Sid Meier's Civilization V

Sid Meier's Civilization V

War - Less Damaged Captured Cities
47 comentarios
TevoTFM 9 OCT 2017 a las 12:07 a. m. 
Thank you so much for this mod, I used to play Civ Revolution, 4, and 3 a lot.

I have had so many hours where I was angry, because you take this huge, beatiful city, and it's instantly worthless.
Друманин Дрин 11 DIC 2016 a las 6:20 p. m. 
Can I find mod, which make Population survival 100%?)
BlouBlou  [autor] 7 MAY 2016 a las 10:58 a. m. 
@Maitre Supreme

Merci, ho maitre supreme :)
Maitre Supreme 7 MAY 2016 a las 9:44 a. m. 
Great mod - THX
BlouBlou  [autor] 25 ABR 2016 a las 9:12 p. m. 
@NuclearDystopia

Hi nuclear, glad you like the mod!

About your problem,

This mod change 2 lines of code that are only related to cities, it doesnt affect promotion or units in any way, try the mod alone (without other 3rd party mods) in a fresh new game and you wont have any problem.

Good day!


NuclearDystopia 25 ABR 2016 a las 4:24 p. m. 
I like this mod, but I had a problem that I think I isolated to this mod. It gave me a lot of options for my units that didn't make sense. They all had air sweep and there was a constant unit promotion box that had a lot of things that were not promotions in them. Any clue how that happens?
Simonster37 16 ENE 2016 a las 12:02 p. m. 
how does this mod take cultural influence into account? Since having certain levels of cultural influence affect how many citizens "die" when you conquer a city. Also, a recommendation for a future version (assuming you intend to continue updating the mod), give players the option of not having spies flee upon city capture but do have a chance of dying if they stay.
BlouBlou  [autor] 24 DIC 2015 a las 12:16 p. m. 
@Rand Paul

This mod effect already trigger when someone give you a city because the game sees it as conquest
Zersetzung 24 DIC 2015 a las 12:01 p. m. 
Make a mod where when a player gives a city to you because you give him a lot of stuff or he really wants to end a war that you don't loose any buildings or population
sjiraff 24 AGO 2015 a las 12:18 p. m. 
Is there a mod for Civ5 that means the building-styles in cities doesn't instantly change when it's taken over?

It's so stupid as if every building would just change over night. There should be an option to force your own archetecture style on it at a penalty.
Father Moo 10 JUL 2015 a las 8:30 a. m. 
The debt crisis got so bad for Greece that they resorted to Burning Berlin to the ground as revenge against Merkel...
BlouBlou  [autor] 24 FEB 2015 a las 5:13 p. m. 
@Jammy Roostler

That why i separated all these feature into smallers "utility" mod so users can pick and match what they prefer :)

Thx for your comment!

Have a good day!
Nacho Man Randy Cabbage 23 FEB 2015 a las 8:54 p. m. 
Wow, that was... fast .

But yes, I was mostly being hopeful. My reason for the concern isn't that I'm so much prone to warmongering as that I simply never play with any victory but Domination. Just more fun to have the game go on and not have to worry about some AI swiping the rug out from under you when you're trying to make an Empire and not just win . Considering I usually wait to enact my Final Solution till the very lategame (usually starting somewhere between turns 450-500) it takes for bloody ever to get through the pure density of cities that the AI tends to have by that point. They seem to have a large aversion to razing cities themselves I've noticed.

So yes, I suppose it's just not for me. Still, enjoying quite a few other utility mods you've put out, so I'll take my opportunity to say thanks for those at least!
BlouBlou  [autor] 23 FEB 2015 a las 8:39 p. m. 
@jammy roostler

You anwsered your own question when you said :

I doubt that's possible, since it calculates the pop loss before choosing.

That would be in fact a really complicated mod that would need a lot of work, for very small benefits, waiting 2-4 more turn for cities you dont want is a very small incomfort compared to loosing all those building and population in citie you do want (ex: juicy ennemy capitals).

i think maybe you arent just the type of player for this mod, i agree that maybe it wouldnt fit in a warmonger playstyle, but its perfect for a cap & develop approach in my opinion.

Regards.
Nacho Man Randy Cabbage 23 FEB 2015 a las 8:31 p. m. 
Despite the fact nobody's commented on this mod in over a year, I figured while I was here I'd put in a thought:
I've wanted a mod like this for awhile, but there's the eternal problem of how absolutely terrible the AI is at making cities, and so when I go to war with one I end up razing most if not all expendable cities. Using this mod would make razing take longer, since it would keep more of the population of a city when it's captured, so I wound up never using it. Could you possibly update this at some point to include a function where if the first thing you do when capturing a city (when it asks you to Annex/Puppet/etc) is to Raze it, it won't increase the population? I doubt that's possible, since it calculates the pop loss before choosing, but I figured I'd ask. Maybe there could be a totally different mod for that?
BlouBlou  [autor] 9 OCT 2013 a las 4:41 a. m. 
"dead

Glad you like it ! =)

thx for your comment
Deadcurze 9 OCT 2013 a las 2:22 a. m. 
Awesome! This has made invading cities much more useful!
BlouBlou  [autor] 26 SEP 2013 a las 2:50 p. m. 
UPDATE V.3
-------------------

-Added some missing buildings that should have been included in the mod regarding survival chances.
BlouBlou  [autor] 26 SEP 2013 a las 2:50 p. m. 
@Abraham

Nope i just turned on Yield display if that what you mean, beside that its just dx9 graphics with a zoom.

good day!
Abraman 26 SEP 2013 a las 2:19 p. m. 
Are you using some sort of mod that changes how the land looks? The land in those pictures looks different than vanilla.
BlouBlou  [autor] 25 SEP 2013 a las 9:59 p. m. 
@lockstep

The update is done and published. The UB had to be named explicitly in the end. Rechecked all building file and included the missing building from BNW and some G&K patches.

Some building are still untouched, all those that werent capturable or were automaticly captured, there should be no missing building now. This mod needed a refreshments, thx for pointing that out!

good day
lockstep 2 SEP 2013 a las 10:08 p. m. 
You're sure about the UB's? The latest CIV5Buildings.xml separately defines the same conquest probability (66%) for the Water Mill and the Aztec Floating Gardens.
BlouBlou  [autor] 2 SEP 2013 a las 5:17 p. m. 
@buzz

i see, im sure this is not related to the mod tough. thx! Portugal was really nice =)

about the collection, i have a todo list for polishing some of the existing mods before releasing new one, but i have something new incoming for the Era collection soon. A suggestion a user made that seems good, it will need testing thau. =)
buzzshiza 2 SEP 2013 a las 5:09 p. m. 
Just to update my previous problem, if I hit the reassign tiles button upon annexing a city, that seems to relinquish full tile locking control.

Welcome back from vacation! Any new ideas to expand your already excellent collection?
BlouBlou  [autor] 2 SEP 2013 a las 4:27 p. m. 
@lock

Hi lock, this mod was made with vanilla and G&K in minds, all building should be included if applyable, some building are left untouched as said in the mod description. About the mosque, its a UB, so applying it to the base normal building should include all UB.

But this most hasnt been updated for a while, i will review it with building list from BNW and check out the UBs to double check what i just said. I just got back from long vacation in portugal, i will get back to Modding duty in the next days, lots of work with 30 actives mods.

In any case the mains features of this mods work properly. I thanks you for your comment and suggestion, i will get back to ya soon.

Good day!
lockstep 31 AGO 2013 a las 2:13 p. m. 
This mod fails to update the conquest probability of buildings that were added in the Gods & Kings and Brave New World expansions. Even some vanilla buildings are missing (e.g., the Mud Pyramid Mosque). Please check thoroughly and update.
buzzshiza 5 AGO 2013 a las 11:02 p. m. 
Yes I know what you mean, but I can control where I place 4 tiles, all the specialists, purchase units and buildings, and choose the build item. I also remember the unhappiness hit--it just won't let me select the fifth tile. I've never run into it before, and thought it was weird. As much as you must tinker around with the mechanics of the game while making all your fabulous mods, thought you might have run into it yourself. Thanks for trying to help! Cheers!
BlouBlou  [autor] 5 AGO 2013 a las 10:33 p. m. 
@buzz

you probably assigned one of your captured citie to a Puppet instead of annexing. If thats the case that would explain why you cant control worked tiles on this city
buzzshiza 5 AGO 2013 a las 10:30 p. m. 
kk thanks for the info, and the very fast reply!
BlouBlou  [autor] 5 AGO 2013 a las 10:29 p. m. 
@buzzz

never heard of this behavior, captured cities worked tile work without problem for me. In any case its sure its not related to this mod who only change 2 percentage factor in capture stats =)

Good day!
buzzshiza 5 AGO 2013 a las 9:51 p. m. 
I'm not sure if this is a Vanilla issue, or perhaps something to do with this mod, but have you ever not been able to assign tiles to an annexed city, once the courthouse is built? I have a playthru where I have captured 3 cities, and the first one will let me assign 4 tiles and specialists, but no more. The A.I. mayor doesn't like my ideas :( The other 2 cities behave normally. Thx in advance for considering!
BlouBlou  [autor] 21 JUL 2013 a las 6:42 p. m. 
--------------------------------------------------------------------------------------------

Compatibility:

-Tested for Brave New World Expansion and fully functional.

--------------------------------------------------------------------------------------------
reallyhairydave 17 JUL 2013 a las 1:40 p. m. 
Cheers for the quick reply

That wasn't quite what I meant, if the city you are attacking or defending has a unique building (even a vanilla one) in it say the long house, when the city is captured is there a chance of a different faction getting the bonuses from an understroyed unique building that does not belong to them?

I also just realized that my current game is unmodded so will not be able to see your mod in action until I change game (wanted to get a feel for BNW and finally get some achievments :p ).
BlouBlou  [autor] 17 JUL 2013 a las 1:06 p. m. 
@Really

This deoant add new building to capture, it just increase the survival chance for those whoalready have one.
reallyhairydave 17 JUL 2013 a las 11:25 a. m. 
Quick question, does this mean you can capture unique buildings from other civs?

Looks awsome regardless and I will rate it as soon as I attack my opponent (waiting of a crutial tech before going to war)
BlouBlou  [autor] 4 MAY 2013 a las 3:14 p. m. 
@scott

lol you are too!
scottkbeers 3 MAY 2013 a las 9:11 p. m. 
You the man!!!
BlouBlou  [autor] 16 MAR 2013 a las 12:24 p. m. 
@gjv4651

Im glad you like my mods, thanks for your comment, its appreciated =)

did you check all the collections?
gjv4651 16 MAR 2013 a las 12:09 p. m. 
I am new to using mods. Yours are among my favorites. Keep them coming.
BlouBlou  [autor] 7 MAR 2013 a las 3:17 p. m. 
@Luca

Yes thats exactly what made me do this Mod, when there is a heavy war, the city get captured multiple time leaving nothing behind it.

Glad you agree with me.

Good day!
Luka 7 MAR 2013 a las 9:07 a. m. 
This is a very good idea. Sometimes I feel like the AI (and players like myself) could easilly take advantage of the fact that population loss happened so quickly in the middle of a conflict and then it seemed like you fought a huge battle over a city for practically nothing 'cuz all that's left is a scrapheep (1 population lol). Good mod :3
BlouBlou  [autor] 25 JUL 2012 a las 8:58 a. m. 
i think you can use it in your current game. thx for your comment!
Fexzz_ 25 JUL 2012 a las 8:51 a. m. 
Hey, first of all: Thanks for creating this mod. Do i need to start a new Game or can i use this mod on my current game?! (turn 340)

Greetings
BlouBlou  [autor] 20 JUL 2012 a las 1:25 p. m. 
@Goerge
razing is untouched by this mod
Georgestephenson 20 JUL 2012 a las 8:01 a. m. 
Does it mean that razing time is increased by tha same factor?
BlouBlou  [autor] 14 JUL 2012 a las 4:25 a. m. 
@j.e.mathias

Yeah you loose a fortune taking the city and what you get is a pile a rubble lol !

Glad you like it =)
Thyme1994 14 JUL 2012 a las 4:24 a. m. 
Thank you ! I've been waiting for a mod like this :)
Always hated the way that huge cities would get destroyed so bad after they've been conquered.