Sid Meier's Civilization VI

Sid Meier's Civilization VI

Free City States [Revived]
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.
rilquermascarenhas 13 Jul @ 6:28pm 
It sounds like the issue I am facing is city states not being reserved at the beginning of game, similar issue to what @Hoshi found. Since this is already being worked on, I'll wait for an update.
rilquermascarenhas 9 Jul @ 11:36am 
Also, I really like @Tacoaloto's ideas of having the free city spawn a new major civ instead of a city state, that would be a neat addition.
Zegangani  [author] 3 Jun @ 5:06pm 
@Hoshi, will look into it.

@Tacoaloto, Yes, it's indeed possible.
Tacoaloto 2 Jun @ 7:11am 
Silly question, would it be possible for a mod to be able to spawn a new major civilization instead of a city state?
Hoshi 27 Feb @ 6:53am 
Also I activated all mods except for Yet (not) Another Maps Pack and this mod also worked as intended
Hoshi 27 Feb @ 6:43am 
Testing here and when I activate only this mod and Yet (not) Another Maps Pack with Civitas it doens't work, I set the bar to 100% but all city states are placed anyway not a single one is reserved
Zegangani  [author] 15 Feb @ 10:22am 
Exactly
Saniala 15 Feb @ 4:16am 
So if I crank that reserved percentage to 100%, would it not spawn any City-States at the beginning, only allowing new ones to appear through conversion?
Zegangani  [author] 13 Feb @ 8:12pm 
Just a quick Update to the new Version of the Mod I'm working on:
Work on it is still ongoing, and I added a lot of neat and much requested Features to it (little Spoiler: a nice Independent Power/City-State Feature from Civ7 will be included in it). But due to the new Nature and the Scope of it, I decided to release it as its own Mod instead of pushing it as an update to this Mod.

The expanded Scope of the Mod and the scripting of AI to use its Features is what extended the Work time and load. But I'm sure many of you will like it in the end!

PS: if you want to know more about the mod, then join us in the Civ6 Modding Helpline Discord Server: https://discord.gg/jSVhyBYvZR .
Zegangani  [author] 13 Feb @ 7:57pm 
@ViscousTime, Just pushed a quick update to the Mod, adding an Option to the Setup Menu that allows customizing the Percentage of City-States to reserve for Free Cities to spawn into, instead of starting as City-States at the start of the Game.

Have been working on a different version of the mod, but it's taking more than I previously thought, so didn't want to hold you off any longer from this nice QoL Option.

@Hoshi, I don't know all of them, but I expanded the Compatibility Section in this Mod's Page listing Mods that are compatible and those that aren't, but list is not exhaustive, there might be more Mods that might not be compatible.
Hoshi 13 Feb @ 4:28pm 
Is there a list of incompatible mods ? It is not working here, all City States are placed, 50% was suposed not to be. I know it is specified anything that changes startingplot.lua can conflict but i'm not a modder myself to know that :(
ViscousTime 4 Feb @ 2:04pm 
Can I change the pool size / percent size?
Rabs Warren 19 Nov, 2024 @ 4:03pm 
Thanks for getting back, I think I'm going to disable the barbs conquer cities mod for now as this one is too good to pass up..The envoys thing makes sense, I'm playing on a world map as aztecs and Nazca all the way down there only has a few envoys.. No cities have flipped yet on our continent but egypt has conquered around 5 CS's now that I've seen so I'm hoping those are the ones that flipped. I started the game with 50 CS so only 25 of them would show up, who knows!
Zegangani  [author] 18 Nov, 2024 @ 10:03am 
Forgot about the other Issue. City-States expand their Borders based on Envoys sent to the. They gain a new tile for every Envoy they receive. So, if no new Envoys are sent, they won't gain any new tiles.

The City-States in question, did they turn into such from Free Cities (iow, the result of this mod) or are they regular City-States that spawned at the start of the Game?
Zegangani  [author] 17 Nov, 2024 @ 6:00pm 
I think if it's the Rennaissance Era then new Cities automatically get free Walls, even for City-States and Free-Cities. So, maybe it's that?
Zegangani  [author] 17 Nov, 2024 @ 5:36pm 
Hey Rabs, glad you love the mod!

Barbarians conquer Cities mod doesn't work 100% properly, bc all it does, if R&F or GS are active, is turn a City into a Free City if it was 99% damaged, or raze it if it's base game. It doesn't even check if there is any nearby Barbarian Units. So that may explain the sudden flipping.

Kicking out your units out of its Borders would be a core game thing I assume, it's nothing either of the mods do, and neither do they grant free Walls.

On the other Hand, if it turned into a City-State, then the Game would automatically grant it free Walls if you're playing on Immortal Difficulty or higher. But maybe the Game also does that with Free Cities and we just didn't know? a Test without either mods may reveal the truth here.
Rabs Warren 17 Nov, 2024 @ 2:58pm 
Hey Zegangani, love the idea for this mod and playing with it right now. I noticed a strange bug where I was the aztecs trying to take a mayan city, when strength reached zero it immediately converted to a free city and kicked my units out of it. Strength remained at zero but it was given walls. The only mods I added were this one and barbarians conquer cities. I also noticed a fair bit of CS's are not expanding borders. Have you heard of this happening before?
Zegangani  [author] 7 Nov, 2024 @ 12:24pm 
I don't want to spoil things here, but if you're interested in knowing more about it, you can hop on the Civ6 Modding Helpline Discord Server [discord.gg] (In the modder-pass Forum, Modder Pass VIII: States Unbound Channel), and you can even provide some feedback and Ideas if you want (and potential playtest build later on if interested).

I've been working on the update for a while now, but the upcoming Modder Pass encouraged me to finish it in time for it, bc the pass is Rise & Fall and Gathering Storm themed, which the mod matches perfectly with.
meow 7 Nov, 2024 @ 1:00am 
I'll be eagerly awaiting the update.

I wonder if it would even maybe be possible for conversion from not just city states but to an entire new AI civilization... but I feel like there's probably some hard coded restrictions in place stopping that.
Zegangani  [author] 6 Nov, 2024 @ 8:33am 
The new update will actually have its own Starting Free Cities system, similar to the Mod you mentioned, but it won't require the mod.

As for Barbarians Conquer Cities, the Mod should still work. Having had a look at the code, the mod doesn't encourage Barbs to conquer Cities, but just razes the city or drops its loyalty if its fully damaged. And actually would work for attacking City-State Units too, bc it doesn't necessarily check for Barbarians.

So, you're good on both!

Free Cities in Civ7 would be real nice, yeah. I was a bit disappointed when I saw that they're not coming back at release. Let's hope they gonna come back in a DLC or a free update.
meow 5 Nov, 2024 @ 8:31pm 
for the record, I ideally want to be able to use this mod with Barbarians Conquer Cities and Starting Free Cities.

It just seems like it would add so much more emergent gameplay to have these options... but all these systems together also has a lot more chances for things to break.

I really hope Civ 7 does more with the free cities.
Zegangani  [author] 5 Nov, 2024 @ 7:40pm 
Yeah, lol
Sometimes it's like trying to add a different Ingredient to a Soup. Either it will still taste good if you have luck, or you have to change the whole recipe to make it good.
meow 5 Nov, 2024 @ 7:12pm 
that's the nightmare of modding a 4X game, infinite layers of complexity to deal with
Zegangani  [author] 5 Nov, 2024 @ 5:44pm 
You're right, it's not working. Just tested it with some default settings that shouldn't conflict but still not working. Weird, I thought I made sure they worked together.

Anyway, Next Update is in WIP will come in a Month or less. It will be a major rework, so it won't be just bug fixes to the current version. Though I'll try to make it compatible with some of the popular Mods that change the same Files (including YnAMP - but only default settings, it's too complicated to support every setting).

In the meantime, I guess you'll have to choose which mod you want to play with most between the 2.
Zegangani  [author] 5 Nov, 2024 @ 5:02pm 
then it's probably some YnAMP setting that I haven't tested.
Which YnAMP settings that may affect City-States or Major Player Starts did you change?

Also, make sure, in the Setup Menu you set "Start Position Link" to 'Random'.
meow 5 Nov, 2024 @ 1:40pm 
I did a search for AssignStartingPlots.lua and it's really just this mod and YNAMP
Zegangani  [author] 5 Nov, 2024 @ 1:32pm 
The mod is working fine, and hasn't seen a recent update that would suddenly break it. See the Compatibility Section in the description for compatible mods.
meow 5 Nov, 2024 @ 12:26pm 
in testing I just can't get free cities to convert no matter what I try... are you sure nothing broke? I suppose it could be a mod conflict but what mod could possibly do that?
Zegangani  [author] 30 Oct, 2024 @ 6:49pm 
Or maybe you set the number of City-State Count to 0? bc that prevents the game from reserving any slots for City-States.
Zegangani  [author] 30 Oct, 2024 @ 6:44pm 
I feel completely dumb rn lol
I completely forgot about the start menu Option for that.

Anyway, even if the Conversion rate is at 100%, the damage to the City still affects that. But I suspect some Free Cities have already turned into City-States and there are no more Slots left for more Free Cities to City-States. Maybe it happened in unrevealed Territory and you couldn't notice.
Take a look at the lua.log file, if there are lines like "New Free CS to ADD!!" then it means some FCs were turned into CSs.
Zegangani  [author] 28 Oct, 2024 @ 9:34am 
Where did you change the Conversion rate (file name, and line number)? and could you send the lua.log file of that Game?
SCHLAWyN3R 27 Oct, 2024 @ 9:58am 
I've set the conversion rate 100%, but haven't seen a free city become a city state. Does it take more time? I thought it was instantanious.
Zegangani  [author] 13 Oct, 2024 @ 11:39am 
I'm not sure what's going on there. technically, Barb Clans and Free Cities shouldn't be incompatible, as the latter reserves slots before the former, and any City-State lost doesn't screw with its Slot and Player Type, thus there shouldn't be a CS cap Issue, bc when liberating a CS you just 'revive' them, they already retain their Slot and don't get a new one.

Can you send me your Save file? through Google Drive, Dropbox, other, or even to my Discord (username: Zegangani). A List of Mods used would also be nice.
MrTango 13 Oct, 2024 @ 3:42am 
Might have found a major bug, i'm getting a crash to desktop on liberating my former suzerain. Might the city-state cap have been reached by free-citystate or barb-clan since they were taken by England? *England also lost the city to loyalty, so i'm liberating a free-city.
Zegangani  [author] 8 Oct, 2024 @ 4:13pm 
The new mechanic has a Meter for the Independence Progress actually (Like the one for Barbarian Clans), and it's not Random anymore (at least not fully, there are some small RNG elements). And some other things factor in now too, like Religion and nearby Free Cities in progress to become Independent.

Though, I just want to leave a disclaimer here: I was talking about many Ideas before on how I want to flesh this Mod out more, but this Update isn't about that. The upcoming update will just add some long requested QoL Improvements and some few Features that I didn't want to sit on more than already. The Bigger Update is rather a Complete Rework, which turned out bigger than expected and will be more tied in with many other Game Mechanics, thus needing more time to finish. The new Update includes some aspects of that though.
MrTango 8 Oct, 2024 @ 1:03pm 
Would be cool if it were a meter that filled like barb clans, instead of sudden coin flip.
Zegangani  [author] 7 Oct, 2024 @ 12:01pm 
Yes, someone else has brought that up too, and it's already taken under consideration in a Beta version of the (upcoming) Update.
Asiltic 7 Oct, 2024 @ 8:07am 
Would be nice if the city doesnt fully heal up, build walls, and get city state status while having almost no HP and my army surrounding it
Zegangani  [author] 1 Oct, 2024 @ 2:06pm 
That's a good Idea. Will try to recommend popular Mods that would work nice in tandem with my other Mods too.

And yeah, Multiplayer compatibility is also coming.
豐參 輝群 1 Oct, 2024 @ 4:56am 
You can refer to Annex City-State , it would be great to see your mod in multiplayer!