Sid Meier's Civilization V

Sid Meier's Civilization V

Cities 5 Hexes Away
47 Comments
a.eijkemans 8 Jun, 2024 @ 7:19am 
it works if you don't have the community patch
DerEider 16 May, 2024 @ 10:40am 
"Cities 3 Hexes Away" has worked well in my Civ5 for years. However, after recently adding 5 Hexes and 6 Hexes Away do NOT work.

They DO SHOW UP in my Workshop "Collections"; BUT they never show up in the
<SSD>\users\{user name}\Documents\My Games\Sid Meier's Civilization 5\Mods
subdirectory.

Is there a way to directly download these mods to my PC's "downloads" so they may be manually added to the Mods subdirectory ?
AunDrew 13 Nov, 2023 @ 7:24am 
Trying to find something like this that work consistently. Played one match and fine, next match.. didn't work.
Mantha 27 Oct, 2023 @ 9:01pm 
So does anyone have any tips on how to fix this mod? I always have it enabled, but sometimes it works, and other times it just doesn't.
Muddy Bottoms 16 Jan, 2018 @ 3:52pm 
Your mod doesn't seem to work. Typical clusterjam as the AI is able to place at same distance as normal game.
pseikone 18 Mar, 2017 @ 1:12pm 
@ von jahgmann CBO - Community Balance Overhaul. Many people are adapting their downloads to Community Balance Overhaul. This Mod was created by Vox Populi. You can find CBO at the site Civilization Fanatics.
von Jahgmann  [author] 18 Mar, 2017 @ 10:39am 
@pselkone Excuse my ignorance, but what is a CBO version of a mod?
pseikone 17 Mar, 2017 @ 4:42am 
@ von Jahgmann How about to create a cbo version of your mods? I am using to play the game with serp's UI - City Expansion mod, which I can choose the tile everytime my city expands its limits due to culture. I thnk it would be great if you create a cbo or dll version of your mod.
von Jahgmann  [author] 12 Mar, 2017 @ 9:08pm 
Hey Everyone... Long time no talk. I just posted equivalent Civ6 mods earlier today for cities being 4, 5, 6, 7, 8 or even 9 (yikes) hexes away. Enjoy.
cornhooole 7 Mar, 2017 @ 11:40am 
Love it, +1. Tried the 6 Hex but that seemed just a little too much for me, but it worked great too.
xkPhoenix 2 Oct, 2016 @ 10:26am 
Worked after I made some changes in
C:\Users\Name\Documents\My Games\Sid Meier's Civilization 5\MODS\WorldChanges.sql
with the Editor I edited the value 5 and voila
xkPhoenix 30 Sep, 2016 @ 10:52am 
This mod worked quite well on the map, when suddenly one nation was able to build another city too close to another cities. I have a screenshot as a proof :) Bugfix needed :)
same here
soshial 21 Aug, 2016 @ 2:28pm 
This mod worked quite well on the map, when suddenly one nation was able to build another city too close to another cities. I have a screenshot as a proof :) Bugfix needed :)
Shiroho 11 May, 2016 @ 8:41am 
ahw it's strange, it is not working with the whole community patch (unlike toad_004 said) : / i just launched a new game, and i can build a city within the 3 normal hexes
Shiroho 11 May, 2016 @ 6:59am 
Von Jahgmann Huge thanks for you... mannn you are my savior ! this awesome mod is basically the one that made the best improvment of my pleasure in this game. I was looking for this for so long, it actually work with most of mods (i hope with communitas, still didn tried). thanks to you, END of all spamming IA shits and now better war strategies !
Maitre Supreme 7 Apr, 2016 @ 7:46pm 
Great mod - THX
toad_004 14 Sep, 2015 @ 11:33am 
This mod actually works great with the Community patch. Since it allows city-states to move before founding their city, it can prevent the "city-state loss" that this mod and its siblings may cause.
Juniper & Sanae & Friends 11 Apr, 2015 @ 8:31pm 
Bad. Doesn't cut down on AI spam, just makes them much harder to deal with. They can now screw you out of even getting a 2nd expo on Deity. City States get even more annoying, sometimes they can't deal with it at all and just die off before settling.
von Jahgmann  [author] 27 Jun, 2014 @ 7:00am 
@soul4hdwn - yup, this mod basically changes 2 XML values: the distance value and the text string for its help. There are a few mods that also change the same XML value(s) along with a lot of others things, so its a crapshoot as to which one wins.
von Jahgmann  [author] 27 Jun, 2014 @ 7:00am 
@soul4hdwn - yup, this mod basically changes 2 XML values: the distance value and the text string for its help. There are a few mods that also change the same XML value(s) along with a lot of others things, so its a crapshoot as to which one wins.
Soul4hdwn 6 Jun, 2014 @ 6:52pm 
so this mod (and related) does the same as editing the xml file? or does it work better than doing that? because i done the non moded edit (changing the value) and the game ignores it except for when giving suggested locations to build (the gold icons when moving settlers).
mschafer13 5 Feb, 2014 @ 1:56pm 
Any download links for us Mac users?
pdonettes 28 Aug, 2013 @ 4:40am 
I think it's the stupid scripting for starting locations. There are only so many good starting spots If you have a small area with a lot of good rescources, etc, it will cram them all there. You may want to try disableing start bias, but that can be bad for civ's that are only benifited by certain terrain types.
buzzshiza 27 Aug, 2013 @ 7:47pm 
Thanks for the reply and info; guess I'll just accept the potential casualties of a few City-States, because the extra distance between cities is very much worth it (why the AI is scripted to ignore the sharing of sometimes 15+ tiles is beyond me--next to rivals, sure, but their own?).
von Jahgmann  [author] 27 Aug, 2013 @ 7:35pm 
@buzzshiza - As far as I know there is only one global parameter --- and that parameter indescriminatly affects humans, AI and City States. There might be a hook via LUA for City States to use a different value, but that is beyond my know how.
buzzshiza 27 Aug, 2013 @ 1:00pm 
Great mod, and a must for my games now!

I have noticed an unintended happenstance though; when playing with a numerous amount of City-States, the game wants to cram many of them together (even on large-huge maps and giant tracks of land), and with this mod enabled, I regularly find their Settlers wandering about, seemingly unable to settle anywhere else but the starting location, and ripe for barbarian kidnapping. Rescuing the Settlers of course reverts them back to a player Worker unit, and even though I know there must be a mod to keep the Settlers intact, it also would belong to the player. Any way to return the City-State Settler to them without their even having a city first? Weird query, I know. Thanks for considering.
pdonettes 24 Aug, 2013 @ 3:31pm 
lol, yeah it might. thanks for clarifying. myabe you could put that in the description?
von Jahgmann  [author] 24 Aug, 2013 @ 8:48am 
@pdonettes - for this "5" mod, there needs to be 5 hexes between citiies --- so Cities go on the 6th hex (if on the same Continent). Unfortunately I named the Mod off of the XML tag, not the actual behavior for players. I was thinking of renaming these Mods, but since there are ~5000 subscribers I thought I might cause even more confusion,
pdonettes 23 Aug, 2013 @ 11:40pm 
This is really needed, especially on huge maps. I just wondered if you could clarify though, the minimum distance means that there can be no less than 4 hexes between cities, with the other city bieng built in the fifth hex. Is this correct? I just want to make sure I download the correct mod.
von Jahgmann  [author] 22 Aug, 2013 @ 12:07pm 
I originally created the "4" mod to reduce AI city spam so that I would not have to hand edit the game's XML to get the behavior I like. After uploading the "4" mod, folks promptly asked for sibling "5" and "6" mods too. Done.

Surprisingly, at least to me, yet more folks have since asked for additional mods with the distance set to "2", "7" and "8". At long last, done. Cheers.
Arkadus 18 Aug, 2013 @ 11:15pm 
Fantastic mod! As much as I love 6 hex distance, the maps require some minor adjustments and this is exactly what this does. Btw I have tested it with all my mods(20+) in BNW and it works as good as ever before. Good job m8
von Jahgmann  [author] 17 Aug, 2013 @ 9:36pm 
The new version I uploaded today tweaks the game help text to match that mod's city distance change. Short of that, it's the same as it ever was.
von Jahgmann  [author] 14 Jul, 2013 @ 6:12pm 
@Arkadus - yes
Arkadus 14 Jul, 2013 @ 1:46am 
is this BNW compatible?
von Jahgmann  [author] 8 Jul, 2013 @ 6:33pm 
@Bone White --- thanks for including the tip for others. In fact, doing what you suggest was what I used to do to lots of mods, until I realized it would just be easier to haxk this together instead of tweaking XML each time a different update came along.
Bone White 19 Jun, 2013 @ 12:22pm 
To those who might be using other mods with this and who are struggling to tell the compatibility, I find it is easier to manually edit all instances of MIN_CITY_RANGE in all your mod files to the same number. Civ 5 doesn't have a sensible way of handling mod load order, and as such a lot of simple mods like this may not work as expected, regardless of what order you enabled them. From my personal experience, the setting in Civ Nights overwrites this, so I edited the setting in that mod. Just search your mods folder for "MIN_CITY_RANGE" and edit them to the setting you require. Note that this will not update the tootip ingame.
Dimmy 20 May, 2013 @ 1:37pm 
I just add a comment about a potential bug I just meet : At the setup of the game if two city state settlers are within the range of 5 spaces of each other, one might not be turned into a city state... ^^
Won a worker thanks to that. Maybe your mod need to be active only after turn 1 of the game or something like. Just letting you know, I, dont mind this "bug". :)
von Jahgmann  [author] 9 Dec, 2012 @ 9:24pm 
@HannibalSmith --- This mod should be compatible with any other mods provided the MIN_CITY_RANGE in the Defines table is not explicitly set in those other mods. If so, then yeah we would have a collision case.
von Jahgmann  [author] 9 Dec, 2012 @ 9:22pm 
@LordRoy --- Thanks for the note. I'll see if I can find the game text for that and get it fixed up.
Hannibal Sm!th 9 Dec, 2012 @ 4:11pm 
I don't know why but this mod don't work for me. Maybe it's non-compatible with another mods?
Sgt Saty 8 Dec, 2012 @ 6:01am 
thank
ConfusedSquid 5 Dec, 2012 @ 2:05pm 
Thank you, god did I need this XD
THE_Übeяmensch 4 Dec, 2012 @ 5:20pm 
The tooltip says "Cannot build within 4 hexes..." simple fix, but still. Just sayin. Thanx for the mod tho.
佐々木 3 Dec, 2012 @ 12:14pm 
;]
Maguyver 3 Dec, 2012 @ 11:30am 
Thank you for this, fixes an absolutely insufferable state of play.
ActionJesus 2 Dec, 2012 @ 8:14am 
Is this compatible with saves?
von Jahgmann  [author] 29 Nov, 2012 @ 8:39pm 
In my opinion the AI has too much city spam with the default distance value set to 3 hexes. I created mods for distance of 4,5 or 6 hexes, but I personally play at 4. Cheers.