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Don't see why you'd want to move up from Emporer to Deity and then cripple the AI though. Why not just play Immortal instead?
And I don't see disallowing them to build wonders is crippling them. They would still build a crazy amount of units and scientifically advance rapidly.
However, you make a good point that I could play Immortal with this new mod idea.
Thanks.
Steam\steamapps\common\Sid Meier's Civilization V\Assets\DLC\Expansion2\Gameplay\XML\Buildings\Buildings.xml
(Assuming you own and play BNW)
Create Backups of these files:
Civ5Buildings.xml
Civ5Buildings_Expansion2.xml
Civ5Buildings_Inherited_Expansion2.xml
Then open the originals with a text editor.
Search for <Building_Flavors>
You'll see code-segments like this:
<Row>
<BuildingType>BUILDING_FLOATING_GARDENS</BuildingType>
<FlavorType>FLAVOR_PRODUCTION</FlavorType>
<Flavor>5</Flavor>
</Row>
Remove the ones that are tied to wonders (they should be at the end of the list). Save the files. Done - the AI will no longer build any wonders.
You should then create backups of the edited versions of these files, because if you ever need to verify your game cache the game will restore the edited files to their defaults. You will also need to restore the default files if you want to play Multiplayer or else you could cause desync.
Thanks for this. Very kind of you.
Also I don't own Brave New World. I just play the vanilla game as I'm more than happy with it for now.
Steam\steamapps\common\Sid Meier's Civilization V\Assets\Gameplay\XML\Buildings
...instead and just do the same thing described above for Civ5Buildings.xml
Religion system - found a religion, choose tenets that give different buffs, use prophets and missionaries to convert cities to your religion
Trade routes - special caravan units travel between cities and can bring in gold, science, religion, food, or productivity per turn
World Council - at regular intervals, world council sessions vote on policies such as embargoes, nuclear non-proliferation, standing army tax, and other global effects
A revamped cultural victory, revolving around the generation of tourism via great works of art, music, and writing
Ideologies - similar to social policies, these have more depth and options with the potential to become very powerful. Having a high tourism output can lead to unhappiness in rival nations with different ideologies, which in turn can lead to cities defecting to you, revolutions, etc.
And some smaller changes, plus many new civs. The other expansion, Gods and Kings, came before BNW so BNW includes all of GNK's features, just not the civs so you can skip GNK unless you want those civs. (GNK does add Poland, though, considered to be one of the best if not *the* best civs around)
Coppermantis, thanks for the reply. That sounds like an extensive list of changes that really "change the game" literally and figuratively. I'm guessing all prior tactics go out the window?
I love the sound of Caravans. Really brings me back to Civ 2.