Sid Meier's Civilization VI

Sid Meier's Civilization VI

616 ratings
CIVITAS City-States Expanded
Type: Mod
Mod: AI, Gameplay, UI
File Size
57.682 MB
Mar 15, 2018 @ 9:58am
Aug 10 @ 3:09pm
16 Change Notes ( view )

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CIVITAS City-States Expanded

City-States Expanded adds 4 new city-state types and over 40 new city-states. Updates and balance changes to existing city-states are also included.


New City-State Types: Agricultural, Consular, Entertainment, and Maritime city-states make their debut! Existing city-states have been reassigned as appropriate.
New City-States: Over 40 new city-states, combining all previous city-state packs published by thecrazyscotsman and p0kiehl as well as new additions. This brings the total number of city-states in the game to over 70.
New Color Scheme: All existing city-state types have had their colors tweaked to better fit in with the new types.
More Robust City-States: City-states receive free Ancient Walls, build more district types, benefit from their own suzerain bonuses, and obtain tiles a bit more easily.
No More Scout Spam: City-states will no longer build recon-class units.
Better Starting Locations: All city-states have had in-depth start biases assigned more appropriate to their historical geographical locations.


  • Small Influence Bonus: +2 Food in your Capital.
  • Medium Influence Bonus: +2 Food in every Granary building.
  • Large Influence Bonus: +2 Food in every Aqueduct district.
  • Small Influence Bonus: +0.5 Loyalty Pressure per Citizen in your Capital.
  • Medium Influence Bonus: +2 Loyalty in every city.
  • Large Influence Bonus: Additional +2 Loyalty in every city.
  • Small Influence Bonus: +1 Amenity in your Capital.
  • Medium Influence Bonus: +1 Amenity in every Arena and Ferris Wheel building.
  • Large Influence Bonus: +1 local Amenity in every Zoo and Aquarium building.
  • Small Influence Bonus: +1 Food and Production in your Capital.
  • Medium Influence Bonus: +1 Food and Production in every Lighthouse building.
  • Large Influence Bonus: +1 Food and Production in every Shipyard building.


The following city-states are included:
  • Ampi
  • Anuradhapura
  • Arvad
  • Beikthano
  • Butuan
  • Catalhoyuk
  • Chan Chan
  • Chetro Ketl
  • Delos
  • Dodona
  • Etzanoa
  • Gobleki Tepe
  • Guapondelig
  • Hadad
  • Halin
  • Hazor
  • Iqaluit
  • Jolo
  • Kadesh
  • Kataragama
  • Kelaniya
  • Kuhikugu
  • Ma-i
  • Maingmaw
  • Megiddo
  • Mombasa
  • Monaco
  • Nalanda
  • Palmyra
  • Phasis
  • Port Royal
  • Qatna
  • Rhesaina
  • Sandakan
  • Seuthopolis
  • Sri Ksetra
  • Taos
  • Teyuna
  • Tissamaharama
  • Tuneriut
  • Ugarit
  • Wyam
See this post[] or the in-game Civilopedia for Suzerain Bonuses.


Requires Rise & Fall
Supports all other DLC
Includes support for any custom resources, unique districts and unique buildings
Supports Gedemon's YNAEMP (Cordiform, PlayEuropeAgain, GiantEarth, GreatestEarth)

The following mods are included in City-States Expanded and thus incompatible:
CIVITAS North American City-States
p0kiehl's City States Vol. 1 - Assortment
p0kiehl's City States Vol. 2 - Mediterranean
TCS South American City-States
TCS Sri Lanka City-State Pack
TCS Canaanite City-State Pack 1
TCS Canaanite City-State Pack 2
TCS Pyu City-State Pack
TCS City-States Build Unique Improvements
TCS Free Walls for City-States

If you use astog's Better Trade Screen or Hellblazer's World Info Interface, you can download a compatibility patch by clicking on the Direct Download link here[] (filename = To apply it, overwrite the TradeSupport.lua file in Better Trade Screen's workshop folder (C:\Program Files (x86)\Steam\steamapps\workshop\content\289070\873246701\UI) or Hellblazer's World Info workshop folder (C:\Program Files (x86)\Steam\steamapps\workshop\content\289070\1304215078\UI), depending upon which one you have.


Design: thecrazyscotsman, p0kiehl, SailorCat, SeelingCat, ChimpanG, Chrisy15, Digihuman
Code: thecrazyscotsman (SQL, Python), Chrisy15 (lua), p0kiehl (SQL), SailorCat (SQL)
Assets: thecrazyscotsman (models), SailorCat (textures)
Icons: thecrazyscotsman, ChimpanG
Text: thecrazyscotsman, p0kiehl
Banner: ChimpanG
Mod Compatibility: SeelingCat
QA: Digihuman, thecrazyscotsman

A direct download is available via CivFanatics[].
Popular Discussions View All (7)
Aug 2 @ 10:16am
PINNED: Bug Reports
Jun 13 @ 12:42am
[Read] Compatibility and User Settings
[DKD] Borealis
Jan 1 @ 11:43pm
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fernando.porto 1 hour ago 
Thanks for the reply. One of the xml files my application rewrote came out functional (somehow) but kinda mangled and ended up "confusing"your mod. I think it was a one time event on my end. Thanks again for all your work here.
SeelingCat  [author] 7 hours ago 
@fernando.porto - You'd want to check the Database and Modding logs to see if they're reporting any errors relate to colors I suppose - because of the circumstances of this, I'm not really sure what might be going on off the top of my head
fernando.porto 7 hours ago 
Everything is working fine, but in this new game I started, Jerusalem came out purple like a Consular CS and Yerevan is white as it should be. I didn`t touch any parameters regarding any colors other than thos of the major civs and I didn't remove any of the original game colors. I found a CSA_ValidationColors.SQL in your mod and couldn't understand jack s**t (I'm not a modder) but I think the key to this issue is in there. Think you can help? Thanks
fernando.porto 7 hours ago 
@SeelingCat See if you can help me: I remade the gme file PlayerStandardColors.xml adding (not removing anything) new rgb values in 8 gradations for each color, instead of 3 and creating 3 or 4 more colors in that palette. Than I created 4 new jersey combinations for each Civ based on the new colors. It's not a mod, this is all directly in the game files, for the base game and DLCs. Than a created a script in Excel/Visual Basic to read these xml files that determine the colors for each civ and randomize the order of the jerseys for each one, so that what is Primary can become Alt1, or Alt3 can become Alt2 and so on. It rewrites the xml making only this alteration on the order of pairs of colors corresponding to each of the jerseys, Than I put them manually back on the coresponding folders and play that one game with randomly assigned jerseys. The game's jersey system deals with any eventual conflicts in primary colors the usual way.
howi Aug 25 @ 1:10am 
Can you tell why I see all bonuses in spanish (I think it is spanish) when playing with Polish language? I thought that default will display all in english if not supported lang...
SeelingCat  [author] Aug 17 @ 1:02pm 
@Element610 - That's most likely due to having TSL naming turned on for that map.
SeelingCat  [author] Aug 17 @ 1:01pm 
@Grumpy Grenade - It can! Consular City-states have two options for bonuses, which can be toggled through the relevant game mode. You can also disable consular city-states by editing the UserSettings file located in the mod.
Element610 Aug 17 @ 10:47am 
when playing on giant earth map the city states have to different names
Grumpy Grenade Aug 17 @ 10:09am 
Can you somehow check a config or so? Two or more consular city states can literarily make forward settling too easy and playing as French, trying to flip cities way harder. So can this type be turned off?
The Big Red Cheese Aug 13 @ 7:01pm 
@SeelingCat Great, I can't wait to try it!