Sid Meier's Civilization V

Sid Meier's Civilization V

City States Evolved
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Update: 24 Sep, 2016 @ 8:20am

  • Fixed lingering temporary rows in the MinorCivilization_CityNames table.

  • Fixed a bug where Nation States weren't getting their free building based on city state type (Monument for Cultured, for example).

  • Added a new invisible building in every Nation State city that grants +6 happiness - to offset the happiness cost of founding the city, plus two. It also acts as a Courthouse.

Update: 1 Apr, 2016 @ 3:49am

  • Nation State city limit has increased by 1 overall (so 2 cities in Ancient era, and so forth).

  • "Greater Malaysia" is renamed to the "Federation of Malaya". Malacca is renamed "Malay Sultanate". The units of both are referred to as Malay.

  • Tyre, Sidon and Byblos nation-states been renamed to their Arabic names (Sur, Saida and Jubayl respectively). It's probably not perfect. The units of all are referred to as Phoenician.

  • Nation states recieve a free building in every city based on type (Cultured = Monument, Militaristic = Barracks, Maritime = Lighthouse, Mercantile = Market, Religious = Pyramid). The Pyramid was chosen because Religious city states do not use faith (and i'm not sure i'd want them to).

  • Fixed a typo in the tag used by Malaysia.

Update: 27 Mar, 2016 @ 5:29am

Small update this morning:

- Raised Nation State city cap by 1. It is now described as one additional city per passing era - therefore, 2 in ancient, 3 in classical, etc, to a maximum of eight or nine in the information era.

Update: 26 Mar, 2016 @ 7:57pm

City States renamed to Nation States throughout the game.

Nation States now have unique city lists (10 each). Many nations have new names to better represent their state, province or identity from which the city was taken. I do not claim this is 100% accurate, and the only language supported right now is English. Sorry.

Nation State tweak changed from -50% unhappiness from cities and population to -100%/-25% cities/population.

There is better commenting in the lua file in case you want to disable certain features.

Update: 19 Mar, 2016 @ 5:45pm

City States are now limited to one city per era. Their expansion flavor has been returned to 3 as a result.

City States now have city name lists, which include the names of every other City State in existence. No more random major civilization city names!

City States will declare war if their "bullying" requests of the active player go unmet.

City State wars are not permanent; they will occasionally make peace.

Update: 31 Oct, 2015 @ 3:52pm

Flavor updated to 1 for FLAVOR_EXPANSION for all Minor Civilizations.

Update: 29 Aug, 2015 @ 2:11pm

City States now have a trait that grants them -50% unhappiness from cities and -50% unhappiness from population.

Update: 24 Aug, 2015 @ 4:10pm

Flavor updated to 3 for FLAVOR_EXPANSION for all Minor Civilizations.

This is the only value you need to change if you want more city state settlers. It is a number from 0-10 (though values up to 12 should be okay). In an un-modded game, all City States have a value of 0; City States added by mods may have no value at all and thus will not be updated.

NoMinorCivs set to 0 for the following AIEconomicStrategies:

ECONOMICAISTRATEGY_FOUND_CITY
ECONOMICAISTRATEGY_EARLY_EXPANSION
ECONOMICAISTRATEGY_ENOUGH_EXPANSION
ECONOMICAISTRATEGY_EXPAND_TO_OTHER_CONTINENTS
ECONOMICAISTRATEGY_EXPAND_LIKE_CRAZY

In an un-modded game the value of NoMinorCivs is set to 1 for these AIEconomicStrategies. A value of 1 in these strategies will prevent the City State from "thinking" about building or using settlers.