Sid Meier's Civilization V

Sid Meier's Civilization V

Minor Civs
93 Comments
Quethed 30 Nov, 2017 @ 9:57am 
city states evolved does very simular to this mod
Gat Albert 9 Apr, 2016 @ 9:32am 
I don't think this is compatible with barbarians evolved. As soon as a barbarian captures a city state city the game crashes.
LOBO 20 Mar, 2016 @ 9:51am 
How to reduce distance? Cause sometimes CS spawn city too far away from their Main city :/
Also whenever I raze their spawned city (to build my own city one tile away cause it is better) it is coming back straight away in the same spot, so it can never be destroyed :/
Reggin 22 Feb, 2016 @ 4:54pm 
Is this mod compatible with "City State Settlers (Minor Civ Expansion)"?

davii.adams  [author] 5 Jan, 2016 @ 11:50am 
@Mazz If I remember correctly, that's the game limiting things, though the mod does change the number of additional cities a city state can spawn.

@Pepper I used to, but not sure it still exists. I'll check when I get a chance.
Pepper grinder 4 Jan, 2016 @ 11:04pm 
Do you have a Direct Download link?
Mazzini 24 Nov, 2015 @ 3:02am 
This Mod is: wonderfull.

My matter is I can t, I dont know why, dispose of a decent amount of CS (it could be because other Mods I use), while with 22 Civs about 40 CS should appear, I allways have 10, 12, 15.

If this Mod is going to work, I ll have my life sweeter.
Simple and foundamental, a cobblestone and great idea.
I congrat and thank You.
MSF 29 Oct, 2015 @ 2:34am 
This is by far one of the best mods for civ5. :steamhappy:
LOBO 22 Sep, 2015 @ 1:13pm 
What is compatibility with other mods?

@toad_004 - they not always raze it - I had a situations (without any mods) when CS where leaving conquered cities for themselves
RugerXVII 11 Sep, 2015 @ 5:34pm 
What's the warmonger penalty for attacking a minor civ? Is it the same as it is for vanilla and BNW?
toad_004 2 Sep, 2015 @ 1:04pm 
City-States will raze cities they capture simply because they don't have the happiness to support more cities (however, if they capture a capital from another city state or a major civ, they will keep it because they cannot raze it).

All you have to do is mod the City-States to have more happiness somehow and they will actually keep cities. City State Settlers does this by giving the city-state leader -50% unhappiness.
Comrade Clippy 15 Aug, 2015 @ 7:30am 
Does This Mod Work FOr anyone? It doesnt for me....
DerigarsChairman 12 Aug, 2015 @ 6:08am 
my mod will eventually require this one
davii.adams  [author] 20 Jul, 2015 @ 6:46pm 
Not that I recall. I'm sure it's been done in other mods, but think they were full conversion style ones, which might've gone deeper into the workings of the game.
zArkham4269 16 Jul, 2015 @ 8:10am 
Does this mod allow a city-state to keep a city it captures during war instead of razing it?

Frankly I'm irritated that an allied CS always razes a city it captures instead of at least asking if me (the ally) wants it.
OnlyThePie 4 Jan, 2015 @ 4:16pm 
Ah alright, thank you.
davii.adams  [author] 31 Dec, 2014 @ 6:42am 
@OnlyThePie More to do with how the core game works, rather than any glitch, or by intention within the mod.
OnlyThePie 19 Dec, 2014 @ 2:39pm 
I've noticed you cannot spread religion Via trade to the non-original cities, is this intentional, or a glitch?
M1K3 6 Oct, 2014 @ 8:49pm 
Thanks for your answer :)
davii.adams  [author] 6 Oct, 2014 @ 8:11pm 
@luigil101 I've not done anything to change that aspect, so not to my knowledge.

@Mike No plans to, but it should just be a case of removing that aspect of its Lua code. I've just started a computing degree, so I'm hoping that come Civ 6, I'll be up to making all my mods a lot easier to include optional ideas.

At this point though, I doubt that I'll have proper time to do as much as I have previously, so might upload a whole pile of stuff on the basis they are as they are etc.
M1K3 5 Oct, 2014 @ 12:32pm 
Hi just a short question: Is it possible to make another version of this mod where the number of cities each CS can found isnt limited?
Cheers
Luigil101 31 Aug, 2014 @ 5:41pm 
Does this make citystates not auto raze cities they capture, as a habbit of mine is launching far into tech, and giving city states a ton of units to fight my battles on the other side of the map.
Nediak 25 Aug, 2014 @ 11:06am 
@no_offline_games_anymore Where'd all your mods go?
Guy 18 Aug, 2014 @ 5:43pm 
hopefully this works! :greenslime:
Francois-Pierre 21 Jul, 2014 @ 7:45pm 
Thanks for making this mod! I have the other mod for CS and the author of that one suggested your mod for CS that will not settle in large numbers. :)
davii.adams  [author] 11 Jul, 2014 @ 7:20pm 
Cool, could be interesting to see just how far minor civs in a game will go before coming into direct conflict with a major one.

Yeah, the cap is there for stopping an overload of minor civs when there's a lot in one [massive] game. I think the LUA code putting that in place would ultimately get ignored by the core game, and they'd carry on founding cities regardless, or just produce settlers that don't do anything etc.
no_offline_games_anymore 10 Jul, 2014 @ 5:31am 
I play BNW, auto update enabled. With credit to you for the inspiration, I released a mod with the values below (http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=277156711) , allowing minor civs to expand their borders and found cities. What I like about your mod is the increase in the limit to the number of minor civ cities ( 1 --> 3 ).
davii.adams  [author] 9 Jul, 2014 @ 9:02pm 
What version are you using? I (and a few others) did try amending those details quite early on, but all that would happen, was that settlers were built, but stood around doing nothing. Something may have changed since one of the expansions, that has changed that.
no_offline_games_anymore 11 Jun, 2014 @ 8:20pm 
Regarding minor civs expanding via settlement: under MinorCivilization_Flavors, set Flavor greater than 0 where FlavorType=FLAVOR_EXPANSION and under AIEconomicStrategies, set NoMinorCivs=false where Type=ECONOMICAISTRATEGY_FOUND_CITY. In total, I changed 26 rows from true to false and city states expand like major civs.
davii.adams  [author] 11 Mar, 2014 @ 7:10pm 
@Nek There's often issues with subscribing to mods, and them not showing up in the list, but it's a Steam issue, rather than to do with the mods themselves. I've yet to see a definitive answer on how/why.

Have you looked at the info here: http://forums.civfanatics.com/showthread.php?t=465972
davii.adams  [author] 11 Mar, 2014 @ 7:04pm 
@Dread That idea came up a lot in CivFanatics. From what I could understand, the way the game is put together doesn't allow for that kind of development, so it's the sort of thing that really needs to be done structurally in the first place, at the design stage. I agree that much of the game could/should be more organic, and post religion/trade route implimentation styles with the expansions, it's possible that more of it will be in future.
davii.adams  [author] 11 Mar, 2014 @ 6:58pm 
@max It's been quite some time since I've played with that many city states, but pending any other limitation in the core game, they should spawn. In some cases, it may be that they can't determine a suitable location, or a would be location might be outside of distance limitations. It's difficult to tell at times, but of those 41, some should be able to spawn (especially with lots of space).
Nekoborg 11 Mar, 2014 @ 12:55pm 
I cant find this mod when i load in the mods i have suscribed to. I have suscribed to this mod, i have tried to log out of steam and back in before loading civilization 5. I have all the civilization gaming packs(expanded delux eddition) for civ 5 so that is also in order. I even tried restarting pc and modem just to be sure i tried it all. Now how do I make this mod show up in my mods folder and ingame file so i can use this mod while playing civ 5?
DreadPirateRabbits 8 Mar, 2014 @ 9:02pm 
CIV V made a mistake by not having major civs start as city-states as well. Why should we assume that one type of people are better than another while everyone is still a bunch of cavemen-types? I'd love to see a mod where all civs start as a city-state and lose the checkerred border when they make or capture a second city. It's like the game would be saying "oh, so you're serious, ok you're a real civ, then".
maxxmcgill 2 Jan, 2014 @ 9:33am 
huh... im playing a game with 41 city states, and they have never once spawned new cities. 10 civs, so there's been lots of space. maybe its the combination of mods im playing with that's mussed things up. playing as venice, so ive been buying up city states myself.
davii.adams  [author] 30 Dec, 2013 @ 7:16pm 
@Max If memory serves, the cities spawn when the average population is greater than 5, so the first one should appear at pop 6.

When there are less than 12 city states in the game, each remaining city state can have up to 2 satelite cities. More than 12, and each is restricted to just one extra city.
maxxmcgill 28 Dec, 2013 @ 4:09pm 
what's the treshold for spawning a new city? also, does there need to be a minimum number of city states for the spawn to take place? or is that what the 12 city states means?
mauporte 13 Dec, 2013 @ 4:30pm 
that makes sense, too bad too, because I oftentimes play games where I think the map couldv'e housed more civs to make it more competitive.
davii.adams  [author] 12 Dec, 2013 @ 7:01pm 
That's been touted a few times on CivFanatics, even to the point of civs starting out as a glorified encampment, progressing to city state, then major civ, empire etc.

The problem is, as far as I'm aware from replies given each time, is that the game doesn't allow for it without major surgery. Doing so would likely break other mods in the process too.

Personally, I like the idea. I've at least one mod that has never been uploaded that looks towards a more organic development, but would probably cause a few headaches!
mauporte 11 Dec, 2013 @ 5:02pm 
What would you think about having new independent city states spawning in remote and isolated locations throughout the game course? (similar to how barbarian encampments spawn) Maybe if an isolated location is really broad, a new civ could spawn there.
davii.adams  [author] 7 Dec, 2013 @ 5:31pm 
Of what I've seen, both Venice and Austria take all of the related cities to a City State (as far as the game is concerned, each City State is a [minor] civ, which gets taken over, rather than the city aspect).

As for gold cost, that depends whether that's a database figure, or not, and could cause lots of issues for anyone that doesn't have the relevant expansion etc. If I spot something that can change it, I will :)
Torsten 6 Dec, 2013 @ 1:24pm 
About the Austrian ability, is it possible to increase the amount of gold required to marry the city state depending on the number of cities said city state has and allow Austria to take the whole state over??
davii.adams  [author] 1 Dec, 2013 @ 4:10am 
I'm fairly certain I've seen Venice take a city at a time, rather than all flipping in one go, and others have mentioned that Austria gains too much benefit.

I'm about to test a couple of things on another mod, so I'll make sure both these civs are in the game, specifically to watch what happens.
dmanlehan 29 Nov, 2013 @ 12:23pm 
How does this mod work with the merchants of venice and the austrian ability? Do you only get one of the cities or the whole city state empire?
ZACWarrior 2 Sep, 2013 @ 10:27am 
*Thanks.
ZACWarrior 2 Sep, 2013 @ 10:27am 
yeah, and if you have time, could you make another mod that adds more sea luxuries like coral, squid, octopus, and others, because a lot of people would be happy to see that. aThanks.
davii.adams  [author] 31 Aug, 2013 @ 3:46pm 
No worries. It's a bit annoying that it's sometimes necessary to go through that rigmorale, but worth bearing in mind any time you come across this issue. I've no idea what it's like for other games, but it seems to crop up a lot for CiV.
ZACWarrior 31 Aug, 2013 @ 10:53am 
ok, thanks, and it finally showed up. It works really well. Great mod
davii.adams  [author] 29 Aug, 2013 @ 6:34pm 
@Silver I could imagine a situation whereby a CS loses a city during war time, allowing it to spawn another one elsewhere, then getting back the lost city.

@Zach Unfortunately, I'm just as in the dark as everyone else on the indiscriminate way mods download fine for some, but not others. For those mods that still don't download, you could possibly try this:

Unsubscribe from them,
Delete your cache folder (My Games/Sid Meier's Civilization 5...)
Re-subscribe via Steam, not via the game
Load game up
All mods subscribed-to should download again
Enable mods you wish to use etc etc

That's just for the ones that don't show up of course, you won't (that I know of) need to re-subscribe to the other mods that are ok.
Silverfishv9 29 Aug, 2013 @ 11:01am 
I know it's supposed to be limited to certain amounts, but I swear I've seen a city state with four cities before. Not entirely sure wich one, but still interesting.