Sid Meier's Civilization V

Sid Meier's Civilization V

(G&K) Urban Renewal and Sacred Cows
16 Comments
isnorden  [author] 30 Apr, 2014 @ 7:46pm 
Whoops, I meant downloaded...*I* uploaded v4.1 for you.
PurplePieMan 30 Apr, 2014 @ 7:42pm 
Alright then, thanks.
isnorden  [author] 30 Apr, 2014 @ 7:36pm 
Version 4.1 (the old nersion,,with two minor bugfixes) can be uploaded here now -- https://drive.google.com/file/d/0B4OnxRqj-wQTS0dPMzBvRm1ObDQ/edit?usp=sharing
isnorden  [author] 30 Apr, 2014 @ 5:13am 
The upgrade I posted today should download and install properly. (I won't be adding a Vanilla edition because the Gopachara improvement is designed to boost Faith--a stat which Vanilla Civ5 doesn't use.)
shaleshn 21 Feb, 2014 @ 10:52am 
its is not down loading
Guarddog 23 Sep, 2013 @ 5:28pm 
if you just had the happiness tweaks and removed the " Cities begin with 4 inhabitants and consume food more slowly", You'd probably have the most downloaded mod. been using this a long time and really enjoy it.
wrathofkohn 25 Aug, 2013 @ 6:49pm 
BTW, this also works with BNW. TY for this mod.
shautora 6 Mar, 2013 @ 8:32pm 
Also, in my file cities didn't consume food, so they grew exponentially and extremely fast,
shautora 4 Jan, 2013 @ 10:34am 
Is there a way to get this mod without the change in minimum hex distance? Or way for me to unchange it?
Galaxydude3500 14 Nov, 2012 @ 7:48am 
can you create a vanilla version
Starfire512 23 Aug, 2012 @ 5:28am 
Consider a Mod that has cities start with 1 pop in the ancient era, 2 pop in the next era, and so on added 1 more start pop per era. Also its possible that the later eras the cities might start with some free buildings, shine, market, granary, etc.
isnorden  [author] 12 Aug, 2012 @ 1:20pm 
@framedarchitecture: Where is the Unit_Builds table? I've never done an improvement mod before, so I appreciate anything you can teach me. Getting the Sacred Cow Pasture coded in properly would be great--although I see one major obstacle. How do we restrict regular Pastures to horses or sheep when an Indian worker builds one?
framedarchitecture 12 Aug, 2012 @ 12:04pm 
One last thing....you'll have to update the Unit_Builds table by telling it which units can build the new improvement. Probably workers? but any unit can do builds (Roman legions build roads). ~
framedarchitecture 12 Aug, 2012 @ 11:58am 
I like the unique improvement idea for India. Adding new improvements isn't nearly as hard now as it was before G&K. You need three things:
1. A new entry in the Improvements table; include a unique name for your improvement artwork in the ArtDefineTag field; include cattle in the Improvement_ResourceTypes table
2. A new entry in the Builds table; in the ImprovementType field use the name of your new improvement.
3. A new entry in the ArtDefine_LandmarkTypes table using your unique ArtDefineTag; you can also include a new strategic view icon and tell the improvement to look like a pasture, or a farm or a plantation... see my resources mods for an SQL template for adding art resources.

Best, FA
isnorden  [author] 10 Aug, 2012 @ 1:31am 
@iamaplayer: I had to delete and re-upload this time because I was having technical problems with ModBuddy (the mod-creation software). Usually I do just post an update, but in this case the only solution was to start from scratch.
iamaplayer 9 Aug, 2012 @ 6:33am 
Hi Isnorden, I noticed that sometimes, a deleted/reuploaded mod can mess up the game cache. Please, would you consider updating your mods, instead of deleting/reuploading them? Thanks for your time :)