yairm210 / Unciv

Open-source Android/Desktop remake of Civ V
Mozilla Public License 2.0
8.47k stars 1.57k forks source link

City States Todo Thread #4602

Closed ajustsomebody closed 3 years ago

ajustsomebody commented 3 years ago

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

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

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)

ravignir commented 3 years ago

That's a lot, and some things on that list look weird, so I will check them in game.

ajustsomebody commented 3 years ago

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

ravignir commented 3 years ago

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 (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 this)

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. But when I used the power of IGE and I placed Alhambra (and barracks) as build by a city state, I got a warrior with 15 XP and Drill I.

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) also this unique unit gifting seems to have complex mechanics that i couldn't understand, could someone try to learn that and comment that on here? i didnt understand a word on what happens if a unique unit gets obsoleted.

You have to unlock the tech unlocking that unique units. When it goes absolete, you will just receive another unit.

Allied Militaristic City-States could provide units from tecs you have not yet researched yet.

nope. It can only provide unit you can build yourself.

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.

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.

If a civilization harasses and bullies city states for some time some of the city states will unite in their permanent ear against you.

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).

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.

I have provided a deatiled explanation to that mechanic somewhere on github, some time ago.

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, +Neutral is normal, +Friendly gives peaceful quests +Hostile makes their relationship with major civs drop %\25 faster, also the quests they give you are violent such as bullying a city state or denouncing a civilization (i dont know if relationship disadvantage from hostile relationship personality stacks with this, need someone to test this in civ 5 too) +Irrational gives random quests (can be anything i guess) EDIT: i think relationship personalities are connected to quest personalities please read this page, there seems to be a random personalities challange or something that changes hard coded personalities for City-States

City states personalities are always random, random personalities changes personality of major civs like India (you can get a warmonger gandhi).

Relationship change speeds for personalities: Neutral: Will increase their relationship points same speed as losing it (1 base influence per turn) and will lose relationship points the same speed (1 base) Friendly: Will increase relationship levels faster and will lose relationship points slower Hostile: Will increase relationship levels slower and lose them faster Irrational: I think basically like neutral but base point gain/lose speed is bigger per turn

That is already implemented.

By the way, i have a question, how does City-State resource gifting work? do they give all their resources to you or share it, if so how can you trade them etc.

they gift you all

xlenstra commented 3 years ago

Relationship change speeds for personalities: Neutral: Will increase their relationship points same speed as losing it (1 base influence per turn) and will lose relationship points the same speed (1 base) Friendly: Will increase relationship levels faster and will lose relationship points slower Hostile: Will increase relationship levels slower and lose them faster Irrational: I think basically like neutral but base point gain/lose speed is bigger per turn

That is already implemented.

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.

ajustsomebody commented 3 years ago

@xlenstra

"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: A City-State Alliance provides you double the benefit through the CS bonus itself while the City-State will also give you a copy of each Luxury Resource they own. While you will not get to trade these copies of Luxuries. i think you cant trade a luxury resource in the original game if you dont have atleast 2 of it, is this the case in civ 5?

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?

xlenstra commented 3 years ago

@xlenstra

"Hostile are the worst - their influence drops fastest (50% faster)"so 1.5? how much is the relationship increase points per turn for it?

I'm currently looking through the game code for this, but is not immediately clear, I'll get back on this later

also i have a question, if you are able to answer: A City-State Alliance provides you double the benefit through the CS bonus itself while the City-State will also give you a copy of each Luxury Resource they own. While you will not get to trade these copies of Luxuries. i think you cant trade a luxury resource in the original game if you dont have atleast 2 of it, is this the case in civ 5? 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?

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.

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?

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.

xlenstra commented 3 years ago

@xlenstra "Hostile are the worst - their influence drops fastest (50% faster)"so 1.5? how much is the relationship increase points per turn for it?

I'm currently looking through the game code for this, but is not immediately clear, I'll get back on this later

So, basically, the following is what happens:

When your influence is larger than the resting point (default 0, can be increased through policies/religion/etc.):
    If the city state has a Hostile personality:
        Decrease the influence by 1.5
    If the civilization often attacks city-states (don't know exactly what this means):
        Decrease the influence by 2
    In all other cases:
        Decrease the influence by 1
When the influence is lower than the resting point:
    Increase the influence by 1, regardless of personality or other traits.

These changes have some of their own modifiers (most notably, the patronage opener and finisher policies), but these are the default values.

ajustsomebody commented 3 years ago

@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

ravignir commented 3 years ago

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.

yes, double for the first civ (ub addition to double gold).

ajustsomebody commented 3 years ago

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.

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?

ravignir commented 3 years ago

yes

xlenstra commented 3 years ago

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

* [ ]  Religious City-states, including gift for meeting them.

Still needs implementation, should be part of #4290.

* [x]  Different rate of City-State bonuses towards friends and allies. edit: done i guess?

Not implemented, but should be in #4664.

* [ ]  Culture from city states shouldn't be provided to any city and should be global, it provides 2 times the amount of culture for allies and normal amount for friends.

Culture gain is global, but not double for allies. Seems to be solved in #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: @SimonCeder has implemented the  food bonuses to be just like in the original game but i cant confirm if it provides the food right inside the city, ping me if you know something about this.

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.

Something about generalisation: The food bonus from Maritime City-states should be implemented differently if not already implemented this way. In the wiki it says that the Capital receives an additional +2 food and since every city (not every other city) also gets +1 food the capital gets +3 food, this should be generalised for modding like [value] food for [capital] and [value] food in [all cities], the value could also be negative as in, hypothetically a modded City-state could provide some science somewhere and that could lower the linear food yield efficiency (+1, +2 instead of %\10, %\20) of that city due to population doing more science than farming.

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 should provide land units to the city center geographically the closest to it, the time it takes for them to gift units should gets
  lower in terms of turns at allies relationship level.

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.

* [ ]  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 (~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 this~ Thanks 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)

Not implemented at all.

* [ ]  As of Gods & Kings expansion the Militaristic City-States has the ability provide unit**s** 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) ~also this unique unit gifting seems to have complex mechanics that i couldn't understand, could someone try to learn that and comment that on here? i didnt understand a word on what happens if a unique unit gets obsoleted.~ 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 it has researched (i have zero idea if it is the techs you researched or ones thst the city states have researched so i am just assuming the city state) if the city state researches archery it can provide babylonian bowman, if it researches 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) edit: turns out that it is the player's techs that makes units obsolete but i am leaving this for @yairm210 to decide, city state centrism or player centrism? [City State Unit Gifts pull from the recipient's Unit Pool #3967](https://github.com/yairm210/Unciv/issues/3967)

Currently it is implemented to be from the recipient's Unit Pool, so this seems solved?

* [ ]  **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

When in doubt, copy the base game: only units the recipient could build themselves are received, so this looks solved to me.

* [ ]  Militaristic City-states can only provide unique units (and probably plain units) if you have the required resource for it.

* [x]  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: link the specific PR for this

Added in #4664.

* [x]  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 (todo:link the pr)

Agree, this is done.

* [ ]  Religious City-States should provide a  one time bonus of 4 (8 if first civ to meet) faith when you met them and should provide faith like other city states provide culture

I'd rather combine this with the first, and I'll add it to #4290.

* [ ]  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.

Needs to be implemented.

* [x]  The City-State diplomacy window should show how much resources a city state has like in this picture from carlsguides (todo: link the pr)

Done.

* [ ]  City-States with Angry relations against you should sometimes cancel quests

Needs to be implemented.

* [ ]  If a civilization harasses and bullies city states for some time some of the city states will unite in their permanent ear against you.

*war, needs to be implemented but requires 'demanding tributes' before this can be done.

* [ ]  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." https://gaming.stackexchange.com/a/7910 again, this should be implemented explicitly

Needs to be implemented, but is not an ability of city-states, rather of Greece.

* [ ]  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.

Needs to be implemented.

* [ ]  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, +Neutral is normal,
  +Friendly gives peaceful quests
  +Hostile makes their relationship with major civs drop %\25 faster, also the quests they give you are violent such as bullying a city state or denouncing a civilization (i dont know if relationship disadvantage from hostile relationship personality stacks with this, need someone to test this in civ 5 too)
  +Irrational gives random quests (can be anything i guess)
  EDIT: i think relationship personalities are connected to quest personalities please read this page, there seems to be a random personalities challange or something that changes hard coded personalities for City-States https://civilization.fandom.com/wiki/Influence_(Civ5)

Fully implemented for the quests currently implemented.

* [x]  Relationship change speeds for personalities:
  Neutral: Will increase their relationship points same speed as losing it (1 base influence per turn) and will lose relationship points the same speed (1 base)
  Friendly: Will increase relationship levels faster and will lose relationship points slower
  Hostile: Will increase relationship levels slower and lose them faster
  Irrational: I think basically like neutral but base point gain/lose speed is bigger per turn

Implemented, but with the wrong amounts.

* [ ]  The City-States should provide 40 influence for returning a worker to them that was stolen from them

Not implemented at all, but should be implemented for all civilizations rather than only city-states.

* [ ]  The City-States should provide 10 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

Not yet implemented.

* [ ]  If a City-State shares your majority religion the influence will diminish %\25 slower

Requires religion, I'll add it in #4290.

* [ ]  Some Stuff: 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)

Not implemented at all

* [ ]  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

Not implemented at all, as it requires bullying which is not yet implemented.

* [ ]  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.

Not implemented at all.

* [ ]  your relations between the civilization that you stole an alliance of a city state from must fall by some amount when you steal their alliance (getting up to 80 influence from 60 influence when they had 70 influence on that city state)

More a point for diplomacy between major civs than for city-states specific, this looks like, but not implemented nonetheless.

* [ ]  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).

Not implemented at all.

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)

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.

* The city state that the civilization that you are at with right now liberates should immediately declare war on you when it gets liberated, the bug on the original game is when a city is liberated your troops in that city would be teleported out of that city just as if your open borders expired but this shouldn't be the case as you are at war with them

I don't see this as a bug.

* Future Tech doesn't count in for that city state resource race thing, it should be

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:

ajustsomebody commented 3 years ago

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

* [ ]  Religious City-states, including gift for meeting them.

Still needs implementation, should be part of #4290.

* [x]  Different rate of City-State bonuses towards friends and allies. edit: done i guess?

Not implemented, but should be in #4664.

* [ ]  Culture from city states shouldn't be provided to any city and should be global, it provides 2 times the amount of culture for allies and normal amount for friends.

Culture gain is global, but not double for allies. Seems to be solved in #4664. is double culture for allies fixed in #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: @SimonCeder has implemented the  food bonuses to be just like in the original game but i cant confirm if it provides the food right inside the city, ping me if you know something about this.

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. it is great then

Something about generalisation: The food bonus from Maritime City-states should be implemented differently if not already implemented this way. In the wiki it says that the Capital receives an additional +2 food and since every city (not every other city) also gets +1 food the capital gets +3 food, this should be generalised for modding like [value] food for [capital] and [value] food in [all cities], the value could also be negative as in, hypothetically a modded City-state could provide some science somewhere and that could lower the linear food yield efficiency (+1, +2 instead of %\10, %\20) of that city due to population doing more science than farming.

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.

+marked completed, would like to see that as a unique though

* [ ]  As of Gods & Kings expansion the Militaristic City-States has the ability provide unit**s** 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) ~also this unique unit gifting seems to have complex mechanics that i couldn't understand, could someone try to learn that and comment that on here? i didnt understand a word on what happens if a unique unit gets obsoleted.~ 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 it has researched (i have zero idea if it is the techs you researched or ones thst the city states have researched so i am just assuming the city state) if the city state researches archery it can provide babylonian bowman, if it researches 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) edit: turns out that it is the player's techs that makes units obsolete but i am leaving this for @yairm210 to decide, city state centrism or player centrism? [City State Unit Gifts pull from the recipient's Unit Pool #3967](https://github.com/yairm210/Unciv/issues/3967)

Currently it is implemented to be from the recipient's Unit Pool, so this seems solved?

+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

* [ ]  **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

When in doubt, copy the base game: only units the recipient could build themselves are received, so this looks solved to me.

+ok..

* [ ]  Militaristic City-states can only provide unique units (and probably plain units) if you have the required resource for it.

* [x]  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: link the specific PR for this

Added in #4664. resource requirement for the units as well?

* [ ]  Religious City-States should provide a  one time bonus of 4 (8 if first civ to meet) faith when you met them and should provide faith like other city states provide culture

I'd rather combine this with the first, and I'll add it to #4290.

+combined.

* [ ]  If a civilization harasses and bullies city states for some time some of the city states will unite in their permanent ear against you.

*war, needs to be implemented but requires 'demanding tributes' before this can be done.

* [ ]  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." https://gaming.stackexchange.com/a/7910 again, this should be implemented explicitly

Needs to be implemented, but is not an ability of city-states, rather of Greece.

+I think it wasnt obvious but i meant that as a bonus of greeks

* [ ]  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.

Needs to be implemented.

* [ ]  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, +Neutral is normal,
  +Friendly gives peaceful quests
  +Hostile makes their relationship with major civs drop %\25 faster, also the quests they give you are violent such as bullying a city state or denouncing a civilization (i dont know if relationship disadvantage from hostile relationship personality stacks with this, need someone to test this in civ 5 too)
  +Irrational gives random quests (can be anything i guess)
  EDIT: i think relationship personalities are connected to quest personalities please read this page, there seems to be a random personalities challange or something that changes hard coded personalities for City-States https://civilization.fandom.com/wiki/Influence_(Civ5)

Fully implemented for the quests currently implemented.

* [x]  Relationship change speeds for personalities:
  Neutral: Will increase their relationship points same speed as losing it (1 base influence per turn) and will lose relationship points the same speed (1 base)
  Friendly: Will increase relationship levels faster and will lose relationship points slower
  Hostile: Will increase relationship levels slower and lose them faster
  Irrational: I think basically like neutral but base point gain/lose speed is bigger per turn

Implemented, but with the wrong amounts.

* [ ]  The City-States should provide 40 influence for returning a worker to them that was stolen from them

Not implemented at all, but should be implemented for all civilizations rather than only city-states. +add a copy to the diplomacy thread

* [ ]  The City-States should provide 10 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
* [ ]  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.

Not implemented at all.

* [ ]  your relations between the civilization that you stole an alliance of a city state from must fall by some amount when you steal their alliance (getting up to 80 influence from 60 influence when they had 70 influence on that city state)

More a point for diplomacy between major civs than for city-states specific, this looks like, but not implemented nonetheless..

+will move to the diplomacy thread

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)

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. +moved

* The city state that the civilization that you are at with right now liberates should immediately declare war on you when it gets liberated, the bug on the original game is when a city is liberated your troops in that city would be teleported out of that city just as if your open borders expired but this shouldn't be the case as you are at war with them

I don't see this as a bug.

+removed

* Future Tech doesn't count in for that city state resource race thing, it should be

Not implemented, I'll combine this with the global contest.

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

ajustsomebody commented 3 years ago

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

ravignir commented 3 years ago

https://docs.google.com/spreadsheets/d/1sbVFDvUvEObnN-P1K8j4KBtjwcvkbKk_U6Mh5nYnxIY/edit?usp=drivesdk

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.

ajustsomebody commented 3 years ago

https://docs.google.com/spreadsheets/d/1sbVFDvUvEObnN-P1K8j4KBtjwcvkbKk_U6Mh5nYnxIY/edit?usp=drivesdk

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, INFLUENCE CHANGE GOLD GIFT DECAY OVER TIME - NUMBER OF TURNS BETWEEN DECAY, ALWAYS DECAYS BY 5 also. i couldnt understand anything about those tables

xlenstra commented 3 years ago

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

INFLUENCE CHANGE GOLD GIFT DECAY OVER TIME - NUMBER OF TURNS BETWEEN DECAY, ALWAYS DECAYS BY 5

It means the amount of turns before the amount of influence gained from a gold gift decreases by 5

i couldnt understand anything about those tables

They look very clear to me and I will be using them to implement demanding (sometime in the future), thanks for creating these @ravignir!

ravignir commented 3 years ago

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).

ajustsomebody commented 3 years ago

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.

SimonCeder commented 3 years ago

From discord: when starting in later eras, city-states will sometimes give quests to build ancient wonders that are disabled for the era.

ajustsomebody commented 3 years ago

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

xlenstra commented 3 years ago

From discord: when starting in later eras, city-states will sometimes give quests to build ancient wonders that are disabled for the era.

Also religious wonders in non-religious games

ajustsomebody commented 3 years ago

From discord: when starting in later eras, city-states will sometimes give quests to build ancient wonders that are disabled for the era.

i think we shouldnt add it

xlenstra commented 3 years ago

From discord: when starting in later eras, city-states will sometimes give quests to build ancient wonders that are disabled for the era.

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

ajustsomebody commented 3 years ago

aands its done.

ravignir commented 3 years ago

What about religious city-states providing faith when met?

SimonCeder commented 3 years ago

Should have been implemented at the same time as religious CS. The code is there at least.