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Also whenever I raze their spawned city (to build my own city one tile away cause it is better) it is coming back straight away in the same spot, so it can never be destroyed :/
@Pepper I used to, but not sure it still exists. I'll check when I get a chance.
My matter is I can t, I dont know why, dispose of a decent amount of CS (it could be because other Mods I use), while with 22 Civs about 40 CS should appear, I allways have 10, 12, 15.
If this Mod is going to work, I ll have my life sweeter.
Simple and foundamental, a cobblestone and great idea.
I congrat and thank You.
@toad_004 - they not always raze it - I had a situations (without any mods) when CS where leaving conquered cities for themselves
All you have to do is mod the City-States to have more happiness somehow and they will actually keep cities. City State Settlers does this by giving the city-state leader -50% unhappiness.
Frankly I'm irritated that an allied CS always razes a city it captures instead of at least asking if me (the ally) wants it.
@Mike No plans to, but it should just be a case of removing that aspect of its Lua code. I've just started a computing degree, so I'm hoping that come Civ 6, I'll be up to making all my mods a lot easier to include optional ideas.
At this point though, I doubt that I'll have proper time to do as much as I have previously, so might upload a whole pile of stuff on the basis they are as they are etc.
Cheers
Yeah, the cap is there for stopping an overload of minor civs when there's a lot in one [massive] game. I think the LUA code putting that in place would ultimately get ignored by the core game, and they'd carry on founding cities regardless, or just produce settlers that don't do anything etc.
Have you looked at the info here: http://forums.civfanatics.com/showthread.php?t=465972
When there are less than 12 city states in the game, each remaining city state can have up to 2 satelite cities. More than 12, and each is restricted to just one extra city.
The problem is, as far as I'm aware from replies given each time, is that the game doesn't allow for it without major surgery. Doing so would likely break other mods in the process too.
Personally, I like the idea. I've at least one mod that has never been uploaded that looks towards a more organic development, but would probably cause a few headaches!
As for gold cost, that depends whether that's a database figure, or not, and could cause lots of issues for anyone that doesn't have the relevant expansion etc. If I spot something that can change it, I will :)
I'm about to test a couple of things on another mod, so I'll make sure both these civs are in the game, specifically to watch what happens.
@Zach Unfortunately, I'm just as in the dark as everyone else on the indiscriminate way mods download fine for some, but not others. For those mods that still don't download, you could possibly try this:
Unsubscribe from them,
Delete your cache folder (My Games/Sid Meier's Civilization 5...)
Re-subscribe via Steam, not via the game
Load game up
All mods subscribed-to should download again
Enable mods you wish to use etc etc
That's just for the ones that don't show up of course, you won't (that I know of) need to re-subscribe to the other mods that are ok.