Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Free City States [Revived]
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12 Jul, 2021 @ 8:50am
15 Jul @ 5:38pm
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Free City States [Revived]

Description
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 allows the Player to reserve Slots for City-States so they can spawn later in the Game (reserving them for the Free Cities that may turn into these City-States - default Value is 50%)*. 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, and the 'Percentage of reserved (Free) City-States' Parameter is set to 50%, 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.

Percentage of reserved (Free) City-States:
Sets the % Percentage of reserved City-States to spawn from Free Cities instead of starting as City-States at the start of the Game ( Default Value: 50 ).

Free City-State inherit 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.

Recommendations:
Recommended to use with:
- Real Allies
- CIVITAS City-States Expanded
- Annex City-States

Compatibility:
Compatible With:
- Customization VI
- Real Allies
- Yet (not) Another Maps Pack: make sure to select "Random" in 'Start Location Link' Option in the advanced setup menu.
- CIVITAS City-States Expanded
- Got Lakes (Various Worlds) Map Script Mod (The new Setting for customizing reserved Slots for City-States might not yet be supported - haven't tested to be sure)
- and any Mod that adds New City-States to the Game.
- Should be compatible with any other type of Mod (including the ones that alter City-States and their Behavior).


Not Compatible With:
- Mods altering AssignStartingPlots.lua (Excluding the Mods above).
- Better Balanced Start Mod
- Origin - Real Start Locations Mod
- Difficulty Groups Mod
- Teams . . Together . . Strong!! Mod
- Historical Spawn Dates Mod

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.
180 Comments
Zegangani  [author] 29 Aug @ 1:00pm 
That's mostly all correct, yes. Only thing I'd correct is the total number of Players that can be in the Game (excluding Barbarians and Free Cities), which is 62 (Civs+City-States).

So, in your scenario, you'd get all same results as you stated, except you'd get up to 17 City-States from Barbarian Clans, not 15.
RRWakis 28 Aug @ 9:34pm 
Okay imagine this scenario

No of civ: 15
No for city-states: 30
Percentage of reserved (Free) City-States: 50%

I believe that there is a hard limit of 60 civs/city-state.

Then I think the game will have 15 civs and 15 city-states to start with. With 15 city-states that can appear from free cities and 15 city-states that can occur from barbarians,

CMIIW
Zegangani  [author] 28 Aug @ 1:56pm 
If you left the 'Percentage of reserved (Free) City-States' setting at 50%, then 1 city state will be preserved for spawning from a Free City, 1 will be on map at the start of the game. Plenty will spawn from Barb Camps (I don't know how many).
RRWakis 28 Aug @ 8:54am 
If I set city state to 2. how many city states can appear from a free city? I ask this cause i like to play with barbarian clans and let city states appear randomly as time goes one
Zegangani  [author] 8 Aug @ 12:48pm 
You're welcome @rilquermascarenhas. Glad YnAMP is working now, and that Starting Free Cities works fine with them too. Detailed Worlds should be compatible with this mod, as they affect different files, though I'm not sure about Detailed Worls + YnAMP.
rilquermascarenhas 6 Aug @ 8:34am 
Update: the issue brought up by @Hoshi (which I also had in my games) seems to have been fixed. Maybe it was a map compatibility, I've been using Detailed World by Evil Victor, but maybe the update for YnAMP compatibility addressed that one too? Not sure, but it seems to be working fine (checking at the start of the game with `reveal all`) and no conflicts with Starting Free Cities :)
rilquermascarenhas 1 Aug @ 10:14am 
Hi, @Zegangani. Thanks for the updates. Did you get a chance to look into the issue brought up by @Hoshi? Are you facing similar issues with city states not being reserved in the beginning of the game and, instead, all city states being placed on the map from start?
Zegangani  [author] 15 Jul @ 5:41pm 
Just pushed a quick update to the mod that should fix the compatibility issue with YnAMP Mod.

Keep in mind you still need to choose "Random" in 'Start Location Link' Option in the advanced Setup menu for compatibility with YnAMP.
Zegangani  [author] 13 Jul @ 8:09pm 
Oh, I completely forgot about the YnAMP issue. Will try to fix that soon. Thanks for the report (and reminder)!
As of other Ideas, yes, they are part of another mod now instead of this one. But I'll try to keep this mod functional, just no new features added.

I haven't had a chance to test this mod with Starting Free Cities, so I have no idea if they are compatible.
rilquermascarenhas 13 Jul @ 6:29pm 
Does this mod interact in anyway with Starting Free Cities? There's a Starting Free Cities - Cooks mod that seems to provide support for this mod, so I wonder if they would conflict in any way.