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Hello, The mod is loading with "unlock all tiles" automatically selected and not able to be deselected, and the relock all tiles is no longer in the mod options. I didn't see anything in your change notes.

p.s. I have not used the unlock all tiles option in the base game in this save.
 
Hello, The mod is loading with "unlock all tiles" automatically selected and not able to be deselected, and the relock all tiles is no longer in the mod options. I didn't see anything in your change notes.

p.s. I have not used the unlock all tiles option in the base game in this save.
You need to choose a different tile unlocking option. You can't just unselect 'unlock all tiles', you need to actively choose something different, otherwise the mod doesn't know what to do.
 
You need to choose a different tile unlocking option. You can't just unselect 'unlock all tiles', you need to actively choose something different, otherwise the mod doesn't know what to do.
Thank you... The second part of my question is that "relock all tiles" is no longer an option. Is this a glitch or has the mod been rewritten?
 
Thank you... The second part of my question is that "relock all tiles" is no longer an option. Is this a glitch or has the mod been rewritten?
It should appear as a selectable option as soon as you select something other than 'Unlock all tiles', as (obviously) you can't realistically have both of those options selected at the same time.
 
Thank you... The second part of my question is that "relock all tiles" is no longer an option. Is this a glitch or has the mod been rewritten?
It should appear as a selectable option as soon as you select something other than 'Unlock all tiles', as (obviously) you can't realistically have both of those options selected at the same time.
Thank you so much! It was incredibly helpful in migrating my favorite build, notwithstanding the apparent crime and employment issues:


Thank you again!!!
 
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Hey there. Minor bug, not sure if it is related to the new patches they did..

I can relock my tiles, but cant repurchase up to my alloticated amount

Basically now got a city with 0 tiles unlocked
 
Here you go. It worked before the latest patches by the way. THis is a new file for the purpose of showing the bug, there are no other mods installed (other than achievement mod)
 

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Forces me to have all tiles unlocked?

I had intended to use this mod only to reduce the upkeep costs of unlocked tiles slightly. But it seems this mod forces you to unlock every tile?
 
Forces me to have all tiles unlocked?

I had intended to use this mod only to reduce the upkeep costs of unlocked tiles slightly. But it seems this mod forces you to unlock every tile?
quite possibly there is a bug introduced from the recent patches, you are not forced to unlock every tile though.

if you go to the settings, instead of the "unlock all tiles" you should be able to select one of the other options (like unlock on last milestone)

It should let you also relock them all, and rebuy what you earned to do exactly what you want, but thats the part bugged at the moment
 
Here you go. It worked before the latest patches by the way. THis is a new file for the purpose of showing the bug, there are no other mods installed (other than achievement mod)
Can I confirm the settings you're using for milestone allocation (e.g. all at start, spread across milestones, all at end)?
 
Forces me to have all tiles unlocked?

I had intended to use this mod only to reduce the upkeep costs of unlocked tiles slightly. But it seems this mod forces you to unlock every tile?
There is an option to relock all tiles and then subsequently purchase only the tiles you want to use. You have to choose one of the other options besides unlock all before relock becomes available.

If you decide to unlock all there is a toggle that allows you to set the percent of upkeep you want to pay.
 
Found a bug, when using "select initial starting tiles" and finally bying your first additional tile (the 10th tile), its monthly upkeep cost is about 230.000. Normally it should be around 10.000-20.000.
 
Found a bug, when using "select initial starting tiles" and finally bying your first additional tile (the 10th tile), its monthly upkeep cost is about 230.000. Normally it should be around 10.000-20.000.

Thanks for the report - I think I can see what might be happening there, and hopefully I can get an update out soon.
 
I wanted to unlock some excess tiles in an existing city. "Lock all tiles" works as I'd expect. "Select initial tiles" also does as advertised: pick 9 tiles for free. Tiles beyond 9 cost cash from the current city's balance. "Unlock all tiles" does exactly that, and lets you buy as many tiles as you had unlocks -- but it charges for each tile, or each tile after 9 if "select initial tiles" is checked.

But the variant I was hoping to use was to buy as many tiles as an existing city already had bought for free. In this case, slightly fewer, to reduce upkeep cost from not yet exploited tiles.

There's two currencies involved here: tile unlock count and cash purchase cost. The mod seems to handle the unlock count well. And it charges for buying "new" tiles as the game normally would, which is good. With the use case of rebuying the city as it was before, there should be no change in the cash balance from the purchase cost. That leaves the cases where previously purchased tiles were relocked, but the city no longer has the money to buy them, even though they're free in the sense of the unlock count.

I'd like to see an option to allow free-in-cash-cost tiles up to the number of tiles the city already has unlocked (which may not be all the unlocks the city has earned through milestones, if those unlocked hadn't yet been used).

An alternative implementation to avoid exploits around switching to more expensive tiles would be to refund the purchase price of all unlocked tiles, and then charge (again) for all tiles purchased. In this case, there would be no 9 free initial tiles; their cost would be refunded and then spent again to rebuy those tiles, coming out to net zero. Purists might prefer the cost of the initial 9 not being refunded to avoid that tile-switching exploit, but that depends on the implementation being able to figure out which tiles where the initial 9 in order to know the cash cost.
 
I wanted to unlock some excess tiles in an existing city. "Lock all tiles" works as I'd expect. "Select initial tiles" also does as advertised: pick 9 tiles for free. Tiles beyond 9 cost cash from the current city's balance. "Unlock all tiles" does exactly that, and lets you buy as many tiles as you had unlocks -- but it charges for each tile, or each tile after 9 if "select initial tiles" is checked.

But the variant I was hoping to use was to buy as many tiles as an existing city already had bought for free. In this case, slightly fewer, to reduce upkeep cost from not yet exploited tiles.

There's two currencies involved here: tile unlock count and cash purchase cost. The mod seems to handle the unlock count well. And it charges for buying "new" tiles as the game normally would, which is good. With the use case of rebuying the city as it was before, there should be no change in the cash balance from the purchase cost. That leaves the cases where previously purchased tiles were relocked, but the city no longer has the money to buy them, even though they're free in the sense of the unlock count.

I'd like to see an option to allow free-in-cash-cost tiles up to the number of tiles the city already has unlocked (which may not be all the unlocks the city has earned through milestones, if those unlocked hadn't yet been used).

An alternative implementation to avoid exploits around switching to more expensive tiles would be to refund the purchase price of all unlocked tiles, and then charge (again) for all tiles purchased. In this case, there would be no 9 free initial tiles; their cost would be refunded and then spent again to rebuy those tiles, coming out to net zero. Purists might prefer the cost of the initial 9 not being refunded to avoid that tile-switching exploit, but that depends on the implementation being able to figure out which tiles where the initial 9 in order to know the cash cost.
I see what you're after there, although it would have to be based on tile count - as player action would change the cost of each tile, so it can't reliably be calculated retroactively.
 
I see what you're after there, although it would have to be based on tile count - as player action would change the cost of each tile, so it can't reliably be calculated retroactively.
Whichever works; I'm just guessing at the implementation and what numbers you might have available.

Being able to rebuy exactly the same tile set at zero cost is a sort of test criteria, rather than an actual useful goal in and of itself. But any alteration of a city that's grown at all will run into the case of paying twice for the same tiles (beyond 9). Perhaps this hypothetical new option could just start with a free tile count equal to the currently owned number.

The original motivation comes from the increased tile upkeep costs, in combination with old city saves where I'd just spent the tiles as they were granted (because back then, why not?) New rules increased the tile upkeep -- but the city already had problems, so it just didn't have a few hundred thousand to spare reestablishing its map to save money. But I could also see some use in trying different strats or alternate paths for a city. (Do I buy the coast and sea tiles for a port, or should I go for the inland resources? If you're foresighted enough, you might keep a save. Or a neat tool like 529 Tiles could let you change your mind and go for the other choice. And other such things.)

I personally wouldn't really have a problem if a player sold a developed tile, waited for the tile to self-destruct (I assume from the way the condemned markers appear on everything that tiles outside of the final city boundaries revert), and then bought the tile back for cheap. They still lose all the money they put into development, plus the game time for that development. I'm sure there'd be ways to abuse the cash value, but then some will see any alteration other than through pure vanilla play as an exploit. Even virgin tiles have a cost, if relatively small, so there's no way to alter even just the starting tiles without affecting the cash value to some degree. That's something I'd just have to live with :)

Thanks for considering the notion.