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City States Todo Thread #4602
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That's a lot, and some things on that list look weird, so I will check them in game. |
thats a lot cause its just how things are, I'll be happy if you provide feedback on parts i specifically ask about in game info |
Not true, I've tested it and and I've received promotionless/experienceless warrior from a city state, despite having barracks, armory and alhambra in my city.
You have to unlock the tech unlocking that unique units. When it goes absolete, you will just receive another unit.
nope. It can only provide unit you can build yourself.
You have to be allied and have the tech to see the resource and improve it. City state does not need to know that tech. Tile is instantly improved.
I've heard about it, but at this point I think it is an urban legend. The only thing that happens is your resting points will be permanently lowered (or maybe I did not harass city states long enough - i just conquered half of the city states and declared war on any one else).
I have provided a deatiled explanation to that mechanic somewhere on github, some time ago.
City states personalities are always random, random personalities changes personality of major civs like India (you can get a warmonger gandhi).
That is already implemented.
they gift you all |
While this is already implemented, the rate of decrease doesn't follow those of the original, iirc. In Unciv you lose three influence with hostile city-states each turn, I don't believe it was that much in the original. |
"Hostile are the worst - their influence drops fastest (50% faster)"so 1.5? how much is the relationship increase points per turn for it? also i have a question, if you are able to answer: also how is city state resource gifting implemented? it says that it gives one extra copy to you, basically cloning another one of any resource they have, is this how it is implemented in unciv? also do religious city states give 8 faith as a meeting bonus to everyone or only the first civilization to meet it? is it 4 for other civilizations? |
I'm currently looking through the game code for this, but is not immediately clear, I'll get back on this later
When allied with a city-state, you will get a copy of each luxury and strategic resource they own, but the city-state itself will also retain a copy, so in some sense are they doubled. In the original you cannot trade anything you got from trading with another civ or from being the ally of a city-state, which is not implemented in unciv. Everything you get on your own, you can always trade, even if you only have a single copy of it.
The faith bonus from meeting is doubled for the first civ the city-state meets according to the wiki, but I haven't tested this myself. |
So, basically, the following is what happens:
These changes have some of their own modifiers (most notably, the patronage opener and finisher policies), but these are the default values. |
@xlenstra and @yairm210 do you think that the game should prohibit trade of resources gained from trades of gifts? also im almost certain that the personality has some degree of control when the influence is lower than resting point, it shouldnt be base 1. also that diminish influence by 2 thing should be dependent how many civs you attacked in the last 50 turns or something if you can't find an implementation, if it is going to be implemented this way i suggest implementing it as blocks like turn 0,50,100,150 and it should reset all your records of warmongering once it is gone unless you sre currently in a war that you started |
yes, double for the first civ (ub addition to double gold). |
yes i already know that but what are those values? 8 faith for first civ and 4 faith for others? |
yes |
Alright, I went through the source code of unciv to see which of these are already implemented, and which have yet to be. At the bottom is the list of things still needing implementation
Still needs implementation, should be part of #4290.
Not implemented, but should be in #4664.
Culture gain is global, but not double for allies. Seems to be solved in #4664.
Food should not necessarily be implemented right on the city tile. In SimonCeder's implementation, it is applied to the city as a whole, so it is still effected by percentage bonuses of the city itself.
I agree, but this is part of a large overhaul for making city-states more moddable and not necessarily needed for implementing city-states like they are in Civ V.
Military City-States already provide Military Land units near the city closest to them, the time it takes is lowered in #4664, though I'm not 100% certain it is lowered by the right amount.
Not implemented at all.
Currently it is implemented to be from the recipient's Unit Pool, so this seems solved?
When in doubt, copy the base game: only units the recipient could build themselves are received, so this looks solved to me.
Added in #4664.
Agree, this is done.
I'd rather combine this with the first, and I'll add it to #4290.
Needs to be implemented.
Done.
Needs to be implemented.
*war, needs to be implemented but requires 'demanding tributes' before this can be done.
Needs to be implemented, but is not an ability of city-states, rather of Greece.
Needs to be implemented.
Fully implemented for the quests currently implemented.
Implemented, but with the wrong amounts.
Not implemented at all, but should be implemented for all civilizations rather than only city-states.
Not yet implemented.
Requires religion, I'll add it in #4290.
Not implemented at all
Not implemented at all, as it requires bullying which is not yet implemented.
Not implemented at all.
More a point for diplomacy between major civs than for city-states specific, this looks like, but not implemented nonetheless.
Not implemented at all.
This sounds like a more general issue, so I wouldn't make this part of the problems with City-States, but include it for diplomacy instead.
I don't see this as a bug.
Not implemented, I'll combine this with the global contest. List of things to be implemented, assuming #4664 is merged as-is: Missing quests:
Demanding, should be done when an army is present near the city-state:
Other:
|
+marked completed, would like to see that as a unique though
+in the original game it doesnt take units from the players unique pool i think, it takes it from a civ not in the game so not fixed
+ok..
+combined.
+I think it wasnt obvious but i meant that as a bonus of greeks
+will move to the diplomacy thread
+removed
message to avoid confusion: please keep in mind that i could have said merged or moved to thread but i will do those tomorrow as it is late into the night |
i have one extra suggestion, there should be a ratio between all the city states that will be in the game, i think there are way too many hostile and mercantile city states currently (those are useless except hostile military ones) i think there should be ratio on them, like if there are 4 city states 1.5 of them would be friendly or neutral 0.5 would be neutral 1 would be irrational and 1 would be hostile, and of all those like %33 of them would be maritime, %14 mercantile (i think we dont need much mercantile city states as they are useless), %25 cultural and %25 militaric edit: those ratios are arbitrary and i think we should decide on it with a poll on discord server |
Maybe it will help (and also you can compare if gold gifts scaling works properly). It is a simple sheet i made some time ago, that has all the needed info to implement "demand tribute" mechanic. |
thanks, added to the list, what does CITY STATE INFLUENCE CHANGE PER GOLD GIFT exactly mean, |
It means the amount of influence changed of city states by gold gifts
It means the amount of turns before the amount of influence gained from a gold gift decreases by 5
They look very clear to me and I will be using them to implement demanding (sometime in the future), thanks for creating these @ravignir! |
Kill major civ units quest. This quest appears when a major civ declares war on city state and completing it yields +100 influence. From my testing in game, to get this quest you need to pledge to protect city state first, but i did not find that in the game code itself (there is a chance i missed that part). |
dis? +When city state is attacked, city state will ask you for help. If you kill 3 units of a major civ that attacked them, you will gain 100 influence. |
From discord: when starting in later eras, city-states will sometimes give quests to build ancient wonders that are disabled for the era. |
lets not implement that |
Also religious wonders in non-religious games |
i think we shouldnt add it |
Agree, iirc this was a bug noted on discord that should be fixed, so it was added to the 'city-states todo thread' as a thing to be done related to city-states. Same for my remark, also noted on discord is the bug that religious wonders are requested in non-religious games |
aands its done. |
What about religious city-states providing faith when met? |
Should have been implemented at the same time as religious CS. The code is there at least. |
In this thread i will be listing things done and not yet done about the implementation of city-states in this game. Please tell me if i missed something or if i mismarked a todo.
please do your research own research if you are going to implement anything in this thread and dont only use the very basic info i provided here
question: are relationship change speeds for city states implemented properly? also i think they should be changed within city states.json
https://docs.google.com/spreadsheets/d/1sbVFDvUvEObnN-P1K8j4KBtjwcvkbKk_U6Mh5nYnxIY/edit?usp=drivesdk check this also, thanks to ravignir
If your Military is getting too big and the maintenance costs too high, you can talk to a Militaristic City-State and ask them to stop sending you Units until you allow them to resume no idea about specifications but this is an unimportant mechanic but anyone could implement this if they please, not adding a todo tag to this
Religious City-states.
Also the +%\50 more food, faith and culture bonus of the Siamese should be expanded for faith as well.should give faith when met 4(8 if first)
should give more if allies ( i think )
wary status City-States Influence rates; Wary status; Proximity calculations #5198
Important! Route quest for city states which consist of the player constructing a road to their city should only apply when the distances are close enough.
("Build a road to their city (Only if they are close enough to a city of yours.)")
Different rate of City-State bonuses towards friends and allies. edit: done i guess? CS bonuses graded according to relationship level #4664
The food from Maritime City-States, as it says on the wiki, provides food right on the City tile, which makes it subject to bonuses and disadvantages of the status-quo of that city, for instance Social Policies and We Love The King Day. edit: done CS bonuses graded according to relationship level #4664
city states should provide units to cities geographically closest to them but i think this is implemented
Units gifted by Military City-States should arrive at the city with promotions depending on the xp bonuses a unit trained there receives upon construction
Some edits
this is what it says on the wiki, i dont know if it is sent with promotions that the City-State decides on or of it is just sent with extra xp just as building an unit with Barracks, need someone with civ5 to test thisThanks to the observations of @ravignir i have come to the conclusion that they act just like normal civilizations gifting units, for instance if a city state has forbidden palace and a barracks the warrior you will receive will have drill 1 and 10 xp, which means that the city states dont choose promotions to what they please)As of Gods & Kings expansion the Militaristic City-States has the ability provide units unique to a major civilization if you have researched the tech that unlocks that unique unit if you were that civilization AND if you are Allied. You should be able to hover on the militaristic trait on city state info tab and see the units you can receive. The unique units that a City-State can provide depends on a civilization that it will choose that is not in the game, those unique units will always be land units (I think this will cause bugs if the player chooses to have all civilizations in their game)
Thanks to the observations of @ravignir and some threads from civforums the pool that contains the unique units that a militaristic city state can provide depends on the techs you have researched if you research archery it can provide babylonian bowman, if you research the tech that obseletes it it gets removed from the unique unit pool.
also another assumption is that the unique units are set per city state and not per a civ and city state (like france-city state relations might provide huns units and india-city state relations will also provide huns units)
But i think this should be decided on how it will be implemented as i think only making the players tech matter in such case is bad Militaristic city states can give unique unit; refactor city state initialization #5147
Allied Militaristic City-States could provide units from techs you have not yet researched yet. @ravignir said this is not the case in the original game but ill keep it here in case someone else says something different. EDIT: by the observations of @ravignir i have found out that only the player matters in those gifting relationships with the city-states, i am not going to mark this yet however as i think the city state tech should matter in situations like this, i propose a discord server poll on how this will be implemented
edit: done CS bonuses graded according to relationship level #4664 i guess?
Militaristic City-states can only provide unique units (and probably plain units) if you have the required resource for it. CS bonuses graded according to relationship level #4664 but will check after 4664 gets merged
The Siamese should receive a bonus of +10 XP for units gifted by Militaristic City-States, this bonus however shouldn't show up in civilization bonuses in the original game but i think it doesn't matter anyway so i propose for explicit implementation of this feature. todo: CS bonuses graded according to relationship level #4664
Mercantile City-States in Gods & Kings provide +3 happiness if you are friends or allies, doesn't increase with alliance. Those city states produce either one of Jewelry or Porcelain luxury resources, those as far as i know arent tile luxuries and are directly manufactured in the city(center?), only Mercantile City-States can produce Jewelry or Porcelain and you gain access to it when you are allied with them (Mercantile CS resources #4641)
You shouldn't be able to trade away luxury resources you got from other civilizations (city-states included) but say if you have 1 incense and another one from a city state you can sell your incense without any limitations or happiness hit. say if you have 2 incense from trading you cant do anything about it Can't trade resources from other trades or city-states #5252
Being able to pay 200 (probably this much) gold to a City-State to instantly improve a tile in their territory, i think you can improve tiles that you can see due to having researched that tech (coal for example) but it will need that city state to research that tech for it to provide or use that resource. That improve resource button is inside the give a gift button but it probably doesn't need to be that eay as we have a lot of ui space in unciv. done! You Can Now Gift 200 Gold To CIty States To Instantly Improve Their Resource #4752
The City-State diplomacy window should show how much resources a city state has like in this picture from carlsguides (Mercantile CS resources #4641)
City-States with Angry relations against you should sometimes cancel quests
Make Greece not get a influence hit when their unit trespasses territory of a city state: "Also, Alexander has an undocumented bonus that trespassing in the territory of another city-state does not cause you to lose influence with them."
Also Greek units within the borders of city states, even if greece is at war with them heal as if they were in a friendly - territory https://gaming.stackexchange.com/a/7910
again, this should be implemented explicitly City state intrusion anger #5090
Demanding Tributes: In Gods & Kings expansion a new influence status is created, Afraid, it becomes this way when you have strong military presence near a city state (in 8 tiles radius of it). You can demand workers or gold from them this way 15 influence for demanding Gold and 50 influence for demanding a Worker. Also another thing about bullying: In case you are protecting a City-State, and another civilization takes tribute from it, they'll expect you to at least express outrage. If you don't, you'll lose 20 Influence Influence and the protection will be automatically cancelled. If you do express outrage, you'll suffer a temporary penalty to relations with that civ, but your Influence Influence will remain unchanged. spreadsheet for it
Demanding tribute from city states #4976 By @SimonCeder
Quest Personalities: all City-States are given a quest personality at the start of the game, this is independent of their influential personality, quest personality will alter the way they give you quests,
edit: xlentra says that currently it all is well set for current quests but it needs to be re checked when new quests are implemented
The City-States should provide 40 influence for returning a worker to them that was stolen from them Return Civilians captured by Barbarians to original owner; Capture stacked civilians #5437
The City-States should provide 12 influence if you kill a barbarian unit (should be coded as barbarian military unit to prevent further misunderstandings and bugs) within 1 tiles radius of their territory or within their territory, the City-states shouldn't get mad at you for trespassing their territory if you are there to kill barbarians City state intrusion anger #5090
If a City-State shares your majority religion the influence will diminish %\25 slower (already included in religion roadmap so removing this as markable)
Those quests should be added
+Spread a certain religion to their city (should take premeasures if the city state has more than 1 cities)
+Donate Money to support a public works project (gold gifts are more effective for 30 turns)
+Help in a war against another civilization (By killing the enemy civ's units anywhere on the map; alternatively, the City-State may request gifted units for more Influence Influence than normal when attacked in Gods & Kings and Brave New World.)
+Bully a City-State (Successfully demand a tribute from them) Quests fixes and additions #5301
When a City-State becomes the victim of bullying (another civ demands tribute from them/makes them afraid), they call for defense in one of the following manners, all of which only apply to you, and are valid for 30 turns:
+Pledge protection to them. In this case only, the action will give you some Influence Influence.
+Denounce the civilization that bullied them.
+Donate money to help them recover. Unlike the "Public Works" quest, this one is a single-use, giving you +20 Influence Influence when you make the gift in addition to the regular influence effect. Also, the City-State becomes more resistant to tribute in the future from other players
+When city state is attacked, city state will ask you for help. If you kill 3 units of a major civ that attacked them, you will gain 100 influence.
Finally, City-States will "Call for..." (some stats here, Culture, Faith or Technologies). These quests are timed, and apply to all civs. Whoever gathers the most of the particular stat at the end of turn 30 will gain a large influence boost. Ties are allowed - in this case, all civilizations that were tied will gain influence. The Faith and Culture are calculated as in gross accumulation of those resources while techs are the amount of techs you have researched, not science points you accumulated, this also means that techs from espionage, scientists, wonders, oxford university and rationalism complete will count.
I think pledge to protect isnt completely implemented as the ai doesnt even do anything to the city states, nor does it declare war on it if you have pledged to protect it. something is definitely off Proper implementation of pledge to protect #5165
Note that if the Happiness of the allied civilization of a City-State falls into the negatives, this will also affect the combat strength of the City-State – not just those of their army proper. The city-state units will suffer the very same penalty the units of the allied civilization suffer, as long as their Happiness is below 0 (though the City-State won't suffer revolts). CS vulnerable to ally unhappiness #5134
Known bugs in the original game about City-States
i dont know if this game will fix those bugs but i wish it will therefore i am not going to include them in the todo
If you receive an annexed city state city through a trade offer or a peace deal you wont be able to liberate it upon getting it (is fixed in bnw but i think we can just fix the bug right now)
Future Tech doesn't count in for that city state resource race thing, it should be
Allied City-States should provide delegates for World Congress but we havent even finished gnk yet so.
Also it says on the wiki that the city states have a bias against coasts, majorly being located in coasts but i am not sure.
also suggestion for city states from my previous issues: make the city state give a relationship bonus if you build a sea improvement in their territory (probably wont be done but will just leave it here)
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