ONE CITY DOMINATION One City Domination is based on Machiavelli's Reforms and Rules excellent mod, to which it adds and enhances with more than one hundred options, all created with the OCC -One City Challenge game-play style in mind. Playing the whole game with only one city and developing it to the point it shadows all the other civilizations is a fascinating game-play experience, which unfortunately is very little supported by the modding community. This mod offers that experience while remaining 100% modular, which means that you can skip the various elements by simply renaming the files inside, one by one. Warning: One city Domination is designed for One City Challenge game, to use with the corresponding option from CIV 5 game menu. The player can also play it in any configuration he likes, as most of Machiavelli excellent options were kept, but the special buildings giving an extraordinary boost to Great People influence coming with the mod are only available in the Capital. The mod is focusing on Great People growth, generation, improvements and abilities. Merchant, Scientist and Engineer natural abilities as "rush wonder", "rush technology", "trade mission" are now replaced by "Write a Political Treatise", ability shared also by Generals, Artists and Musicians. Bombing with culture splash will be an effective technique for jumping from one Policy branch to next, then fully benefit from the new advantages. But this is not all! All the new buildings are now also offering the possibility of holding 3 Great Works each, and for each Great Work your armies will receive free experience. The Great Works from those buildings will NOT display in the Culture Screen, which means you can't exchange them with other Great Works from Museums, Palace, Wonders etc. This is why you have to keep a constant eye on a Great Work strategy, have a plan and choose wisely between splashing Great Works or using the great People to advance to next branch. Changes from vanilla game. Merchants, Artists, Scientist, Engineers, Musicians and Generals can write Political Treatise. To disable this feature individually just rename their corresponding files from Changes folder. Each Policy branch completion gives access to a new building, available only in the Capital. This building will be able to hold 3 various Great Works, each giving 30 experience for any army build in the Capital. In each branch, you will find one policy which will enable "birth place" for each corresponding great Person. By enabling it, each Earned Great Person of that type will add one citizen to the city population, when born. You will find in both Liberty and Aesthetics polity branches the option of increasing city working radius, up to the max allowed by the game mechanics. This is also the reason this mod can ONLY work with Whoward's DLL, which I can only warmly recommend. Spies are no longer given by Era transitions, but by Policies branches completion. Which means, faster you complete one, faster you get an additional spy, no matter the game time. To overcome the possibility of an unfortunate start location, given that you are supposed to play with only one city, 4 National Wonders will help by providing strategic resources. For same reason, the starting settler has 10 movement and 4 visibility radius. Don't use other mods enhancing the settler if playing One city Domination. For a fluid start the Palace is providing 20 culture/turn. Again, option can be disabled or value modified by renaming the file, or modifying the value to what it suits you. The mod IS NOT compatible with the Community Patch, my tests with it turned dramatically. The mod NEEDS DLL - Various Mod Components to work, either you will not be able to get the most gorgeous feature as increased City Working Range. Please don't ask me to make it DLL free, it won't work and will provide zero interest with the vanilla city mechanics. Because of Great Works experience value, I can only strongly recommend that my other mod, new Promotions pack, is used with. If the player optimally micromanage the branches and the Great Work generation, each army build in modern era can get from the start ~800 free experience. Which is totally useless if played with the vanilla promotions. AI will benefit as well from buildings, so prepare to difficult encounters, he will always have more experience than you, but what means more experience against human brain? ) Each Ideology is giving a very OP promotion in its third level policies. This promotion is scattered along the three end policies, which means that to get full use of it, you will have to earn all three. This mod is not necessarily balanced. If you think it makes the game too easy, then don't use it or modify to your ease, I don't mind. My goal was to allow creating the Ultimate City, powerful, culture dominant, feared and eternal. In game speaking, of course Mod was tested only on Deity, 8 allied AI civs vs me, permanent war, it is possible that at lower difficulties it does not gives satisfying challenges. Some of the following recommended mods are more than "optional", as they fix vanilla bugs or flaws. Enabling a mod giving more great works will make sure your game will get the great works it needs (there is a very low limit in vanilla configuration), enabling "Separate Great people counters" will make sure the different values required for Great People generation remain constant. MODS REQUIRED: DLL - Various Mod Components. Just drop it in your Documents/My Games/ CIV5/Mods folder. MODS RECOMMENDED for enhanced game play (OPTIONAL): New Promotions Pack, Show all resources from start, Outposts, More Great Works, Separate Great people counters, National Wonders splash MODS NOT SUPPORTED: Community Patch. Special thanks: Whoward, Lees, Machiavelli.