Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Free City States [Revived]
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2021年7月12日 8時50分
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Free City States [Revived]

解説
Do you also wonder why Barbarian Clans can turn into City-States (with Barbarian Clans Mode Active) but Free Cities cannot? Well, here is your Answer:

With this Mode, Free Cities have a chance to turn into a City-State durring a Game (not tied to Barbrian Clans Mode).


Support:
Buy me a Coffee if you like this Mod and want to see more like it. Your Support is also helping me getting forward with my 4Xpansion Pass Project for Civilization VI[forums.civfanatics.com], which is a Pass of 6 Mod Packs that introduce many new Game Mechanics/Features and old Ones from Previous Game Iterations, as well as many QoL Improvements. Thanks a lot!!
[ko-fi.com]
Every turn there is a Chance that a rebelling Free City will turn into a new City-State. The newly created City-State will get the nearby Units of the rebelling Free City and it will inherit the Population of the old City.

Note:
- Only Cities that were NOT Original Capital Cities or City-States and do not have any World Wonder can turn into a City-State.
- This mod increases the Amount of City-State Players by 50% and then saves 50% of them in a Pool, so they can spawn later in the Game (reserving them for the Free Cities that may turn into these City-States)*. In order to do that this Mod changes their Starting Locations. In most Cases the Start Positions of City-States will be ok, if you do not use a huge Amount of City States in your Game. You can use my Customization VI Mod that increases the Amount of Players (Major and Minor) to bypass this Inconvenience.
*If You select, for example, 10 City-States in the Set-Up-Menu, then Only 5 will be generated at the Start of the Game. The rest will be reserved.

Needs Rise and Fall or Gathering Storm DLC in order to work.

NOTE:
This Mod is just an update of Free City States by Tiramisu, that isn't currently working/supported. I only updated it, so Credits should go to the original Author. If the Original Author wants me to remove this Mod from the Steam Workshop then I will do it.

This Mod is updated with the Author's Permission.

Customizable Options:
Free City-State Conversion Probability:
Sets the Base Conversion Probability for converting a suitable Free City to a new City-State durring a Game ( Default Value: 12% )*.

*If the Free City is damaged this Chance will decrease based on Damage.

Free City-State inheret City Name:
Set this to True to give the new City-State the Name of the former Free City (Default Value: False).

NOTE: If you enable this, the City-State Panel will not show the inherited Name, but the Name of the reserved City State. You can hover over the new (Free) City-State's Name on its Banner to see the actual Name of the reserved City-State (See Screenshots for a better understanding).

If you want the new Names to be shown in all the UIs, then I suggest using the City-States Expanded Mod alongside this One.

Free City-State inheret City Plots:
Set this to True to allow the new City-State to keep all Tiles of the former Free City (including Districts and Buildings already built) (Default Value: False).
If set to false, then the new CS would only get the Plots adjacent to the City Center and need to acquire other tiles from scratch.

Compatibility and Recommendations:
This Mod is fully Compatible with Customization VI, Real Allies, Yet (not) Another Maps Pack, CIVITAS City-States Expanded and any Mod that adds New City-States to the Game.

This Mod should be compatible with any other Mod (including the ones that alter City-States and their Behavior). Not compatible with Mods altering AssignStartingPlots.lua (Excluding the Mods above).

Check Out My Other Mods:
- Resource Cultivation: Cultivate any Resource in your Territory that you have worked.
- Real Allies: Stops all Alliance Players from attacking each others' suzerained City-States.
- Customization VI: Customize your Game with various Options.
- Uninterrupted Wonder Construction [Revived]: Stops all Players from building a Wonder if it's being built by another Player.
118 件のコメント
Zegangani  [作成者] 2023年12月30日 15時52分 
@Gray Pockets, glad you could find a way to make the 2 Mods compatible. Will try to implement your Solution in the next Update of the Mod, but that might take some time (bc the mod is working fine on its own, there are too many other that I have to prioritize for now).
Gray Pockets 2023年12月29日 20時28分 
I also added the following to get this mod combo working:

function CityIsOrginalCapital( pCity )
local OriginalCapitalsList = ExposedMembers.GetOriginalCapitals()
local iOrigOwner = pCity:GetOriginalOwner(); -- CUSTOM fix to allow original free cities to convert
if (iOrigOwner ~= 62 and iOrigOwner ~= 63) then -- CUSTOM fix to allow original free cities to convert
for _, pOriginalCapital in ipairs(OriginalCapitalsList) do
if( pCity:GetX() == pOriginalCapital:GetX() and pCity:GetY() == pOriginalCapital:GetY() ) then
print("City is Original Capital")
return true;
end
end
end -- CUSTOM fix to allow original free cities to convert
return false;
end
Gray Pockets 2023年12月29日 20時28分 
I found a small bug on FreeCityStates.lua on line 160. iPlayerID is not defined. This makes it so starting cities from the mod "Starting Free Cities" can actually turn into City States

if( not Players[iOrigOwner]:IsMajor() and iPlayerID ~= 62 and iPlayerID ~= 63) then

Should be

if( not Players[iOrigOwner]:IsMajor() and iOrigOwner ~= 62 and iOrigOwner ~= 63) then -- CUSTOM fix to allow original free cities to convert
Cuntism 2023年8月12日 5時56分 
Few notes on this - for anyone using Barb clans too, you need to set your CS number lower than the total number of available. If you have for instance 40 selected, it's good to start with 30, as the game will load 15 in, leave 15 in the pool for this mod, and leave 10 for barb clans.

You can also change the number in AssignStartingPlots.lua > iPercentageDeletedCityStates (make sure you edit the right one, if you're playing Gathering Storm for instance, edit the one in XP2 - this could be something to add to the config menu btw Zega!). It says "-- a higher number leads to less city states starting in the beginning of the game" this is a typo, it's a lower number. The more you want in the game, the higher the number).

For a medium size map I have 40 CS selected, I set 30 to start, and have iPercentageDeletedCityStates at 60. This gives 18 CS in the game with 12 available for flipping and 10 available for barb clans.
the21er.power.cat 2023年8月1日 18時42分 
is this currently compatible with Got Lakes? I would love to play this on got lakes map if it is compatible

Also this mod idea is wonderful and it makes city independence a lot more interesting
Cuntism 2023年6月14日 20時41分 
An awesome addition to options would be how many CS are reserved - I like a lot of CS to start and using this mod to flip em, but don't wanna overdo the total. For instance having it 75/25 instead of 50/50, as, especially when combined with barb clans, there are a lot of CS opportunities but I play on Huge and it can slow down the game if I enable even more total
ZuryMcFlapjack 2023年6月1日 16時55分 
W
Zegangani  [作成者] 2023年6月1日 14時38分 
Anyway, Thanks a lot @ZuryMcFlapjack for telling me about your Discovery, even though I don't play TSL Maps myself, I still want Players to enjoy my Mods in their Games however they are set up. I will look further into this, and hopefully I can make this work and release it with the upcoming update of Free City-States (I have a couple of other Ideas to implement too, so I'm not sure when it will be available).
Zegangani  [作成者] 2023年6月1日 14時37分 
After looking further into this, it seems assigning TSL for Players is indeed hardcoded and no script handles that, but what you discovered is a really neat workaround to prevent Players from spawning.

However, in terms of how this Mod works, it's not as easy to automate that process as doing it manually, like how you did it. It would require some more work, and tbh I'm only ~90% sure that it's possible. But thanks for mentioning YnAMP and the option that allows random starts for Players without a TSL entry, I took a look at how that Mod is doing that, and I think I can utilize that Method for this Mod.
ZuryMcFlapjack 2023年5月31日 18時51分 
I should also add this note:
YnAMP has a game config option check box for allowing random placement of civs/cs's with no TSL. I usually play with this option turned off, including my test. This guarantees that the CS's I have commented out in the TSL file CANT spawn, and since they cannot they are 100% reserved by the mod correctly.

It is possible that if random placement was allowed, depending on how start location is assigned, as you mentioned hard coded or lua, that maybe this mod would not work? It's a stretch, I can't see how that would mess this method up but I did not test this.