Sid Meier's Civilization V

Sid Meier's Civilization V

36 oy
No Per City Modifiers
   
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11 Şub 2015 @ 16:03
13 Şub 2015 @ 11:01
4 Değişiklik Notu ( görüntüle )

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No Per City Modifiers

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A simple mod that removes the increase in cost for science and culture when you found a city.
22 Yorum
RickSS 21 Kas 2019 @ 8:37 
doesn't work
Sidewinder Fang 20 Kas 2018 @ 4:19 
I haven't tested this yet but if it doesn't work the infinite empires mod does the same thing for just science and it works as of when I tried it, I haven't found another mod that works that does this for culture yet though
Yoda Nobunaga 1 May 2018 @ 14:56 
It doesn't work. I tested it. I started a game as Babylon and, with IGE, spawned three settlers and founded four cities. The culture cost went from 20 to 25 to 30 to get a policy. This was on the first turn of the game. I have all DLCs and so that might have something to do with it, but it doesn't work and there is no other mod which does what this claims to do. Can it please be fixed? I like playing wide and I HATE being stuck with one policy tree the whole game.
pabloflv 8 Oca 2016 @ 18:50 
Hello, I'm having a little trouble installing this mod, for some reason it keeps getting deleted automatically after it is downloaded, any help?
TC|Logic? 2 Oca 2016 @ 14:29 
@The 420th Gunslinger so basically you are a cunt? Congrats, kill yourself.
T.N.Tobin 24 May 2015 @ 6:25 
@prjoplum I will say whatever I want, get off your high horse and quit telling people how to be.
prgrd 16 Mar 2015 @ 13:50 
Will there be a notification or reply when/if it's fixed? Because I really am interested in this mod, there's just no possiblility of me using any mod that conflicts with EUI
Rataerix  [yaratıcı] 14 Mar 2015 @ 17:41 
@MuddyFudger Thanks for letting me know. I'll look into it
prgrd 14 Mar 2015 @ 16:54 
I'm getting a conflict with EUI when I use this: the top panel refuses to work correctly.
prgrd 14 Mar 2015 @ 13:35 
@applejaxc You're looking at it wrong: this lets you expand while still remaining competitive