Sid Meier's Civilization V

Sid Meier's Civilization V

Expanded Civilopedia Entries (Brave New World)
119 Comments
kordi 6 Jun, 2022 @ 3:55am 
hello Sir, is this mod compatible with Civ5 Enhanced User Interface?
oBruhWinFree 6 Sep, 2021 @ 3:30am 
I wish there were VP cyclopedia , just installed VP and so much added , I had tea on my capital , I have no idea what tech I need to improve tea
Tomatekh  [author] 16 Jun, 2016 @ 3:49pm 
v.40

Updated Siam's UA text. Should still work with previous version saves. If not, let me know.
ashley 🌹 20 Apr, 2016 @ 8:48am 
version (v.34)
Tomatekh  [author] 19 Apr, 2016 @ 11:17am 
Do you know the exact version number you need?
ashley 🌹 19 Apr, 2016 @ 11:15am 
Is it possible to put the older versions of the mods up as my save files won't work with the new update, thanks
Tomatekh  [author] 8 Apr, 2016 @ 4:28pm 
v.37

-It seems at one point an update or something must have broken the mod, fixed the error so it now works correctly.
-Cleaned up some text.
Degrelecence 24 Oct, 2015 @ 11:57pm 
@Tomatekh I stand corrected. Somehow I overlooked that, my bad.
Tomatekh  [author] 24 Oct, 2015 @ 9:04pm 
Normal Windmills also give a base +2 Production.
Degrelecence 11 Oct, 2015 @ 3:21am 
Your Coffee House one is a little shortsighted. You say it is 5% less production, implying the 'upgrade' is sacraficing production for great person development. In reality, normal Windmills have 10% production and Coffee Houses have 5% AND +2 production. Or to put that another way, you get WAY more production from a Coffee House then you do from a Windmill for like 90% of the game. It isn't until the Atomic Era (in most cases) that the extra 5% would actually be worth 1 or 2 production more. And at that point, who cares? Just saying.
Serp 7 Jul, 2015 @ 6:16am 
Hi :)
Can you include more information for promotions?
Which units can choose this promotions and which requirements they have for this unit type.

When you add the requirements, please do it that way, that it is compatible to all mods that changes the requirements. This should be possible by read out the requirements from the database and simply print their names.
Swayster 6 May, 2015 @ 12:44pm 
Not that it is a big deal, but your title has civlopedia... should be civilopedia. Drove my brother crazy trying to find your mod ;)
Bardagh 21 Apr, 2015 @ 12:23pm 
The text blurb for Caesar needs a grammar fix (something wasn't pluralized; I don't have it in front of me)

Seems to conflict with Communitas AI and interface modules
Tomatekh  [author] 6 Apr, 2015 @ 7:13am 
No mods are natively support in multiplayer (blaime Firaxis). There are some fan made workarounds, such as Advanced Setup Screen, and Giant Multiplayer Robot.
Zander 2 Apr, 2015 @ 9:13am 
Does it work in multiplayer or does everyone need it for me to have it function properly?
Tomatekh  [author] 22 Jan, 2015 @ 9:33am 
Update to accomodate some minor changes that occured in the last patch a few months ago.

As usual, wait till you are ready to start a new save before updating as the update may cause text errors when applied to an existing save.
ThreeDayBeard 20 Nov, 2014 @ 4:42pm 
No problem. I got it to work when I start a new game, but it won't load properly if I use a save from a game I started without it. But THANK YOU so much for putting this together. You have really done a superb job putting all the cross-referencing information in there that was so sorely needed. I eagerly await your update.
Tomatekh  [author] 20 Nov, 2014 @ 8:37am 
Yeah, sorry. There are some issues with the mod and the latest patch that I need to address. I just haven't had the time to do a propery update yet.
ThreeDayBeard 15 Nov, 2014 @ 10:17am 
Does this not work with the latest patch? I subscribed, the mod downloaded, I clicked the green checkmark button to enable. I can see it says the mod is "in use" on the screen. Then I try to load either a saved game or create a brand new one, and I see no expanded Civilopedia entries. It appears as though there is no change at all. What am I doing wrong? I have BNW.
Tomatekh  [author] 31 Oct, 2014 @ 3:08pm 
Hey everyone, I will be updating the mod to accomodate changes from the recent patch (as well as update some mod civ support) in the near future.
Deleterious Allele 29 Oct, 2014 @ 11:55pm 
Don't be pedantic Gossums, we all know what was meant
Gosmums 10 Oct, 2014 @ 1:29pm 
Excellent mod, but shouldn't the name of the mod be "Expanded Civilopedia Entries" (with an additional "i" between the v and l)?
Tomatekh  [author] 30 Jul, 2014 @ 10:11am 
-Fixed the error in the Persian UB's description
-Cleaned up the Help text for the Bank and Satrap's Court
Tomatekh  [author] 28 Jul, 2014 @ 2:09pm 
-Fixed a display issue with the Statue of Liberty's description
-Updated the stats of all my mod civs

Should still work with previous saves; if not, let me know.
Tomatekh  [author] 18 Jun, 2014 @ 4:39pm 
@CSKAura

If you (or someon else) can provide me with a full translation in Russian I'd be more than happy to add it; however, I do not have the ability to do so myself
CSKAura 1 Jun, 2014 @ 12:26pm 
Make the Russian version, please!
Tomatekh  [author] 24 May, 2014 @ 10:27am 
-Corrected some entries for my mod civs, some behind the scenes code clean up
Tomatekh  [author] 20 May, 2014 @ 4:33pm 
I'm glad it worked out. I had figured out some ways to make the code more efficient which I was going to include in an update next week or so and see if that helped. Hopefully, it should still fix other small bugs which people may experience.
Georgestephenson 20 May, 2014 @ 9:00am 
Hello Tomatekh, I came back to say that the missing Courthouse Icon from Mathematics in the Tech Tree had really nothing to do with your excellent mod. After adding all my mods one by one I've found the problem within another mod, sorry for not doing a good search before posting my previous posts.

Thanks
jpinard 8 May, 2014 @ 4:16pm 
Cool thanks Tomatekh! Also thanks for your mods!
Tomatekh  [author] 6 May, 2014 @ 10:00pm 
If you are using Brave New World (regardless of if you're also using Gods and Kings) you only need to subscribe to this version.
jpinard 6 May, 2014 @ 9:01pm 
I have all the expansions - do I need to subscribe to all of your expanded Civpedia entries or just this one?
jpinard 6 May, 2014 @ 8:59pm 
So why the heck isn't Firaxis updating this information?
Georgestephenson 1 May, 2014 @ 11:58am 
@Tomatekd, hovering with the mose over Mathematics in the tech tree I can read the text regarding the Courthouse but the Icon is missing and the rest as describes beloe.
Tomatekh  [author] 1 May, 2014 @ 11:24am 
Strange, my guess is that there is a conflict between this mod and another one you are using which is causing an XML file not to load. I'll see if there's anything I can do on my end.
Georgestephenson 1 May, 2014 @ 6:08am 
Hello Tomatekh, after installing this mod Courthouse icon doesn't show on the tech tree under mathematics, the entry for Courthouse has moved in the civilopadis to Ancient era and in the description the prerequisits tecnology is missing.
whojimii 9 Apr, 2014 @ 10:16am 
Good job making the call about being willing to edit the text. It's almost made me want to call Washington about a great writing. However, I don't critisize others work often. Perhaps my serfer should have made wine actually give food +1 when plantations were built on it instead of only +1 gold so that I had the game like I had from the disc alone. I should try posting more.
Tomatekh  [author] 23 Mar, 2014 @ 1:54pm 
Update (should still be compatible with old saves):

-Added that the Merchant of Venice gets +2 movement when embarked, and updated the corresponding promotion description (the extra movement isn't mentioned anywhere in the normal civlopedia)
-Added that the Longhouse does still allow domestic production trade routes (they likely forgot to update the description with BNW)
-Updated the War Canoe promotion description to state +2 sight instead of just extra sight.
-Added support for all of my custom civilizations and mods
Tomatekh  [author] 23 Mar, 2014 @ 1:49pm 
@ZeFallenWaffle

I'll look into it, but as this mod only edits text files, it's likely caused by the expanded naval mod replacing the UU naval units to other classes
Targonious 24 Feb, 2014 @ 9:16pm 
The most recent update, I don't know how, it cancels out Expanded Naval Immersion. Completely, I mean it still shows up in the mods and I can enable. But in-game none of the units appear in the tech tree or the Civlopedia. I like this mod, it helps a lot. I don't what else to say about the problem that I have ran into. I hope it gets fixed, as of right now I'm not using this currently.
Amber 23 Feb, 2014 @ 12:56am 
cheers
Tomatekh  [author] 22 Feb, 2014 @ 10:53pm 
Update:

-Added the Danish Berserker BNW changes (I had overlooked them previously).
-Corrected a mistake in the Resource entries where I accidently had switched the description for Citrus and Marble.
-Expanded the Harbor Cvlopedia Help entry to explain that you need to have researched the Wheel for the building to be able to establish a City Connection.
-Minor rewrite in a few UA texts to keep a consistent style between all the entries.

The update should still be compatible with old saves.
Amber 6 Feb, 2014 @ 9:32pm 
cheers, just like to keep upto date, thanks for the mod :) :tlove:
Tomatekh  [author] 6 Feb, 2014 @ 8:39pm 
It was simply a reupload (same mod and version number) to facilitate things on my end with other mods. No changes.
Amber 6 Feb, 2014 @ 8:37pm 
Any changelog?
Vayze 16 Nov, 2013 @ 9:11am 
Thank you very much for the response and the mod!
Tomatekh  [author] 15 Nov, 2013 @ 12:01pm 
By itself, the save game would always look for the mod to load. You can edit the mod info file to change this, and then any game started with the mod after you edited the file could be loaded without the mod. I'm not sure if it could then be used to credit achievements, though.

-Open your mods folder (Documents/My Games/Sid Meiers Civ V/Mods)

-Find this version of the mod (Expanded Civlopedia Entries V.20)

-Open that folder and you should see two folders and a file (SQl, XML, "Expanded Civlopedia...")

-Open the file "Expanded Civlopedia..." (with notepad or similar program)

-Find the line "<AffectsSavedGames>1</AffectsSavedGames>"

-Turn the 1 to a 0

The mod will no longer tie saves to the mod (Keep in mind you would also have to manually re-activate the mod every time you wanted to play with it. With saves you'd have to load the save through the mods menu after you activate the mod, instead of from the main start menu).
Vayze 15 Nov, 2013 @ 10:14am 
Can we load a save game without this mod activated to get credit for achievements or will the save game always load with this mod active?
Phil 14 Nov, 2013 @ 8:26am 
Thank you for your prompt response! Much appreciated!