Sid Meier's Civilization V

Sid Meier's Civilization V

Rhode Island
28 Comments
dj 16 May, 2017 @ 5:12pm 
ynaemp support would be really cool to see
rover6695 17 May, 2016 @ 2:50pm 
Oh ok...I'll check it out again and let you know, thanks!
calcul8or  [author] 1 May, 2016 @ 7:03pm 
If I remember correctly, that happens until the start of the next turn
rover6695 1 May, 2016 @ 5:33pm 
When I found my capital, I immediately start at -7 unhappiness.
Is this right?
WUTVILLE IS A MASTERPIECE 18 Feb, 2016 @ 12:38pm 
Pretty sure these mods are crashing my game around the Renaissance.
calcul8or  [author] 21 Nov, 2015 @ 5:26am 
Glad to hear it!
Mami 20 Nov, 2015 @ 10:30pm 
as a rhode islander, I approve, and also goes well with my southern new england map I made.
calcul8or  [author] 15 Oct, 2015 @ 6:43pm 
Thanks! That was the general idea. I will be adding support for some common mods soon, watch for an update
A_Sweaty_Yoga_Mat 15 Oct, 2015 @ 1:17pm 
Rhode Island represent! cool idea for a civ. good civ for turtling with high production and gnp but little expansion
Av Rand 4 Apr, 2015 @ 4:43pm 
Next time make a video tutorial of when you make a mod that adds a civ, like for one of your states
Modrian 21 Feb, 2015 @ 8:49pm 
Note: In actual play, unhappiness per city grows at 9/city favoring tallness as desired. But, checking the happiness tally, there is a 13/city 11/city or 10/city plus (depends on era), which effectively offsets the 9/city unhappiness. This significantly weakens the intent to encourage tallness. If the offset is intentional, perhaps consider reducing it; if unintentional, should remove it so the tallness impetus is strengthened.

Your state mods are very fun to play.
Neptonite 15 Feb, 2015 @ 8:18pm 
Can you please do a South Carolina civilization?
76561198116284665 15 Feb, 2015 @ 4:26pm 
can u make a maryland civ?
Mojave Neon 14 Feb, 2015 @ 8:59pm 
Oh, my capital was on the coast. I only had three cities, and all were on the coast.
calcul8or  [author] 14 Feb, 2015 @ 8:37pm 
@ruhrgebietheld - that shouldn't be happening. I didn't make it clear above - the capital also has to be on a coast for the connection to be automatic. You should start on the coast, but sometimes the game will place you off the coast.
Mojave Neon 10 Feb, 2015 @ 5:12pm 
I really enjoyed this one. I usually play tall anyways, but this one made me go with even a couple fewer cities than usual. Was a nice change-up in experience. The only negative I noticed was that coastal cities don't always connect to the capital like they're supposed to. One was only about 8 tiles away from my capital, and it didn't form a connection for about 10-15 turns after I founded it. My other coastal city didn't form a connection at all until I built a harbor in both it and my capital. Other than that though, I really liked this one.
Visual_Anxiety 6 Feb, 2015 @ 5:10pm 
As I come from Vermont, I think that a Vermont civ would be abesolutley amazing. Just my opinion. Heck, I get excited seeing mods involving any of the New England states, though I haven't seen any Vermont ones.
Ramblin' Bob 6 Feb, 2015 @ 1:33pm 
Wouldn't Stephen Harper have been a better choice?
calcul8or  [author] 5 Feb, 2015 @ 5:48pm 
...and 15% of its "land" is water :)
Av Rand 5 Feb, 2015 @ 5:37pm 
@Woopert it's actually called that because the island in it's bay aquidonneck island, was origionally called Rhode Island. So they named the colony that. However, soon the colony aquired alot more land on the mainland, but the name stuck. So one of the first 13 states to be admitted was Rhode Island, which has 80% of its land on the mainland.
Wooperth 5 Feb, 2015 @ 4:31pm 
> Calls state Rhode Island
> Isn't actually on an island

Jokes aside, this is a neat mod — nice idea. :)
Swetcan 2 Feb, 2015 @ 8:14pm 
what i meant was that the other abillities are more suited for wide the onlything preventing wide play is the unhappines
calcul8or  [author] 1 Feb, 2015 @ 9:00pm 
You'll be limited by the increasing unhappiness from the number of cities...
Swetcan 1 Feb, 2015 @ 3:31pm 
what about all the other thing they are clearly good for wide
calcul8or  [author] 1 Feb, 2015 @ 3:18pm 
Damasc has it right. The more cities you have, the more unhappiness per city. After 4 cities, you're in a deficit compared to a standard civ.
DMS 1 Feb, 2015 @ 12:53pm 
I don't think it's "less unhappiness per city", but rather that the amount of unhappiness generated when founding new cities, is increased with the number of cities you have. So going from one city to two cities, you receive 1 unhappiness per city ( i.e. 2 unhappiness), but when going from two cities to three cities, you receive 2 unhappiness per city (i.e. 6 unhappiness), and so forth.
So you'll be severely punished if going wide.

At least that's my understanding of the UA - haven't actually tested it yet.
Swetcan 1 Feb, 2015 @ 12:39pm 
also the extra trade routes let you raise a large army and infastructure better for a wide civ
Swetcan 1 Feb, 2015 @ 12:36pm 
you say this is a tall civ but if anything this is better used for a wide civ less unhappiness per city+ instante coastal connection makes city spamming a decent idea.

also a factory without coal use means you can make factory's in all cities and save coal for ironclads.

also lots of early music slots are just nice i guess