Sid Meier's Civilization V

Sid Meier's Civilization V

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Cities of Marble (BNW)
 
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0.013 MB
Feb 2, 2014 @ 9:06am
Jul 30, 2014 @ 4:37pm
6 Change Notes ( view )

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Cities of Marble (BNW)

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In 1 collection by Machiavelli
Machiavelli's modular mods (BNW)
7 items
Description
There are many cities of brick but can you build a city of marble? With new and modified National Wonders you'll be able to specialize your cities like never before, raising the small and obscure city to glory and greatness!

Features:
  • National Wonders no longer cost more production the more cities a player has.
  • Many National Wonders provide a free building in newly founded cities.
  • Multiple new National Wonders.
  • Significant changes to existing National Wonders.

Highlights:
  • Heroic Epic: now gives a free Great General upon construction -- useful if you are planning to swiftly conquer a vulnerable neighbor or if you need to make a heroic defense against an invading horde!

  • National College: instead of giving a large science boost the National College now gives you scientist slots and a single free tech upon completion. Do you complete the National College early to get a critical technology? Or do you delay building the National College in order to grab an expensive technology for free?

  • Circus Maximus: now provides additional happiness from every Circus and Colosseum in your empire, providing a critical boost for expansionist empires.

  • Grand Waystation: a new National Wonder for Caravansaries. It provides an additional trade route and extra copies of luxury goods, supporting all kinds of trade.

  • Great Temple: now gives faith for every religion that has at least one follower in the city it is built. Trade routes from the city will spread your religion faster and the foreign religion the trade route brings back will improve your faith generation!

  • Diplomatic Mission: a new National Wonder for Constables that provides an additional spy and delegate. By hook or by crook you will achieve your agenda.

  • National Intelligence Agency: on top of improving spies it now provides happiness for every Courthouse and Police Station, ensuring a player who seeks to conquer the world won't have anything to fear from their new subjects.

Discussion thread[forums.civfanatics.com] on CivFanatics | Download[forums.civfanatics.com] from CivFanatics
If you like the mod and want me to prioritize development of it let me know by rating the mod, making it one of your favorites, or by posting in the comments or discussion thread.

FAQ:
  • Q: Why did no changes happen after I started a game with this mod?
  • A: Are you running Civ 5 in a language other than English? English is the only currently supported language in Cities of Marble.

  • Q: Can I play with only some of the National Wonders but not all of them?
  • A: Yes you can! See the "How to disable specific National Wonders" section below.

  • Q: Is this mod compatible with mod X?
  • A: This is not an easy question to answer but here is a good rule of thumb. If mod X changes any of the National Wonders it will not be compatible. But if mod X doesn't than it is almost certainly compatible.

How to disable specific National Wonders:
It is easy to disable the changes this mod makes to specific National Wonders. Doing so would allow you to play with the unaltered version of the disabled National Wonder.
  • Go to your 'Sid Meier's Civilization 5/MODS/Cities of Marble (BNW) (v X)/National Wonders' directory. Inside you will find files for each National Wonder (Grand_Temple.xml, Oxford_University.xml, etc).
  • For each National Wonder you want to disable, change the names of any files with its name. For example, changing 'Grand Temple.xml' to '_Grand_Temple.xml'.

Known Issues:
  • None currently known.
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23 Comments
Jack Scrapper Aug 9, 2015 @ 4:27pm 
quick question and very important reconmedation; can you change this so that the Universal health care tenant (that applies to all 3 ideolgies) works on national wonders added by this mod?
Sidewinder Fang Aug 28, 2014 @ 6:18am 
Posted screenshots on the CivFanatics thread.
Sidewinder Fang Aug 27, 2014 @ 8:26am 
ya, sorry, I meant it was in the civliopedia, I'll try and get some screencaps sent over to you ASAP.
Machiavelli  [author] Aug 27, 2014 @ 8:24am 
Sidewinder, is this in the civilopedia or in the city production area? Is it something that could be captured in the screen shot? If not, do you think you could send me your database.log and lua.log?
Sidewinder Fang Aug 27, 2014 @ 6:13am 
I'm getting some wierd bug where one or two wonders like the national college are appearing in the buldings list and not the national wonders list, I stripped all my other mods out and its definately this one thats causing it, I think the ironworks is another of the national wonders thats displaced, might want to look into it at some point.
zArkham4269 Jun 30, 2014 @ 12:00pm 
I think this mod needs a warning for those of us who like to use a lot of building mods like those from thecrazyscotsman. I'm thinking a mod like this should be used without all those new buildings.

I've mentioned to him that I think his mods need to have newer age buildings replace older ones because cumulatively the effects can be staggering. When coupled with this mod, well let us just say that the amount of gold I'm making in the atomic age is staggering. (Of course the Corporation mod doesn't help either)
Machiavelli  [author] Apr 29, 2014 @ 3:00pm 
In the mod Oxford give the +50% Science that was removed from the National College.
zArkham4269 Apr 29, 2014 @ 2:29pm 
Okay, that's what I thought. What *do* you get instead?
Machiavelli  [author] Apr 29, 2014 @ 2:15pm 
Harvard University? Do you mean Oxford University (the National Wonder for Universities)? This mod does change Oxford so that it doesn't give a free tech (the free tech is given by the National College).
zArkham4269 Apr 29, 2014 @ 2:05pm 
Does this mod conflict with the Harvard University? Twice now I've built it and got no new tech. Or am I just missing something.