Sid Meier's Civilization V

Sid Meier's Civilization V

Infinite Empire
54 Comments
SirVanzeek Aug 15, 2017 @ 2:52pm 
Main problem I have with Terra Nova map (180x94) is that I cant build some of the wonders because they REQUIRE every city to have a certain building. Hence either wait to build more cities which defeats the point of expanding. Or, ignore that Wonder until you can buy out all of the buildings you dont have yet (costly). Fix that and Im a subber.
Adun Apr 18, 2015 @ 8:24am 
I like the idea, but tech is not the main problem in my single player experience. The most annoying part is that expanding inhibits social policy generation.
prograde Mar 5, 2015 @ 5:14pm 
I like the idea, but there are other growth limitations that need to be addressed such as the culture policy increases.
gernaumkin Jan 20, 2014 @ 6:57pm 
@azradun how about you significantly decrease the culture penalty for new cities, as well as half the happiness cost for new cities, i've notice that most of the ai is still being isolationist and focusing on culture growth, rather than border growth.
Azradun  [author] Oct 24, 2013 @ 3:44pm 
@mzfckr sorry for response delay, had a lot of stuff to take care of IRL. I'm afraid I can't host it somewhere else right now.
Reasonable Evergreen Cat Aug 30, 2013 @ 2:47pm 
@Azradun looks like it, would appreciate a manual install
tau112 Aug 17, 2013 @ 7:55am 
Ok then thanks very much for your reply and this mod!
Azradun  [author] Aug 17, 2013 @ 7:28am 
@tau112

This affects all civs in the game.
tau112 Aug 17, 2013 @ 4:26am 
Great mod! I absoloutely love massive Empires! But will this make bigger ai empires overpowered or does this affect only the player?
Azradun  [author] Aug 17, 2013 @ 12:55am 
@mzfckr

Are there problems with download?
Reasonable Evergreen Cat Aug 14, 2013 @ 9:25am 
can we get a direct download link?
Yilmaz1001 Aug 14, 2013 @ 5:08am 
Vanilla BNW
Azradun  [author] Aug 11, 2013 @ 1:27pm 
@That Tobbee

Yes, it should.
Gothic Hell Boy Aug 7, 2013 @ 9:30pm 
Does the mod affect saved games?
jcm2214 Aug 6, 2013 @ 5:46pm 
I thought this was going to have to do with the rakata.
Azradun  [author] Aug 6, 2013 @ 3:52pm 
@northreker

Glad to hear that :) Thank you for your post!
veexgames Aug 6, 2013 @ 3:15pm 
Ran a game at standard on the huge map and the mod functioned correctly. The tool tip registered 0.5% and the beaker cost reflected the right value (within rounding errors) stressed to 12 cities. Thank you for the mod!
Azradun  [author] Aug 4, 2013 @ 1:24am 
@Xavion

(this 1,000 character limit is... limiting)

So what are any boons from having a large empire? Only Faith and Production scale well now. Even the Domination victory condition requires us to take only the capitals. Three cities with City State support will be always better off economically than 15. And with the times of research like 5-6 turns (late empires can easily generate around 3,000-4,000 science/turn with wonder support, Academies and Freedom) it's still 100bpt for a city to be effective.
Azradun  [author] Aug 4, 2013 @ 1:17am 
@Xavion

Yes, I made a silly mistake with 500bpt, thanks for pointing that out.

But consider the following facts:
- each city increases policy costs by 10%
- each city takes from a shared pool of Global Happiness
- each city increases tech costs by 5%
- Gold income was severely cut down in BNW (no Gold from rivers, oceans, rigid 10 Trade Routes per empire max in end game without wonders), meaning that most cities won't even generate Gold without far City Connections
- Culture income was severely cut down in BNW (all Culture buildings save Monument have now a base of 1, real Culture is now generated by random Landmarks and Great Works which tend to cumulate in capital)
- conquered cities lose 50% of the population and a lot of buildings, it will take them a lot of time to become profitable.

we have a big capital and the select few cities producing most of the stuff except Production and Science (nerfed now). Ugh.
Xavion Aug 3, 2013 @ 11:03pm 
@Azradun
Your maths is right but skipping the main point.
If it costs 10000 then each city adds 500 to that, however say you've got a base rate of 1000bpt then that tech takes 10 turns to research. That means that you need to make up that 500 over the 10 turns to balance out the modifier which is only 50bpt. Otherwise even building 2 cities would be absolutely crippling if you had to generate 500bpt to match it, it would be 100%+ increase at times as that's only 20 turns which isn't altogether uncommon for a tech.
veexgames Aug 3, 2013 @ 2:00pm 
Kudos for the quick response. This is the mod in question if it helps: http://forums.civfanatics.com/showthread.php?t=493106 . I'm going to run with it, I'll let you know if the tech costs come off inflated or not.
Azradun  [author] Aug 3, 2013 @ 1:12pm 
@northtreker

If it's classified as Huge then it should. I'll test that.
veexgames Aug 3, 2013 @ 11:37am 
I use a version of play the world with the huge 180*94 configuration. Does your mod/.xml file cover that?
Azradun  [author] Aug 3, 2013 @ 12:17am 
@ "do you need BNW for this to work?"

If you don't have BNW then you don't NEED this mod at all :P
Azradun  [author] Aug 3, 2013 @ 12:15am 
@Элвис Пресли

Are you playing vanilla Civilization V, or vanilla Brave New World?
Azradun  [author] Aug 3, 2013 @ 12:14am 
@leighfeld

The problem with your calculations is that the COST of technology is increased by 5% per city. So if you have 15 cities in the endgame, and a tech that costs 10,000, the total COST penalty is 75% of 10,000 - that is, 7,500 tech points (still 500 per city).
Xapakas Aug 2, 2013 @ 10:48pm 
@Azradun

"Endgame techs cost about 10,000, so with 5% per city, you have a 500 points penalty per each one. You won't have 500+ science in each of those 15 cities. So in summary, you lose a LOT. Endgame teching slows to a crawl." I think you're calculating it wrong. Most cities are still worth founding if you can generate 5% of your total beakers per turn in that city. Most good empires will generate something like 1000bpt in the early late game. 5% of 1000 is 50, which is a lot, but totally achievable for a not-shitty city.
Kad Gaming Aug 2, 2013 @ 4:52pm 
do you need BNW for this to work?
Yilmaz1001 Aug 1, 2013 @ 8:34pm 
I'm not sure if I did the math wrong, but maximum scientific efficiency should be around 20 cities vanilla, it only takes me around 3 turns to discover a tech endgame and I always stay around 20
-pg- trogdor Aug 1, 2013 @ 5:38pm 
@Azradun

Yeah i read the civfanatics forum almost daily. and I have been making my own mod with my own tastes and combining other mods i like into one, but I dont think I will release it. I'm on the same boat with you only a few hours of modding I've mainly been doing buildings and units though. Thanks for the advice.
Azradun  [author] Aug 1, 2013 @ 5:22pm 
@gage

I think I saw the variable for culture penalty somewhere, most probably in GlobalDefines. As for tips, I'd recommend:

1. Playing the game a lot in different settings/civs/victories to check out what works and what doesn't.
2. Reading stuff on civfanatics forum, they have great tutorials, advice and info. Learning from smarter people always pays up.
3. Checking out game files to see what options there are, for example in XML schemas.
4. Having a good idea for the mod. It sounds easy but it isn't.
5. Thinking small. Since Civ5 mods are modular (unlike CivIV for example), they work best when they're focused, doing one-two things at a time.
6. Remembering about support. Bugs, new patches, new versions, etc.

My few cents. Of course I have a whooping few hours of CIv V modding experience, so take this advice at your own peril :)
-pg- trogdor Aug 1, 2013 @ 3:30pm 
Great mod! Can you do this with culture? Also I'm a beginner modder too, so do you have any tips for modding civ 5?
Azradun  [author] Aug 1, 2013 @ 4:02am 
@Элвис Пресли

In the endgame too? Endgame techs cost about 10,000, so with 5% per city, you have a 500 points penalty per each one. You won't have 500+ science in each of those 15 cities. So in summary, you lose a LOT. Endgame teching slows to a crawl.
Yilmaz1001 Aug 1, 2013 @ 3:47am 
actually, you DO tech faster with 15, in fact, 20 cities is the point where you start to tech slower.
Azradun  [author] Aug 1, 2013 @ 3:27am 
@El

Heh, I didn't even know about Rakata, I'm more of a Star Trek fan myself. Yes, I've read some Expanded Universe stuff, but that was mostly Thrawn's Trilogy (which was quite good, I might add).
Shiboleth Jul 31, 2013 @ 5:54pm 
@El

So did I, lol
El Jul 31, 2013 @ 1:27pm 
For a second there, I thought someone had made a Rakata mod. This sounds pretty interesting too though.
drpandaslap Jul 31, 2013 @ 10:43am 
@gamer85 I had what appears to be the same problem which I fixed by not subscribing to more than 40 mods. It seems I could subscribe to 40 and 40 appeared in the in-game list. Any more and I was screwed.
Azradun  [author] Jul 30, 2013 @ 9:23am 
@gamer85

Maybe it's cache.
gamer85 Jul 29, 2013 @ 7:22pm 
anyone know why i can't seem to add anymore mods?? i have subscribed to a few already no problem but for some reason i can subscribe to any of them and none of them download to my mod list anymore?? any ideas?? i have bnw
Azradun  [author] Jul 29, 2013 @ 11:22am 
@Prinsesse Albertimus

Happiness penalty is nice and adds to the game. Plus all the mercantile City States, luxury resources, many policies and buildings would become completely useless. I do have an issue with Global happiness though, but I really don't know if I can even do it yet (I'm just a Civ5 modding beginner).

@Blackbeard

It doesn't make sense for it to work with either Vanilla or G&K, because they already have 0% tech-cost-per-city penalty which I find quite sufficient. Plus they lack the required XML field so nope.

@all who said kind words

Glad you like it :) Thanks.

Angus BM Jul 29, 2013 @ 8:58am 
Hello, I love the idea of this! I will be subscribing if its for BNW deffinatley
Blackbeard Jul 29, 2013 @ 7:51am 
so is this bnw?
Our Dank Leader Jul 29, 2013 @ 4:07am 
when I first saw it I was scared that you had removed the happiness penalty since I enjoy the difficulty in growing my empire, but not the disadvantage of having a large empire, so thisis perfect, thank you
Azradun  [author] Jul 28, 2013 @ 10:43am 
@CCZKnight
I left a 1% penalty in place to keep something from the original developers' idea. Let's say it represents some costs involved with coordinating all those research teams :) Feel free to change the values in the file to 0% if you want though, after all the most important thing is to have fun.
Camus Moo Jul 28, 2013 @ 8:54am 
I was going to make my first mod for Civ V basically this (but with no penalty whatsoever, as the culture and happiness are enough to keep sprawling empires in check. With this mod modified i can play my game of being a huge tech advanced civ (as I usually go for a millitaristic victory with focussing on tech and getting both tech and millitary wonders, untill i can crush the pre-atomic age enemys with my giant death robot, as my enemys are just researching the manhattan project)
Lion Jul 28, 2013 @ 3:19am 
Glad I ran into this mod. Was wondering why my typical gamestyle left me way behind.

Thanks!
RedRapture Jul 27, 2013 @ 2:25pm 
Yes! Build, expand, conquer (rinse and repeat)! I will definitely be giving this one a try!
Azradun  [author] Jul 27, 2013 @ 1:14am 
@brad_laces

There could be something wrong, I also had problems downloading it. Uploaded a repackaged version, now it should work fine (downloaded for me).
Azradun  [author] Jul 27, 2013 @ 12:03am 
@brad_laces

Actually I have been born in a sprawling metropolis of 20,000 in rural and picturesque eastern Poland, in communist era. Ah, the good times, when some streets had been blocked at 6 PM so herds of cows could go back from the river... good times indeed. A sight of asphalt littered with cow refuse is something never to be forgotten.

Thank you for the kind words. I made this simple mod for myself and decided to share it with people in case someone would find it useful. It's good to hear you like it.