Sid Meier's Civilization VI

Sid Meier's Civilization VI

City State Introductions Reworked
56 Comments
Duke Anax Mar 31, 2023 @ 3:24am 
Just had a bit of an odd interaction: Valetta gave me a quest to train a Spearman, which they provided as a gift, so they basically gave me an Envoy as thanks for accepting their gift.
Duke Anax Mar 28, 2023 @ 10:17pm 
Unfortunately with CIVITAS City States it's not just a lack of compatbility. I was hoping it would just create a mix of the old city states with gifts and new city states with envoys, but it's actually broken. CIVITAS does change some of the older cities anbd those end up with no type and give no bonus. You might be able to remove those cities in advanced settings though.
Rusty Keyes Apr 22, 2022 @ 8:03am 
One more vote here for compatibility with CIVITAS City States.
NuDDen May 6, 2021 @ 11:28am 
Nice idea! Would be even nicer if u could make it compatible with "CIVITAS City States expanded" ;)
Fury of the Tempest Apr 3, 2021 @ 4:30pm 
Hey, not sure if your still around or not, but it seems that it doesn't quite work with the Barbarian Clan updates, whenever a clan transforms into a Citystate, it triggers the 'first meet = envoy' like normal.
Politruk Feb 27, 2021 @ 12:41pm 
Works fine for me in singleplayer and hotseat. Thank you for this mod, for me it solves the issue when you and your allies wouldn´t recieve the free envoy for first meeting the citystate with shared visibility on, without having to turn the visibility off
Arcadian Nov 27, 2020 @ 11:24am 
Doesn't seem to work anymore. I always get one envoy if I'm the first to meet a city state.
‡ Ðalveen ‡ Jun 28, 2020 @ 10:39am 
please a version of this compatible with civitas city state types
crimson_fluf Apr 13, 2020 @ 6:21pm 
I too, would love to see compatibility with the civitas city-states mod. As for ideas, I think that seems easy enough.

Agricultural city-states give boosts to food. Could give one-time gift of population to the capital.

Entertainment give boosts to amenities. So a one-time amenity increase to the capital seems fitting.

Consular give boosts to Loyalty. Could gift points to a great general. This pairs well with the maritime city-state which:

Maritime boosts food/production - but should be gifted points towards a great admiral. Both of these would fit greatly thematically, it's just a matter of how many points to gift for balance. Should be a moderate amount, since it's a one-time meeting I would think.

Cheers!
TC  [author] Mar 6, 2020 @ 9:13am 
Hi Borealis,

With the additional CS types, this mod is not currently compatible with that one. When I finish updating my other mods, I will address that and look to add compatibility. Would you like to suggest reward types for those new CS types?
Borealis Mar 6, 2020 @ 9:04am 
So which bonuses will the cs from civitas city states expanded provide? Like, CSE adds the types Agricultural, Consular, Entertainment, and Maritime. CSE already allows to disable the envoy on meeting (and allows to re-enable that!), so would that mod even be compatible with this one here? Personally, i would like to have both mods active at once.
It obviously also adds tons of CS; and Gedemos CS partially take on some of those types too so there is that.
TC  [author] Feb 27, 2020 @ 8:53pm 
Apologies for my absence. This mod has now been updated to work with all city states, including those from expansions and other mods.

Enjoy =)
Ingolenuru Oct 4, 2019 @ 9:24am 
I absolutely agree with @thecraftybee. Please update for the new city state types. :) <3
thecraftybee Sep 14, 2019 @ 6:07pm 
Would love to see compatability added to make this work with the Civitas City State and Gedemo's City State mods which adds lots of new CS and adds new types: diplomatic etc.
Karanshade Jul 21, 2019 @ 5:01am 
hello @TC I'm trying to understand how LUA works starting from your code. Is there a way I could ask a question in private (I couldn't figure out how to PM )
parsonlarson1 Jun 12, 2019 @ 10:08am 
Please update to include the missing city states!
Lucifer Mar 9, 2019 @ 2:13am 
Missed one Industrial (Auckland).
Lucifer Mar 7, 2019 @ 9:29pm 
You're missing some City States in your lua:
Trade (Antioch, Bandar Brunei, Cahokia, Muscat), Cultural (Antananarivo, Rapa Nui), Religious (Armagh, Nazca), Scientific (Babylon, Bologna, Fez, Palenque), Industrial (Cardiff, Granada, Mexico City), Militaristic (Akkad, Ngazargamu). Most of these are from the Viking DLC but a few were from R&F and regular updates.
zon Feb 25, 2019 @ 6:38am 
cheers TC :)
TC  [author] Feb 24, 2019 @ 7:14pm 
Updated with compatibility tag for Gathering Storm
zon Feb 19, 2019 @ 12:31am 
works fine with GS - in the meantime, if u wanna eliminate this just add this to line 8 of .modinfo:
<CompatibleVersions>2.0</CompatibleVersions>
Cosmic Fox Dec 27, 2018 @ 8:00pm 
Why on earth would you make Civ6 like civ5? civ5 was not that balanced nor that good coming from someone enjoying the series since 1996.. defeats having civ6 duplicating old stuff but good job.. >:^D :steammocking:
TC  [author] Sep 6, 2018 @ 8:11pm 
UPDATE GlobalParameters SET Value = 0 WHERE Name ='INFLUENCE_TOKENS_FREE_FOR_FIRST_PLAYER_MEET';

This simple line removes the envoy given when a civ first meets a cs. It doesn't discern between human and AI players. So long as CSIRRules.sql is loading correctly, and you don't have another mod setting the value to something other than zero, then it should be working correctly.
Arcadian Sep 6, 2018 @ 1:11pm 
A good idea but it doesn't seem to work for the AI. They had several envoys sent out while I had just the one you get in the beginning. I was playing on King but they couldn't be THAT much faster on discovering civics or completing quests.
pauloel7 Aug 25, 2018 @ 11:39am 
Yeah, dully noticed - maybe an idead into next update. Cheers!
TC  [author] Aug 25, 2018 @ 10:31am 
It will work along side that mod, but does not give any meet events with the new CS
pauloel7 Aug 23, 2018 @ 9:28pm 
Compatible with "CIVITAS City-States Expanded"?
TC  [author] Jun 13, 2018 @ 8:37pm 
Hi everyone,
I'm reinterested in playing the game now and will work on fixing issues with any of my outdated mods. I hope to post an update here soon to work with the new CSs.
Thanks
Rouguefox Mar 19, 2018 @ 4:12am 
I am also having the issue of not getting the bonus from certain city states, seems to be the same ones each time too, Aukland and Antioch that i've noticed and remember so far. At first I thought it just wasn't giving me the gift on the very first CS I met(was aukland first game I noticed it), but then in another game I met aukland 2nd and still no gift. I even checked for envoys, and they hadn't even met another major civ much less gotten an envoy. and yes, I had my capital founded.
Don_Wooter Feb 21, 2018 @ 7:14am 
@tilarium
I'm not sure about my original comment. The original gift seems to be given only if you are equal to or greater than other major civs. I was falling behind in number of cities, but I'm getting the bonuses again now that I've matched the other civs.
tilarium Feb 20, 2018 @ 9:15pm 
@Don The ability only seems to fire with certain city-states while it doesn't fire with others. Some of the more recent additions, this doesn't work for.
Don_Wooter Feb 18, 2018 @ 9:50pm 
I love this mod, but after I meet the first city state, I'm not get the bonuses from meeting others. At first I thought that an envoy must have been sent to them, but this is happening when no envoys have been sent.
DCG_Anubis Feb 12, 2018 @ 5:33am 
Works fine for me in R&F
플로아PlLoAr8 Feb 10, 2018 @ 2:08am 
Rise&Fall Update plz~!
terror.and.love Jan 13, 2018 @ 4:37pm 
This works really well. Changes up the opening turns. Those early bonuses can snowball. But this tames it some
Seb Nov 17, 2017 @ 10:06am 
Hey, I really like the ideea around this mod, and I'm trying it out, but while trade city states seem to be giving gold as expected, twice now when meeting a scientific city state (Palenque to be precise) I don't seem to be getting anything from it.
tilarium Nov 15, 2017 @ 11:01pm 
@TC Might want to look and see if the recent patch mucked something up. I seem to be getting really crazy bonuses when discovering a city-state. In my new game I just met Amsterdam and got over 2k gold. Earlier I met Jerusulam and get over 400 faith.
Kepos Oct 18, 2017 @ 7:41am 
Excellent enhancement, thx!
TC  [author] Oct 11, 2017 @ 6:51pm 
Very well. However, in my (and plenty of others) opinion, city state placement in regards to civ placement on a map is far too influential to a games outcome in the vanilla version. Being the first to find a cultural or scientific CS essentially doubles your total yield if done within the early stages of the game. Often there will be a player meet 3 or more CS before another civ in that game meets any. I began this mod out of necessity, after playing too many multiplayer games where the imbalance created a completely unbalanced and unrewarding game. Success in a strategy came should not be so dependant on randomness.
inahut Oct 11, 2017 @ 5:10pm 
Reread comment below. It says the way the vanilla game already handles meeting city for first time with envoy reward, and the envoy-citystate system in the game, not your mod, is intuitively fine, requiring no modification, in my opinion.
TC  [author] Oct 10, 2017 @ 5:30pm 
Thank you inahut. I try to keep all of my mods consistent with the feel off the vanilla game, while addressing either balance issues or missed opportunities for engaging gameplay. Although this mod touches a very small part of the game, it does hit on both criteria.
inahut Oct 10, 2017 @ 4:15pm 
For myself this is one CVI innovation I find intuitively fine; the envoy influence is naturally interesting for what it tries to do, and the pitting of nations against one another for influence with the city state, short of invading, is a nice tension. just saying
Jordy McSheep Aug 20, 2017 @ 6:36pm 
TheCrazyScotsman's City state pack is also really good and wold love support for that mod as well
Jordy McSheep Aug 20, 2017 @ 6:33pm 
Another +1 for adding the city state base mod support, along with the two packs which arne't the one requiring redistricting to work
alexanderyou Jul 19, 2017 @ 7:02am 
I also would love to see support added for the maritime and artisinal city states, it's a pretty great mod.
Jagger Ottski Jul 13, 2017 @ 10:20pm 
@laynch

I play MP a lot (Most days :3). We get different quests for sure, team or not, whatever the era.
TC  [author] Jul 12, 2017 @ 4:51am 
@lanych: Yeah, every player receives different quests. You can tell this by the fact that your quests get updated every time you enter a new era. Not every player changes era at the same time. This mod doesn't change anything about envoys, quests, or how you receive them, except for taking away the free envoy on meet and giving one on founding your cap.
lanych Jul 12, 2017 @ 3:21am 
TC, AI players did't complete the quest. The quest was active when i met this CS on turn 12 on epic speed and actually I completed it.
Or are you saying that CS give different quests to different players? I don't htink so.
AntiMeanies Jul 11, 2017 @ 4:55pm 
Thanks (though no pressure). The mod is City-State Types Basemod
http://steamcommunity.com/sharedfiles/filedetails/?id=896609983
TC  [author] Jul 11, 2017 @ 9:19am 
@lanych: What do you mean it shows 0 envoys from civs? Like where it says envoys sent in this pic? http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/25030453/3e1fed3869d3ab02f9c4909ba3756c23a7f93d11.jpg
If so, thats normal behavior. That is envoys that you have sent, not all civs combined.

@cecil: no, it will not work with added CSs in the current state. If you want to use it with another popular cs mod, let me know which and I can possibly provide a patch!