Sid Meier's Civilization V

Sid Meier's Civilization V

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SMAN's The Lord Mayors
   
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Oct 22, 2019 @ 3:52pm
Jun 10, 2020 @ 8:09pm
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SMAN's The Lord Mayors

Description
SMAN's The Lord Mayors is a customizable, automated city management utility. It seeks to save you time as you build your Empire, determining what Cities will build - based on your guidance. Hopefully, this will provide you with more time to focus on what's really important: taking over the world!

Directives:
You command the Lord Mayors through the use of Directives, which are activated by pressing on their buttons on the right side of the main window. Each Directive allows you to use differing mechanisms to translate your intentions into specific 'build' orders in each of your Cities.

Here is a brief description of what these Directives accomplish:
  • Guilds have the highest priority in deciding what to build. They specialize in a specific type of Buildings. Assigning a City to Guild management will mean this City will first try to produce items related to the managing Guild's domain.

  • Manage by Eras comes next in seniority, and allows you to provide evolving guidance to your Lord Mayors that changes as you move through the Eras of the Tech Tree.

  • Moirai is a form of destiny, and is the last of the 3 main guidance Directives. It provides a wide-variety of specializations for your Lord Mayors to use, in 'top 3' priority order.

  • Puppet Cities allows you to easily to Annex and Puppet your Cities.

  • Projected Builds will display a model that shows you what your Cities will build next, based on all the guidance from the other Directives. It will also allow you to assign build orders for any City that is not producing anything else.

  • Custom Build List provides a specific sequence of Building construction, and can be adjusted to your own playing style simply by editing a text file in the Mod's folder.

  • Options allows you to further tailor your instructions to the Lord Mayors, to better fit your own playing style.


Guilds:
This Directive allows you to specialize Cities to better support your Empire's goals. Guild assignments override any other Directive or guidance, with the exception of the "May the Lord Mayor in your Capital order anything?" setting in the Options Directive. If that button isn't selected, assigning your Capital to a Guild will still not allow the Lord Mayor to order anything to be built.

Currently, there are nine different Guilds you can hire:
  • Company of St. Luke: This Guild seeks to maximize Culture production in the Cities it manages.

  • Ecclesiastical Diocese: Maximizes Faith

  • Grand Lodge of Freemasons: Maximize the construction of Wonders, as well and their prerequisites

  • Worshipful Company of Alchemists: Maximize Science

  • Worshipful Company of Armourers: Maximize Units and Military Buildings

  • Worshipful Company of Goldsmiths: Maximize Gold

  • Worshipful Company of Grocers: Maximize Food

  • Worshipful Company of Mercers: Maximize Production

  • Slackers Anonymous: Produce nothing… Ever… The main reason to use this Guild is to avoid ordering anything, allowing you to manually control a City


Manage by Era:
With this Directive, your Lord Mayors use Endeavors, which represent a wide-variety of goals to improve of your Civilization. As the game progresses, you can adjust your guidance to the Lord Mayors automatically. Much of the Lord Mayors' decision making will be influenced by how you are performing on areas found in the Demographics UI.

Endeavors: There are six different Endeavors to use to manage your Empire:
  • Enlightenment: This Endeavor seeks to expand the wisdom and significance of your Empire. It strikes a balance between Culture and Science

  • Growth: This Endeavor seeks to grow your Empire's population as quickly as possible. It strikes a balance between Food and Happiness

  • Industry: This Endeavor focuses on the tangible: money and industrial power. It strikes a balance between Gold and Production

  • Metaphysics: This Endeavor focuses on the intangible: striking a balance between Faith and Great People spawn

  • War: This Endeavor seeks to prepare your Empire for war.

  • None: This choice removes all Endeavor considerations during the selected Era.

Maximize or minimize your advantages? The Lord Mayors follow game's Demographics data closely. If this button is checked, they will focus on improving in that Demographic area. If the button is not selected, they will instead look at areas that your Civ is doing poorly and attempt to improve in those areas.


Moirai:
Based on your wisdom, you can lead your Civilization along many, diverse paths into the future. Each of these paths will lead to different outcomes, strengths, and benefits. A Moirai represents a specific path, a common destiny of your people. By selecting your 1st, 2nd, and 3rd priorities to specific Moirai, it assists the Lord Mayors in deciding what each City will build next, in order to help your Civilization realize your vision.

Currently, there are 19 different Moirai you can use to guide your people (categories):
  • Improving Tangible Yields: Food, Gold, Production, and Science
  • Martial Capabilities: Train Units, build defensive and training Buildings, or balance between them
  • Improving Intangible Yields: Culture, Faith, Happiness, Great People spawn
  • Production Conversions: Convert excess Production to either Gold or Science
  • Advisor Recommendations: Follow the advice from the Economic, Foreign, Military, or Science Advisors
  • Special Circumstances: Construct Wonders prerequisite Buildings, or the next available Building in the player-defined "Customized Build List"


Puppets:
This Directive allows you to easily make Cities a Puppet, or to Annex them to a "normal" City. In terms of this Directive, there are two basic types of Cities: Commonwealth and Puppet. Commonwealth Cities are under the direct control of the Civ's Leader, and as such, the Lord Mayors may actively manage their production.


Projected Builds:
This Directive produces a list of what your Cities will be building next (for Commonwealth Cities). For Puppet Cities, no projected builds will be displayed.

This model uses data from all of your previous selections to make its decisions on what to build. It provides you an instant overview so that you can make adjustments to ensure Cities will produce what you think is needed.


Custom Build List:
This Directive shows the contents from the 'Customized_Build_List.lua' file. This file can be edited by any player who can manage a text editor, such as Notepad. When the 'Customized List' Moirai is selected as the first priority in the 'Assign Priorities' Directive, the City will always use the 'Customized Build List' to determine what Building to construct next.



Collaboration Site:
https://forums.civfanatics.com/threads/smans-the-lord-mayors-customized-automated-city-management.651035/



Notes: The mod is in rough BETA status. It seems fairly stable, but it needs more testing to make sure all the competing efforts of the Directives don't cause issues.

In the early game, the Lord Mayors often can't find anything that meets your requirements. You can adjust the Moirai settings or simply manage Cities manually for the first few turns.


Acknowledgements: Main thanks goes to the inimitable Whoward69 on Civfanatics, particularly for his UI Tutorials: https://forums.civfanatics.com/threads/user-interface-components.461552/


Popular Discussions View All (3)
40
Apr 16, 2022 @ 8:21am
Bug Reports
S-Man
1
Oct 22, 2019 @ 6:10pm
Suggestions
S-Man
0
Oct 24, 2019 @ 5:45am
Mod Load Order and How It Impacts this Mod
S-Man
15 Comments
Remco32 Jul 8, 2023 @ 8:32am 
@powersale

Subscribe to this item in the workshop. Go to the main menu in Civ V, select mods. Check the checkbox next to this mods name.

Be aware that only half of the mod works, but it is still quite usable. Manage by era is completely broken for me, and all the options with a red background in Moirai don't work.
powersale023 Jul 7, 2023 @ 7:49pm 
I have a couple stupid questions to ask since I’m fairly new to this game. How do I actually turn on the menu? What buttons do I press? “Which are pressed by buttons on the right side of the main window” where exactly is that?
Remco32 Jun 19, 2023 @ 4:58pm 
This is way underrated
S-Man  [author] Aug 10, 2020 @ 8:11am 
@Yoad - unfortunately, there's nothing in the API that I know of that allows you to select more than one item at a time. They just didn't add it into the list of available commands. This game could use a "drag-n-drop" feature in a lot of places...

IIRC, if, in the Options menu, you set the "If nothing important can be built, what Process shall I use?" to either Gold or Science, it should change the city's production to the selected Process. It's also supposed to look at puppeted cities and if they're producing nothing then change it to the selected process. If that's not working, I'll need to look at the code again to fix it.

The "Projected Builds" popup should give you a good idea of exactly what cities are building. You can always click on it to see if there are any "slackers..."
Yoda Nobunaga Aug 9, 2020 @ 10:01pm 
I have a few suggestions. When adding cities to guilds would it be possible to select multiple at a time? One at a time is too slow because I often play wide. Also, if you do remove the unit automation can you allow the option to automatically automate cities that have no buildings left to build? Maybe have a menu like the puppet cities menu to check which ones are automated.
S-Man  [author] Aug 9, 2020 @ 2:57pm 
@ ERROR: NIL PLACEHOLDER - I accepted the invite. Sorry, I usually ignore them. Get hundreds... ;)

I don't have a lot of time, unfortunately. That "real life" thingy. But, I'll chip in if I can. Have lots of fixes on my mods I need to catch up on as well.
Iska and Ismet Aug 9, 2020 @ 2:22pm 
Well, I have some thoughts and ideas. I've sent you a friend invite.
S-Man  [author] Aug 9, 2020 @ 1:06pm 
@ ERROR: NIL PLACEHOLDER - what collaboration?
S-Man  [author] Aug 9, 2020 @ 1:05pm 
Thanks, @Yoda Nobunaga. I'll look into this. This mod is "almost" the way I want it to work, but there are a few ankle biters like this one that really annoy me. I've almost decided to remove units from the LM's purview, but haven't got there yet.

Overall, the code is a bit buggy, as it evolved considerably over development. The final product is quite removed from the original concept, and that left the code a bit inconsistent, which you see in problems like the one you're reporting.

Thanks for letting me know.
Yoda Nobunaga Jul 14, 2020 @ 11:46am 
The mod is quite handy, however one of the options refuses to change. It won't let me allow my mayors to build units. Every other option is togglable but when I de-select the box that prevents them and then exit and re-enter the options menu it's selected again, meaning I have to make every unit I have. The mayors can't do it for me.