Sid Meier's Civilization V

Sid Meier's Civilization V

City States Evolved
203 Comments
NeMex505 21 Dec, 2024 @ 7:37am 
would it be possible that you could publish a mod that makes a game perameter that limits the normal civ's total cities based on era similar to what you've done here?
Anakin da Mooca 24 Jun, 2024 @ 5:32pm 
Can't find it ingame where we chose what mods to use. I have all DLC
Usernamehere 12 May, 2024 @ 6:12pm 
How does this mod handle Austria? Can an Austrian player buy an entire nation-state, or does it only work one city at a time?
Luft 18 Feb, 2024 @ 4:52pm 
I'm quite a fan of this mod, and have been using it for years. I had a thought just now when going to start a new playthrough. Would it be possible to add a checklist option at the setup to make it so you could turn on or off some of the features added in this mod? For example, there are scenarios where the dynamic warring and trading between the nation states makes for a more interesting game, but the settling of new cities might be a little bit much. Anyways, I know this is an old mod for an old game, and I know it probably wouldn't be near the top of your list of priorities. Thank you for making one of the mods that have made my games more memorable over the years.
B-loeber 13 Dec, 2023 @ 8:44pm 
do the leader mod for city states work with this?
Telethia 2 Jul, 2023 @ 10:58am 
According to the VP compatibility thread, yep!
Stim Shady 24 May, 2023 @ 11:34pm 
is this compatible with Vox Populi?
OJ Shrimpson 16 Oct, 2022 @ 3:32pm 
hey so i have this little issue that makes it so whenever i save a game and come back later the city state names all become txt_key_citystate_citystatename_01.
Er!s 1 Aug, 2022 @ 2:37am 
Is there a way for me to disable city state settlers?
christopher.ash 30 Jun, 2022 @ 7:12am 
This is a great mod but it is no longer working with the latest Vox Populi v2. Any chance you will alter it for compatability?
Plasomus 28 Dec, 2021 @ 8:10pm 
naaaaaah, Barbarian Clans mode is not the same as epic City states evolved. I want my city states to grow into mini empires lol, would be chad and epic
Charsi  [author] 28 Dec, 2021 @ 3:12pm 
I did, but i've let it fall into unsupported. Firaxis came out with a Barbarian Clans game mode, which is exactly the same thing, just better and properly supported.
Plasomus 15 Dec, 2021 @ 10:18pm 
Please make a version for civ 6
Fulcrum 11 Feb, 2021 @ 8:10am 
Venice and Austria:
Doomtoham 14 Dec, 2020 @ 8:47am 
YAY
Elegon 10 Nov, 2020 @ 2:49pm 
Can i use this with Unique City-States?
Flickmann 6 Oct, 2020 @ 1:58am 
Love the idea of this mod but nation states are spamming cities in the ancient era; not sure this is intended. This chokes all major civs for land very early on.
H2O 18 Aug, 2020 @ 5:29pm 
This appears to be fixed with the latest release (8-16-2)
Charsi  [author] 24 Jul, 2020 @ 4:59am 
@Dovaj (and others) - if I recall correctly there's a logic change in the attributes of city states that allows them to "know" what to do with a settler unit. Normally they don't know, so they just protect the unit by hiding them in a city or stacking them with a military unit if they can't.

If memory serves, something about the way Vox Populi or other mods loads might mean that SQL/XML change does not take effect or is overwritten.

Also, i'm modding in Civ 6 now. Apologies for being absent so long.
hawkseye17 2 Jul, 2020 @ 11:24pm 
On GitHub, I was told that it was due to a change in settler logic. I have no clue what that means but someone with modding experience might
Kai 21 Jun, 2020 @ 11:09am 
Having the same issues as Dovaj, has anyone found a work around?
xX_Safety_First_Grenadier1803_Xx 18 Apr, 2020 @ 3:12am 
I don't think it's a bug. Nation-states do that likely to have a back-up in case they're destroyed, since they tend to do it during wartime. I don't know if perhaps it does it even if you turn off complete kills, but anyway. You will notice that they only ever make just one.
Dovaj 2 Apr, 2020 @ 9:13am 
Playing with Vox Pouli, Enhanced City-States, and this mod. Nation States are building settlers, but they just sit in the city. I have tried to fool the AI, by creating a scout, and even moving both units with IGE to a great spot for a next city. I am in Medieval Era, # city limits not modified. The Settler just moves back to the city and sits. Anyone have any ideas?
Shavy 7 Jan, 2020 @ 2:23pm 
found it weird they can steal my cities through war but can't build their own.
cloudburn 27 Dec, 2019 @ 6:59am 
does this mod work with barbarians evolved? (there is an option where barbarian encampments can become city-states.) Would it be possible for the barbarian encampments to become nation-states, and then grow from there? Or do they not work together? Is there custom DLL I should be aware of for this mod? (there is a custom DLL option, not entirely sure what it does)
Darklord Morius 29 Sep, 2019 @ 6:04am 
Good Day, Charsi. I made a mod that adds almost a hundred Nation States, compatible with your mod. I provided city names and even included the Table MinorCivilization_Evolved and atributed to each civ, but the New Nation States seem to draw their names at random, not getting their own city names. Can you help?
Darklord Morius 22 Sep, 2019 @ 6:08am 
To create a list of city-states names, i need to create city-states names columns or not?
Like:

<MinorCivilization_CityNames>
<Row>
<MinorCivType>MINOR_CIV_NABATEA</MinorCivType>
<CityName>TXT_KEY_CITYSTATE_NABATEA_CAPITAL</CityName>
</Row>
<Row>
<MinorCivType>MINOR_CIV_NABATEA</MinorCivType>
<CityName>"TXT_KEY_CITYSTATE_NABATEA_01</CityName>
</Row>
<Row>
<MinorCivType>MINOR_CIV_NABATEA</MinorCivType>
<CityName>"TXT_KEY_CITYSTATE_NABATEA_02</CityName>
</Row>
(...)
</MinorCivilization_CityNames>



and do i need to use the <MinorCivilization_Evolved> column?
Darklord Morius 29 Aug, 2019 @ 10:34am 
To make this mode work with new city states all i need to do is to provide a city list name, like:

<Row Tag="TXT_KEY_CITYSTATE_NABATEA">
<Text>Nabatea</Text>
</Row>
<Row Tag="TXT_KEY_CITYSTATE_NABATEA_ADJ">
<Text>Nabateans</Text>
</Row>
<Row Tag="TXT_KEY_CITYSTATE_NABATEA_01">
<Text>Charmuthas</Text>
</Row>
<Row Tag="TXT_KEY_CITYSTATE_NABATEA_02">
<Text>Hegra</Text>
</Row>
<Row Tag="TXT_KEY_CITYSTATE_NABATEA_03">
<Text>Petra</Text>
</Row>
<Row Tag="TXT_KEY_CITYSTATE_NABATEA_04">
<Text>Yathrib</Text>
</Row>

Or i need to also use the MinorCivilization_Evolved column?
SzymonBN 27 Mar, 2019 @ 11:58pm 
it doesnt show in mine mods folder or in game. Somebody knew how to fix it?
infraredecho 15 Jan, 2019 @ 8:58pm 
is it possible for this mod to work alongside the OCC mod or would OCC prevent the Nation States from producing settlers also? if so, is it possible to have the new city spawn for nation states rather than through use of settlers?
Nguyen 30 Aug, 2018 @ 8:34pm 
Would there be a way to allow City-States to create their own Trade Routes (and thus use Caravans and Cargo Ships)?
Miath 1 Jun, 2018 @ 9:26am 
... How'd you fix this over City-State Expansion?
Risky Scissors 13 May, 2018 @ 1:51am 
Is there a way to make it so certain city-states get settlers and others don't?
LOBO 2 Apr, 2018 @ 1:48pm 
Unfortunetly CS don't start with warrior (as it is in your files)
Do you know how to fix it? Otherwise they are quickly invaded and taken over :(
HoldYourWaffle 13 Dec, 2017 @ 5:46am 
@alexyoung You should look into the R.E.D. DLL mod, it provides just that
alexyoung 27 Nov, 2017 @ 7:20pm 
I'm actually looking for a mod for city states to be permitted to cross my borders if they are allies so when I'm attacked and don't see the enemy coming they would go into my territory to attack the hostile when I'm at war too. I'm kinda shocked nobody has thought of this before where ally city states are permitted to cross your own borders or enter and stay in my territory because that realistic.
Drake4 14 Nov, 2017 @ 11:00pm 
I looked in the civ 5 code, and all happiness buildings have FLAVOR_EXPANSION, wich might work.
Charsi  [author] 1 Nov, 2017 @ 5:01pm 
I did originally do that (and you can remove the limiter with a bit of coding knowledge).

The problem is city states don't care about happiness buildings, so they end up expanding so much they become deeply unhappy and eventually flood the map with rebellious Barbarians which pillage everything and render the city states completely ineffectual.
Drake4 1 Nov, 2017 @ 8:22am 
:(, and can you make this mod make city states found as many citys as the FLAVOR_EXPANSION flavor type instead of, or with the 1 city per era (Please note that caps were used incorrectly earlyier, I copyed and pasted from city-state flavors)
iekamara14 28 Sep, 2017 @ 1:00pm 
is there a download link? it's not appearing in mymod list even though i subscribed.
Rowger 13 Aug, 2017 @ 10:31am 
Is there anyway to make the city-states keep their units around their borders? It seems they just want to explore the world by themselves and not have any defenses whatsoever.
NKP723 19 Jul, 2017 @ 11:36am 
Is this compatible with Ynaemp City States?
Charsi  [author] 27 May, 2017 @ 3:44pm 
It would depend what is going on under the covers of Civ 6. I don't own it - i'm super cheap and waiting on an epic sale.
SIS VS BRO 26 May, 2017 @ 6:38pm 
Hey, I've been playing this mod for a great deal of time now and I was just wondering. Will you make the same mod for Civ 6 as well? Because I would like to see the CityStates actually do something in that game.
Charsi  [author] 22 May, 2017 @ 7:14pm 
@WL: I never tested this but that sounds awesome - but broken.
I am a Legit Scientist 22 May, 2017 @ 9:24am 
while playing as venice (1 city civ) when u buy nation state they arent puppeted, is this a bug or what?
Comrade Gman 3 Apr, 2017 @ 8:41am 
Can you make to have them protectorates
Fry McFly 11 Mar, 2017 @ 5:47am 
If i free a City State that isnt the "Capital" from the "Nation State" can i give it back 2 its owner?
7DeaDintheWateR5 16 Feb, 2017 @ 6:32pm 
Here's my mod list:

- Full Vox Populi Install (EUI)
- community events
- events and decisions (cbo)
- colored religious icons (basic)
- city states evolved
- city names by policy
- enhancedcitystate
- faster aircraft animation
- global - commander influence borders
- global - local generals
- global - religious settlers
- goody huts - no auto mapping
- goody huts - tech refund
- improved air recon
- improved city view (vp eui)
- infoaddict
- cultural diversity (core)
- leadership reformation
- maps - rotate start position
- promotions - extra cargo
- r.e.d. modpack
- really advanced setup
- reforestation
- removebanluxury
- removewallgraphics
- thals flagpromotions
- ui - overlay barbarians
- ui - small resource icons
- unit path viewer
- units - paratroop enhancments
- units - subs ignore borders
- units - subs immune under ice
- units - super carrier
- units - visible trade units
- wonder race
- world congress reformation
7DeaDintheWateR5 16 Feb, 2017 @ 6:30pm 
I've got solar power plants in two of a city states non capitail cities that I anexed. I'am at the end of the medevial era. There was a non capitial city from a different city state that i also anexed earlier and i did not have this problem.