Sid Meier's Civilization V

Sid Meier's Civilization V

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Extra Victory Conditions
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1.302 MB
5 Jul, 2014 @ 3:47pm
15 Feb, 2016 @ 6:32pm
5 Change Notes ( view )

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Extra Victory Conditions

Description
You have dominated the world through culture, technology, diplomacy, and military might. Now dominate it through religious influence and economic power. This mod adds two victory conditions to the game, each of which has three requirements that must be met simultaneously:

Religious Victory
Spread your Religion: Have 70% of the cities on the map following your faith
Increase your Followers: Convince a certain amount of global population to adopt your religion (population target varies by map size)
Proselytize the Heathens: Spread your religion to competing Holy Cities, and have all of them following your faith simultaneously

Economic Victory
Amass Wealth: Accumulate over 20,000 Gold (scales with difficulty)
Increase your Income: Maintain 400 GPT for at least 10 consecutive turns leading up to the end of the game (scales with difficulty)
Corner the Market: Obtain at least one of every luxury resource present on the map

Installation: Click subscribe, and Steam should do the rest
Can't download from Steam? Go here[forums.civfanatics.com]

Compatibility: This mod is for Brave New World only. It should be compatible with most mods, however there are some exceptions. It has been reported that the religious victory does not work when using the Vox Populi mod. It is not compatible with any mods that modify the victory progress or end-game screens. Selectability of victory conditions will not be compatible with mods that modify the advanced set-up screen. If you want to use a mod that modifies the advanced set-up screen in conjunction with this mod, see this post[forums.civfanatics.com] for a file that will disable this mod's advanced screen option.

Languages Supported: English only at this time

Credits:
Design, code, and text by me
Victory icon art by averysillyman
Luxury icon frames by Zyxpsilon

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FAQ

After installing the mod, Civ5 won't start. How can I fix this?
This happens on rare occassions, but should have an easy fix. Most of the time, if this happens to you, simply delete your cache folder (default location: Documents/My Games/Sid Meier's Civilization 5/cache) and then restart your game.

Economic Victory is too hard/easy. Are you going to rebalance this?
If you feel the need to make a comment on the difficulty of this victory, please do me a favor and include some information for me: how much gold you were able to make per turn and on what difficulty. This will aid me in determining how difficult/easy the victory needs to be, and how/if it needs to be rebalanced.

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Tutorial for Modifying the Victory Conditions in this Mod

This brief tutorial is to guide those who want to modify the parameters of the victory conditions in this mod. It lists possible modifications from easiest to hardest to implement. As always, remember to back up your files before editing them:
Change the economic victory gold threshholds
In the mod's directory, navigate to Extra Victory Conditions (v 1)\Lua and open the file "EconomicVictory.lua" using a text editor (such as notepad). Look for the following lines:
g_EVCGoldTarget = 20000;
g_EVCGPTTarget = 400;
Editing the numerical values here will change the threshholds at which the gold value victory conditions are triggered. Note that these values are the defaults, which are modified per difficulty level by the following lines:
local iGPTModifier = (iHandicapID - 3)*50
g_EVCGoldTarget = g_EVCGoldTarget + (iHandicapID - 3)*5000;
If you want to change the difficulty modification, edit the final numerical values in these lines. The variable "iHandicapID" is determined by the difficulty of the game, with 0 being the easiest and 3 being the default difficulty, thus the "-3" operator will modify the gold threshholds either negatively (if easier than default) or positively (if harder). Editing the "50" or "5000" will change the scale of modification per difficulty level, and if you don't want it to scale at all you can simple replace those values with "0".
Change the religious victory "spread" requirement
If you want to modify the percentage of cities required for religious victory, navigate to the Lua folder in the mod's directory and open the file "ReligiousVictory.lua" using a text editor (such as notepad). Look for the following line:
if ((g_EVCReligiousSpread[eReligion] >= 70) and (g_EVCReligiousFollowers[eReligion] >= g_EVCMaxFollowers) and (g_EVCReligiousHolyCities[eReligion] == g_EVCMaxHolyCities)) then
Change the "70" to whatever percentage value you desire (from 0-100).
Change the economic victory resource threshhold
If you want to reduce the percentage of luxury resource types owned required for victory, open the file "EconomicVictory.lua" using a text editor and navigate to the definition of the function GetMapResources(). In the function definition, before the final "end" add the following line:
iTargetLuxResources = iTargetLuxResources*0.5;
This will change it so that you only need to require one of half of every luxury resource. Modify the 0.5 as desired to change the percentage of luxury resources needed.
Change the religious victory "followers" requirement
To change the minimum number of followers required to achieve religious victory, open the file "ReligiousVictory.lua" using a text editor and find the following line:
g_EVCMaxFollowers = round(worldSize.EstimatedNumCities*6*0.7) + 20;
This formula determines the number of followers required by taking the estimated number of cities on a map (based on map size), multiplying that number by 6 (assuming all cities must have an average size of 6), multiplying that again by 0.7 (assuming the average city is 70% converted), rounding the result, and then adding 20 for good measure. Modify the formula as you see fit.
408 Comments
Stephen  [author] 6 Sep, 2023 @ 6:18pm 
@ecola
That happens sometimes, but deleting the cache should fix it. See the FAQ above.
ecola 6 Sep, 2023 @ 6:54am 
crashes my game after intro cinematic when modded save file is present
Stephen  [author] 11 Aug, 2022 @ 4:00pm 
@Captain Cum Dust
Thank you for the kind words. I'm glad that so many people have enjoyed my mods.
Earthguard 7 Aug, 2022 @ 4:07pm 
you did a good thing stephen. look at all the people you made happy. you made this world just that little bit better. thank you
Stephen  [author] 20 Sep, 2020 @ 4:43pm 
@[20r] schmeling65
Sorry, but no. I'm done with modding for Civ5.
schmeling65 7 Sep, 2020 @ 5:17am 
could you add/edit the religion condition to the one in CIV6?
when half of the cities of one player have the religion, the player gets converted completly. The moment the player who created the religion has every player converted, he wins.

That would it be like in civ6
Dvid 3 Jul, 2020 @ 1:31am 
8 players with me, and 2 players were conquered by other player.
Stephen  [author] 2 Jul, 2020 @ 7:58pm 
@rallbut
Sorry, I don't know if that is possible. Also, I'm done with modding for Civ5, so there will be no further updates to this mod (except bug fixes).

@Xiaopulaen
Sorry, but I'm done modding for Civ5 so I will not be doing this.

@Dvid
How many players were there? I could see that this could possibly happen under some circumstances, but it is very rare. I'll look into it and see if there is an easy fix, and if so I will patch the mod.
Dvid 29 May, 2020 @ 4:28am 
Recently I started a new game with this mod.
Spread: 72%.
Followers: 326
Holy Cities: 4/5
But there are only 4 holy cities because no one founded a fifth religion!
So now what?
Jiang Zemin 13 May, 2020 @ 7:10pm 
Can you make a VP compatible version?