Sid Meier's Civilization V

Sid Meier's Civilization V

City Sprawl
32 Comments
NavyPierre 27 Jul, 2023 @ 12:38pm 
It seems like the Hamlets are missing when playing the with the Vox Populi mod, but I have no clue if the same happens in vanilla. Anyone else having this issue?
Kraft 24 Sep, 2021 @ 4:00pm 
Ohh hey this is kind of like districts in civ 6! awesome, and it expands upon a mod I already have downloaded!
bluhspizo 3 Sep, 2021 @ 7:40pm 
does this also require the original mod? I don't see my trading posts upgrading. If it helps, I'm on marathon speed and I'm in the enlightenment era (another mod, if it wasn't clear). Would these things effect anything?
rouven-s.-simon 5 Feb, 2021 @ 2:14pm 
It lacks religion.
And you can buy art etc. pp. only with religion.
Computer Dweller  [author] 16 Mar, 2020 @ 7:03am 
I never tested if it was savegame compatible, but I think it is.
Sovyun 13 Mar, 2020 @ 5:48pm 
Do I need to start with a new save or can I continue with this mod on a existing save file?
Buttwheat 12 Jan, 2020 @ 2:57pm 
Hey nice, thanks for fixing that mod.
Computer Dweller  [author] 15 Dec, 2019 @ 5:51pm 
I don't know how to make the improvement only buildable when adjacent to cities, but I did make a working version that only gives yields when next to a city, completely forgot about it until now so I'll release it when I have some free time.
Dawud Sandstorm 13 Dec, 2019 @ 7:19pm 
Should only be next to city or on roads adjacent to an upgraded tile next to the city
Cyberduck 16 Sep, 2019 @ 8:37am 
You know guys it's pretty easy (with some tests but it could be a good introduction to modding^^) to understand the file and change the values.
I just lower the yields to reasonable values, if the yields of these improvements are greater than strategic, bonus or luxury resources yields it totally break the game (no resources strategy on civ ??), but made them just behind with some techs adding yields in time like other improvements is really great, the defense bonus is a great idea, it made the fort and citadel obsolete with time, pretty accurate with the graphics of these improvements in late eras. (who look like totally outdated defense)
WolfCrossing 21 Aug, 2019 @ 1:03pm 
Hello! I have been a long time user of the original mod. I loved the progression aspect of it as well as the art added onto the map (I like to keep forests intact without lumber mills), but I did after a while come to dislike the removal of food and production. I had actually went into the mod files myself and changed it to where it does not remove anything, but still added gold. Instead of having the town add an extra gold while taking nothing, I removed the extra +4 gold from the town upgrade and instead made it a +3 gold and +1 culture.
So that may be an idea for balance. Though the idea of a proximity restriction is also interesting. Given my own style of use, I would personally dislike it, but balance isn't about preference. Heh.
arcus1235 25 Jul, 2019 @ 4:53pm 
@CommanderCapra thats fine i dont know anything about modding i was just curious if it was compatible
Computer Dweller  [author] 25 Jul, 2019 @ 6:20am 
@arcus1235 I don't know much about playing modded multiplayer, it has lua code, is that a problem?

@durp16 I've definitely thought about making a version that is more balanced, I was maybe going to require the improvements to be adjacent to a city, but I like your idea more. If you know how to feel free to release your own version of the mod.
durp16 24 Jul, 2019 @ 7:50am 
I know that you intended for this mod to be overpowered, but it doesn't necessarily make it good.
Here is what I suggest. At the minimum, have it so that Trading posts and all upgraded improvements cannot be adjacent to each other.

Another way to improve it is by having it so that Towns need 4 tiles of space between other towns, without any, villages, hamlets or trading posts adjacent to it, (and having that same limit on lower tier improvements.) Villages would need 3 spaces between other villages, Halmets would need 2, and trading posts need 1

I would suggest adding this, or at least nerf it that way because the AI will spam the trading posts everywhere, and it defeats the purpose of having any farms.
arcus1235 18 Jul, 2019 @ 6:40am 
@CommanderCapra would this happen to be compatible with multiplayer?
Computer Dweller  [author] 15 Jul, 2019 @ 3:56pm 
@Nick I've only seen them grow once before and I've used this and the original mod a lot, so that's why I added the manual.

@Im Tired Wait, you're using this with the trading posts grow into towns mod? Cause if so, its absolutely incompatible with this mod.
Lornofteup 15 Jul, 2019 @ 11:32am 
it doesnt work for me, my trading posts still only yield +1 gold, i do have other mods but none of them affect trading posts except for trading posts grow into towns mod
Nick 14 Jul, 2019 @ 9:39pm 
Very fun mod! :steamhappy: They do not grow for me, however. I've even locked my pops onto them, I have to manually upgrade them.
Computer Dweller  [author] 14 Jul, 2019 @ 7:13pm 
@[Korosu]Kivy Its a steam and civ side issue, either look for the CIV5MOD file in your mods folder, or just manually download it. http://steamworkshopdownloader.com/
Kivy 14 Jul, 2019 @ 6:44pm 
So downloaded it from the workshop 1.5MB in size and it doesn't show in the mods list.

Ideas?
Computer Dweller  [author] 14 Jul, 2019 @ 4:57pm 
@Pandafish I always just use the first one that comes up and haven't had problems
http://steamworkshopdownloader.com/
Pandafish 14 Jul, 2019 @ 2:17pm 
@CommanderCapra inside MODS i only see files for the 4 mods that are showing up on my game. i don't see any CIV5MOD file(s). i re-verified the game cache via steam but it didn't add anything.

what steam work shop downloaader is good?
Computer Dweller  [author] 14 Jul, 2019 @ 12:19pm 
@Pandafish steam has a bug where mods dont download correctly.
Go to your Civ5 mod folder. Default location:
C:\Users\username\Documents\My Games\Sid Meier's Civilization 5\MODS

Inside you'll see all your mods, and probably some files of the type 'CIV5MOD File'.
Create a new folder in the mods folder with the same name as the CIV5MOD file. Open the CIV5MOD file with something like 7zip and extract the contents to the new folder you just created. If done correctly the mod should now appear in game.

Alternatively you can google for a steam work shop downloader and just use one of those.
Pandafish 14 Jul, 2019 @ 9:34am 
how do i get it to show up in my mod list
Avid Monster Hunter Fan 14 Jul, 2019 @ 9:20am 
"I am going to fight mexico with the us using this, i also use other mods"
EXTAZY 14 Jul, 2019 @ 3:43am 
Cool, man!
joshb91 13 Jul, 2019 @ 1:23am 
great mod to have.
Computer Dweller  [author] 12 Jul, 2019 @ 11:37pm 
@BeastlyHaz no
BeastlyHaz 12 Jul, 2019 @ 11:14pm 
Does it require the original mod as well?
Gandhito 12 Jul, 2019 @ 2:25pm 
Nice!
8792879287928792 11 Jul, 2019 @ 4:49am 
Awesome mod concept! Can't wait to try it out!
RobotWillie 11 Jul, 2019 @ 1:22am 
Thanks, I will try this out. I know this is another version of something that has been done, but its one of the things I missed from Civ IV, how cottages changed and grew like this. It may be overpowered but its true how a growing community would produce more of those things the more it grew so it makes perfect sense too. To me it looks so much better and realistic seeing the outlaying suburbs of your cities grow like this than stay the same old trading posts from day 1.