Sid Meier's Civilization V

Sid Meier's Civilization V

War - Less Damaged Captured Cities
47 kommentarer
TevoTFM 9. okt. 2017 kl. 0.07 
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. des. 2016 kl. 18.20 
Can I find mod, which make Population survival 100%?)
BlouBlou  [skaper] 7. mai 2016 kl. 10.58 
@Maitre Supreme

Merci, ho maitre supreme :)
Maitre Supreme 7. mai 2016 kl. 9.44 
Great mod - THX
BlouBlou  [skaper] 25. apr. 2016 kl. 21.12 
@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. apr. 2016 kl. 16.24 
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. jan. 2016 kl. 12.02 
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  [skaper] 24. des. 2015 kl. 12.16 
@Rand Paul

This mod effect already trigger when someone give you a city because the game sees it as conquest
Zersetzung 24. des. 2015 kl. 12.01 
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. aug. 2015 kl. 12.18 
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. juli 2015 kl. 8.30 
The debt crisis got so bad for Greece that they resorted to Burning Berlin to the ground as revenge against Merkel...
BlouBlou  [skaper] 24. feb. 2015 kl. 17.13 
@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 kl. 20.54 
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  [skaper] 23. feb. 2015 kl. 20.39 
@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 kl. 20.31 
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  [skaper] 9. okt. 2013 kl. 4.41 
"dead

Glad you like it ! =)

thx for your comment
Deadcurze 9. okt. 2013 kl. 2.22 
Awesome! This has made invading cities much more useful!
BlouBlou  [skaper] 26. sep. 2013 kl. 14.50 
UPDATE V.3
-------------------

-Added some missing buildings that should have been included in the mod regarding survival chances.
BlouBlou  [skaper] 26. sep. 2013 kl. 14.50 
@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 kl. 14.19 
Are you using some sort of mod that changes how the land looks? The land in those pictures looks different than vanilla.
BlouBlou  [skaper] 25. sep. 2013 kl. 21.59 
@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 kl. 22.08 
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  [skaper] 2. sep. 2013 kl. 17.17 
@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 kl. 17.09 
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  [skaper] 2. sep. 2013 kl. 16.27 
@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. aug. 2013 kl. 14.13 
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. aug. 2013 kl. 23.02 
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  [skaper] 5. aug. 2013 kl. 22.33 
@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. aug. 2013 kl. 22.30 
kk thanks for the info, and the very fast reply!
BlouBlou  [skaper] 5. aug. 2013 kl. 22.29 
@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. aug. 2013 kl. 21.51 
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  [skaper] 21. juli 2013 kl. 18.42 
--------------------------------------------------------------------------------------------

Compatibility:

-Tested for Brave New World Expansion and fully functional.

--------------------------------------------------------------------------------------------
reallyhairydave 17. juli 2013 kl. 13.40 
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  [skaper] 17. juli 2013 kl. 13.06 
@Really

This deoant add new building to capture, it just increase the survival chance for those whoalready have one.
reallyhairydave 17. juli 2013 kl. 11.25 
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  [skaper] 4. mai 2013 kl. 15.14 
@scott

lol you are too!
scottkbeers 3. mai 2013 kl. 21.11 
You the man!!!
BlouBlou  [skaper] 16. mars 2013 kl. 12.24 
@gjv4651

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

did you check all the collections?
gjv4651 16. mars 2013 kl. 12.09 
I am new to using mods. Yours are among my favorites. Keep them coming.
BlouBlou  [skaper] 7. mars 2013 kl. 15.17 
@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. mars 2013 kl. 9.07 
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  [skaper] 25. juli 2012 kl. 8.58 
i think you can use it in your current game. thx for your comment!
Fexzz_ 25. juli 2012 kl. 8.51 
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  [skaper] 20. juli 2012 kl. 13.25 
@Goerge
razing is untouched by this mod
Georgestephenson 20. juli 2012 kl. 8.01 
Does it mean that razing time is increased by tha same factor?
BlouBlou  [skaper] 14. juli 2012 kl. 4.25 
@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. juli 2012 kl. 4.24 
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.