Sid Meier's Civilization V

Sid Meier's Civilization V

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City Sprawl
   
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File Size
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Updated
1.614 MB
7 Jul, 2019 @ 2:20pm
10 Jul, 2019 @ 3:38pm
2 Change Notes ( view )

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City Sprawl

Description
Edits the yields of the Trading Posts Grow into Towns mod. The trading post provides +1 food, production and gold, with each tier adding one more. The defence bonus has been increased as well.

Original Mod: https://steamproxy.net/sharedfiles/filedetails/?id=317297250&searchtext=

Trading Post:
+1 food
+1 production
+1 gold
5% defence
Available at agriculture
Built on any tile

Hamlet:
+2 food
+2 production
+2 gold
10% defence
Available at guilds
Not buildable on snow

Village:
+3 food
+3 production
+3 gold
20% defence
Available at industrialization
Not buildable on tundra

Town:
+4 food
+4 production
+4 gold
40% defence
Available at replaceable parts
Built same places as village

How it works:
A worker builds the trading post, then after reaching a certain era (renaissance for the hamlet), by working it with a citizen the tier will upgrade. It takes a while and you should make sure to lock the citizen to the tile.

If this seems overpowered, that's because it is. The yields ensure that the ai will spam this improvement and that cities grow big and strong, and then in the late game there will be dense urban combat. Probably goes well with a mod that focuses on late game combat.

Updated so that each tier can be built by workers in case the improvement isn't upgrading on its own like it should.
32 Comments
NavyPierre 27 Jul, 2023 @ 12:38pm 
It seems like the Hamlets are missing when playing the with the Vox Populi mod, but I have no clue if the same happens in vanilla. Anyone else having this issue?
SuspiciouspegasusTTV 24 Sep, 2021 @ 4:00pm 
Ohh hey this is kind of like districts in civ 6! awesome, and it expands upon a mod I already have downloaded!
bluhspizo 3 Sep, 2021 @ 7:40pm 
does this also require the original mod? I don't see my trading posts upgrading. If it helps, I'm on marathon speed and I'm in the enlightenment era (another mod, if it wasn't clear). Would these things effect anything?
rouven-s.-simon 5 Feb, 2021 @ 2:14pm 
It lacks religion.
And you can buy art etc. pp. only with religion.
Computer Dweller  [author] 16 Mar, 2020 @ 7:03am 
I never tested if it was savegame compatible, but I think it is.
Sovyun 13 Mar, 2020 @ 5:48pm 
Do I need to start with a new save or can I continue with this mod on a existing save file?
Buttwheat 12 Jan, 2020 @ 2:57pm 
Hey nice, thanks for fixing that mod.
Computer Dweller  [author] 15 Dec, 2019 @ 5:51pm 
I don't know how to make the improvement only buildable when adjacent to cities, but I did make a working version that only gives yields when next to a city, completely forgot about it until now so I'll release it when I have some free time.
Dawud Sandstorm 13 Dec, 2019 @ 7:19pm 
Should only be next to city or on roads adjacent to an upgraded tile next to the city
Cyberduck 16 Sep, 2019 @ 8:37am 
You know guys it's pretty easy (with some tests but it could be a good introduction to modding^^) to understand the file and change the values.
I just lower the yields to reasonable values, if the yields of these improvements are greater than strategic, bonus or luxury resources yields it totally break the game (no resources strategy on civ ??), but made them just behind with some techs adding yields in time like other improvements is really great, the defense bonus is a great idea, it made the fort and citadel obsolete with time, pretty accurate with the graphics of these improvements in late eras. (who look like totally outdated defense)