Sid Meier's Civilization V

Sid Meier's Civilization V

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Dynamic Towns
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1.636 MB
6 Apr, 2023 @ 11:18am
23 Apr, 2023 @ 1:49am
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Dynamic Towns

In 2 collections by Azaquor
The Dynamic Towns Experience
18 items
Dynamic Towns Compatibility
6 items
Description
Strategic city planning for Brave New World! Instead of Trading Posts, Workers build Villages. Place them in good locations where they'll thrive and grow over time. Towns in the best spots can grow into coveted Large Towns.

Mod Features
  • 3 levels of dynamic settlements: Villages --> Towns --> Large Towns
  • Settlements grow and shrink based on location quality, tech progress, proximity to other settlements, and more
  • Towns grow fairly easily, but Large Towns need a great location and a bit of planning
  • Helpful, flavorful notifications update you on the condition of your settlements, in boom or bust
  • AI players get some help placing Towns strategically
  • Optimized script performance
  • Supports multiplayer with Multiplayer Mods Workaround (see how to create your own modpack[forums.civfanatics.com])

Gameplay Highlights
  • Make strategic placement decisions, and carefully develop your industrious & lucrative Large Towns
  • Need to improve a Town's location? A Holy Site or a Landmark might do the trick
  • Guard your Towns as defensible chokepoints, or see them ransacked as their citizens flee
  • Choose Tradition or Liberty, and unlock an exclusive way of growing more Large Towns
  • Boost settlement yields with key Policies in Aesthetics, Commerce, and Rationalism

Settlement Levels
  • Village -- requires Trapping -- 1 Gold, +10% defense
  • Town -- requires Guilds -- 2 Gold, 1 Production, +20% defense
  • Large Town -- requires Banking -- 3 Gold, 2 Production, +30% defense

Good Locations
Bigger Towns need better locations to grow. Good locations can be:
  • Desirable -- Next to an improved Luxury
  • Important -- Next to a Great Person improvement
  • Historic -- Next to a Natural Wonder or Landmark
  • Convenient -- Next to a waterway -- coast, river, lake, or oasis. Or with a road to the working City
  • Bountiful -- On fertile terrain -- grassland, jungle, or flood plains. Or next to Bonus Food, like Wheat

How Towns Grow
After researching Guilds, a Village needs to grow for 8 turns to become a Town (on Standard speed). Villages grow every turn they are:
  • worked by a City
  • in a good location
  • at least 2 tiles away from Towns -- ignoring Large Towns

How Large Towns Grow
After researching Banking, a Town needs to grow for 16 turns to become a Large Town (on Standard speed). Towns and promising Villages grow every turn they are:
  • worked by a City
  • in a great location, with TWO good qualities -- ignoring bountiful
  • at least 3 tiles away from Large Towns and Cities

Policy Changes
Settlement Growth
Complete these Policy Trees and unlock new ways to grow Large Towns:
  • Suburbs -- Tradition -- Large Towns can grow adjacent to high population Cities -- (locked if you've finished Liberty)
  • Burgs -- Liberty -- Large Towns can grow if they're only 2 tiles away from a City -- (locked if you've finished Tradition)
  • Villas -- Exploration -- any tile next to at least 4 water tiles is a great location for a Large Town

Bonus Yields
  • Commerce Finisher -- +1 Gold from Towns, +2 Gold from Large Towns
  • Rationalism -- Free Thought -- +1 Science from Towns, +2 Science from Large Towns
  • Aesthetics -- Artistic Genius -- +2 Culture from Large Towns

Unique Improvements
Certain Unique Improvements enhance the location quality of adjacent tiles:
Desirable -- Polder
Important -- Feitoria
Historic -- Chateau, Kasbah, Moai
Bountiful -- Terrace Farm

Credits
Dynamic Towns was inspired by Trading Posts Grow into Towns by TofuSojo. Special thanks to TofuSojo for permission to post this mod!
Popular Discussions View All (7)
64
26 Apr, 2023 @ 9:38pm
Vox Populi Compatibility Suggestions and Balancing
Lucius, the Heavenly Dragon
4
13 Apr, 2023 @ 1:06am
Reform and Rule Compatibility
Azaquor
3
18 Apr, 2023 @ 3:04pm
Version without Policy Finishers
Azaquor
85 Comments
Azaquor  [author] 18 Jun @ 3:43pm 
@marat.octopus Thanks for the report! I should be able to fix it pretty soon!
Azaquor  [author] 18 Jun @ 3:36pm 
@[PIGZ]MrTango AI owned towns and large towns should decay normally. The script that checks "town XP" doesn't care whether the player is an AI or not.

Large towns take a while to decay though, since they have more XP to lose before they downgrade. The actual number of turns should be (15 * game speed) + 1.
marat.octopus 16 Jun @ 7:20pm 
wanted to report a kind of a bug: as long as you start in era where guilds technology is or earlier (ancient or medieval), this mod works, if you start any era later this mod won't work.
[PIGZ]MrTango 13 Jun @ 10:58am 
Do AI owned pillaged large towns ever decay?
Azaquor  [author] 11 Jun @ 2:24pm 
@[PIGZ]MrTango There's a good chance that mod unique improvements can be supported by request. For each unique improvement, I would have to decide which trait the improvement gets assigned (historic, desirable, etc.) based on flavor and balance.

It's not really feasible to support all the unique improvements out there, but feel free to make requests! I'm more likely to be able to add support to a curated collection of new civs rather than a long list of individual new civ mods, which is kind of a can of worms I'm reluctant to open. Also my modding time is sadly pretty limited these days, but I'll see what I can do :)
[PIGZ]MrTango 11 Jun @ 11:12am 
Are mod unique improvements supported?
shaypewe90 14 Feb @ 2:12pm 
Cool, thanks.
Using this next time.
Azaquor  [author] 13 Feb @ 9:11am 
@shaypewe90 This mod is based directly on Trading Posts Grow Into Towns, and adds additional features such as flavorful messages describing the growth needs of your towns. It also adds a more dynamic system for checking whether your towns are in good locations, including checking if they are on rivers or connected roadways, or if they are near important improvements or natural wonders.

Dynamic Towns was developed and released after receiving permission from TofuSojo, the author of Trading Posts Grow Into Towns. So it is not compatible because it is a replacement.
shaypewe90 13 Feb @ 8:35am 
So I guess this would not work with Trading posts grow into towns mod?
Azaquor  [author] 1 Jan @ 7:03pm 
@[PIGZ]MrTango Yes, the AI has to follow the same rules for town growth, particularly regarding adjacency and good locations.

To keep the AI competitive, there's a scripted mechanism to help the AI place villages in optimal locations if they're falling behind the expected number of towns per city over the course of the game. (This is important because I don't have direct access to the AI worker placement logic in Civ V... only a DLL mod can directly edit the AI's logic.)

And thank you!