUI. You delete all of them.

After that, the City state panel should be the one from CSE while CQUI is active. Done.



Now to the fun stuff - the User Settings, mentioned by Chimpan'G in the Scope pin.

The User Settings are a special file withhin the mod folder in which some values can easily be changed without a great deal of danger to destroy the entire mod basically.
To find the file, you have to:

1. Find your Steam folder in which everything installed via Steam, be it games, tools or mods, is stored.
2. From there, you go the file path:
Steam/steamapps/workshop/content/289070/1331757859

1331757859 is the mod ID; if you don't find it, just search for it in any prior location and it should find that folder.

3. Open the folder "Core" withhin the mod folder.

There you will find several files and folders, most of which are irrelevant. Editing them could cause errors when playing with the mod, so unless you know what you do, dont touch any other than the "CSE_UserSettings.sql" file which is located at the bottom of the "Core" folder.

After opening that one up (best with some code editing software (e.g. notepad++, which is free)), or with something as simple as editor (though the file will be horribly messy when opened with that!), you will be presented with a barrage of different options. In the file itself is explained how to change anything, and what everything means at any point; so i wont go into detail about that. What i will do however is giving a small rundown of every available option to define for yourself. These options are:

  • Allowing City-States (from here on referred to as CS) to either receive or not receive war-weariness (CS' groth might suffer from war weariness)
  • Letting CS get additional garrison combat strength (value is up for the user to decide) (CS are usually weak(ish))
  • Giving CS city walls additional strength (value is up for the user to decide) (CS are usually pretty easy to capture)
  • Giving CS city ranged attacks additional strength (value is up for the player to decide)
  • Permitting CS tobuild all the walls in half the usual time
  • Leaving or releassing the restriction of CS to only build the one type of District fitting to their own type
  • Giving CS more options to grow their borders (still by every envoy sent there; by gold; by culture) -> None up to all three can be enabled/disabled, with varying results in CS border groth rate
  • Setting the amount of tiles the CS settle their cities with (like for example russia starts with more tiles) -> can also be less than usual.
  • Disabling or keeping the feature of immediately sending an envoy to any newly and before other players met CS active
    (Could give an unfair advantage in amount of envoys one gets by discovering many CS at the beginning of the game before anyone else if keepen active; provides one free envoy to send to a CS of choice when disabled)
  • Directly modify the multiplier for unlevied CS combat units for how much combat strength they get per envoy (1.0->100%, so the regular bonus)
  • Add additional starting units to the CS. (warriors; swordsmen; spearmen; slingers; archers;
    builders) (number of added units per type is up to the user)
  • Allow or prohibit CS to upgrade their units for free (to keep their strength up with the game)
  • Letting Protectorate wars have the requirement of denouncement or not
  • Making Protectorate wars available from the beginning of the game or keep it tied to the civic
  • Setting the amount of grievances (=Gathering Storm required) or Warmonger penalties (everything pre-GS) received by declaring war on any CS. The value translates to whichever version of the game you play.


  • Disabling certain CS types (only from the 4 added by this mod)
    If a CS with one of the new types has their type disabled, they will have a fallback-type (meaning they will instead pick one other type that is set for them if their type is disabled; the fallback-types are always vanilla CS-types)

  • Disabling CS at will. The ones you dont want; from the core game and from the mod, can both be disabled.


  • Rise&Fall required: Allowing CS to build units in half the usual time while they are at war

  • Rise&Fall OR Gathering Storm required: Setting the amount of envoys received for liberating a CS -> can be different for every era

  • Rise&Fall OR Gathering Storm required: Setting the amount of loyalty a CS gets per turn (value is up for the user to decide)

  • Rise&Fall OR Gathering Storm required: Setting the amount of era score acquired by occurances involving CS and the player (value is up for the user to decide)


So it is absolutely worth checking this file out and changing things to one's liking.
I should mention however, that, if you intend on playing this modin multiplayer, all players involved NEED to have the same settings in this file, otherwise it WILL result in a desync.


Also, please keep in mind that there might be mistakes in this whole thing/things i forgot; neither am i perfect nor am i part of the Civitas modding group - or a modder at all, so i cant help with questions regarding deeper subjects than this.

I hope this could help you, cheers!
Last edited by Borealis; 12 Jun, 2020 @ 12:59pm
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Showing 1-15 of 32 comments
Borealis 5 Dec, 2019 @ 11:02am 
Only took me 1 and a half hour or longer... eh whatever, if there are any questions, just ask, but this is most i know about this mod.
Nizou 5 Dec, 2019 @ 11:14am 
I really thank you for this, it helps me to better understand the mod and therefore adapt it to my want
Oragepoilu 10 Dec, 2019 @ 3:12am 
Thx.
I wasn't getting diplo favor with suzerain, changing the setting fixed it.
I dont have this /289070/1331757859
I dont have anything named 1331757859 even though i'm using the mod
Any ideas why this happens?
Borealis 3 Feb, 2020 @ 8:47am 
Now thats odd. I will look into it and see if i made a mistake or the numbers changed - maybe you could check again too?
ThreeFourOneDP 18 Feb, 2020 @ 10:46am 
so i changed the setting making it so i could receive diplomatic capital for being suzerain of a city state, but now I'm gaining (in game) 2 diplo capital per turn for no reason from the start of the game. Any idea what i did wrong? (I am not suzerain of any city state)
Borealis 19 Feb, 2020 @ 11:33am 
Start of the game=turn one?
What starting era? (Ancient?)
After settling your city or before already?
Which civ (and maybe leader if it has an alt.)?

I believe though there might be another option i forgot to mention here that allows you to gain diplomatic favor for free all the time; which would count for every player as active. If this exists you might just turned this one on instead of the option you wished to enable.
Sadly, i cant take a look into it for now - im in hospital for a rather unimportant checkup - so you should just take a second look on the option you changed.
If this actually has been the error, it would be great if you could confirm that so i can be sure that i forgot stuff here.
sercera 14 Mar, 2020 @ 1:56pm 
Need a little help if anyone can point me in the right direction:

I own all additional DLC but only Expansion 1.

My problem is that the text for envoy bonuses for Consular City-states is incorrectly showing the text for Gathering Storm envoy bonuses, not Rise and Fall.

I have successfully modified the files so that the envoy bonuses for those City-states are giving me loyalty bonuses instead of diplo-favor. At least, I think I have: I just commented out the SQL Queries in the Core/XP2 files, and with VERY MINIMAL testing I've verified that envoy bonuses are now giving my cities extra loyalty and loyalty pressure, etc

The only thing left is making the game read the text for Rise and Fall envoy bonuses, not Gathering Storm.
This I don't know where to find.
Any help would be greatly appreciated.
Borealis 15 Mar, 2020 @ 2:00am 
I certainly cant give you an answer to that :/
I would say those cs are bugged, but that is for those with no modding or coding experience such as me :v if you can find a solution to the entire thing, not only the envoy bonuses. (I believe a simple test could be done regarding whether that worked or not, enabling just one consular cs on a 1v1 map while also having a cheat mod active to get the envoys and full map vision - this should allow you to see whether or not it actually does it's stuff pretty fast)
I think you should not put your energy in finding out how to make the text fit - but for now just confirm if your coding was successful and then also start a discussion for this mod, explaining how to fix this issue. Might help some people.
And then continue to find the text stuff?
sercera 15 Mar, 2020 @ 2:18pm 
Awesome, I think I have a workaround solution for those who don't have Gathering Storm.
I got both the bonuses and the text to work.

Thanks [DKD] Borealis for the suggestion to test one-by-one. That helped me verify the fixes were working as intended.

New discussion started for those who don't have Gathering Storm but still want to play with Consular City-States as they were before Gathering Storm came out.
TheGimp 23 Mar, 2020 @ 7:04am 
can't get this mod to load / run in single player games! but it loads and runs in multiplayer games!

any advice welcome
Borealis 28 Mar, 2020 @ 4:42pm 
@TheGimp; I sincerely have no idea what could be the cause of that. I suggest you ask und the new bug reports discussion by seeling cat. They know a lot more about stuff... they can probably help you with this oddity of a problem.
Last edited by Borealis; 28 Mar, 2020 @ 4:42pm
Shalom 11 Apr, 2020 @ 3:33am 
Yeah having gone through every folder and file in the CQUI folder I can find no file called "City State Interface" at all. There are about 5 different files called "citystate" but none with "interface" in there at all. Nor is there a folder called interface which was my next expectancy.
najeli5 15 Apr, 2020 @ 3:58pm 
Originally posted by Blyatman:
Yeah having gone through every folder and file in the CQUI folder I can find no file called "City State Interface" at all. There are about 5 different files called "citystate" but none with "interface" in there at all. Nor is there a folder called interface which was my next expectancy.
I have the same problem, I deleted files in UI\Partial Screens\ (citystates.lua and citystates.xml) but it didn't help.


Originally posted by DKD Borealis:
Another compatibility uptdate, this mod can be made compatible with CQUI. For that, you only have to locate the CQUI folder and delete the [City State Interface] file. By doing so, the conflict between the two mods will just go away as CQUI will not change any interface changed by this mod anymore. Thanks goes to "Big Red Cheese" for finding this!
@DKD Borealis can you specify exactly what should I delete?
Ellye 23 May, 2020 @ 12:30am 
Should I make a local non-workshop copy of the mod to ensure that my customized user settings stay intact when it updates?
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