Sid Meier's Civilization V

Sid Meier's Civilization V

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Dynamic Towns
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1.636 MB
6 abr. 2023 às 11:18
23 abr. 2023 às 1:49
6 notas de alterações ( ver )
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Dynamic Towns

Em 2 coleções por Azaquor
The Dynamic Towns Experience
18 itens
Dynamic Towns Compatibility
6 itens
Descrição
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!
Discussões Populares Ver todos (7)
64
26 abr. 2023 às 21:38
Vox Populi Compatibility Suggestions and Balancing
Lucius, the Heavenly Dragon
4
13 abr. 2023 às 1:06
Reform and Rule Compatibility
Azaquor
3
18 abr. 2023 às 15:04
Version without Policy Finishers
Azaquor
79 comentários
shaypewe90 14 de fev. às 14:12 
Cool, thanks.
Using this next time.
Azaquor  [autor] 13 de fev. às 9:11 
@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 de fev. às 8:35 
So I guess this would not work with Trading posts grow into towns mod?
Azaquor  [autor] 1 de jan. às 19:03 
@[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!
[PIGZ]MrTango 1 de jan. às 3:20 
Is the AI subjected to the same growth rules?

*Gratz on the newborn.
Azaquor  [autor] 31 dez. 2024 às 20:30 
@[PIGZ]MrTango Yes exactly, 3 tiles away is the outermost ring that a city can work.

I actually recommend leaving adjacency enabled for villages. You may find scenarios as a city planner where you want to build several villages next to each other, with the foresight that one will grow into a town and the other into a large town later on.

It isn't really optimal to build villages where they won't grow into towns eventually, and since towns can't be adjacent to each other, this is the main mechanism that discourages building villages next to towns unless you have a good reason.

If you do build a village next to a town, you'll get a thematic message telling you the village's growth has stagnated. (This won't happen if the village can grow into a large town because it's in a great location!)
Azaquor  [autor] 31 dez. 2024 às 20:18 
@ericwidlund I believe this is an issue with the game client that occurs when a large number of mods are installed/subscribed at once. You might try unsubscribing from any mods you aren't using or doing a pass to streamline your modlist. You can always favorite mods before you unsubcribe so you can find them later. Unfortunately the Civ V modding infrastructure can be fragile in unexpected ways sometimes, there's not really much I can do about it as an individual modder.
Azaquor  [autor] 31 dez. 2024 às 20:12 
Thank you for your patience everyone! I have a newborn and so my spare dev time is pretty limited right now. I haven't forgotten about you all!
[PIGZ]MrTango 31 dez. 2024 às 13:23 
And, is there a way of restricting village placement to disallow adjacency to towns and large towns? *i've done so for villages to each other.
[PIGZ]MrTango 31 dez. 2024 às 11:16 
What does 3 tiles away from city mean? outermost ring that a city can work?