Civilization V

Weighted Options

Weighted options allow you to choose how likely a particular option's value is to be used in game generation. The higher a value is weighted, the more likely the option will be chosen. Think of them like entries in a raffle.

Choose the options you would like to play with! You may generate a single-player game from this page, or download an options file you can use to participate in a MultiWorld.

A list of all games you have generated can be found on the User Content page.


Game Options

Progression Balancing

A system that can move progression earlier, to try and prevent the player from getting stuck and bored early. A lower setting means more getting stuck. A higher setting means less getting stuck.
This is a range option.

Accepted values:
Normal range: 0 - 99

The following values have special meanings, and may fall outside the normal range.
  • 0: Disabled
  • 50: Normal
  • 99: Extreme
0
25
0
0
0
0
0

Accessibility

Set rules for reachability of your items/locations. **Full:** ensure everything can be reached and acquired. **Minimal:** ensure what is needed to reach your goal can be acquired.
25
0
0
Logic

Victory Goal Logic

Which victory should be achievable before the game is considered beatable? Note that this solely affects progression logic. You can still beat the game earlier than expected or pursue a different victory if you so choose. Domination and Time victories are not included here as Domination can be achieved at any moment and Time has no requirements.
25
0
0
0
0

Era Goal Logic

Which era must be unlocked before the game is considered beatable? This is in addition to the value given for "Victory Goal Logic". Similarly, this solely affects progression logic.
0
0
0
0
0
0
0
25
0

Embarking Goal Logic

Add Optics and Astronomy as requirements before the game is considered beatable. Similarly to other goal logic options, this solely affects progression logic.
0
25
0
Quality of Life

Policy Cost Modifier

Multiplies the base cost of adopting social policies with the given percentage.
This is a range option.

Accepted values:
Normal range: 0 - 1000
0
25
0
0
0
0
0

Tech Cost Modifier

Multiplies the base cost of researching technologies with the given percentage.
This is a range option.

Accepted values:
Normal range: 0 - 1000
0
25
0
0
0
0
0

Progressive Techs

Use progressive technologies. Progressive technologies divides all 79 technologies (excl. Agriculture) into 11 categories. This makes the unlocking of technologies feel less chaotic and more streamlined compared to true random technologies. It also makes it far less likely to not have important early-era buildings in the mid to late game.
0
25
0

Item Hints

Enable item hints for all locations. Options are: - full: Locations state their exact item. - classification: Locations state the classification of their item (progression; useful; filler; trap). - none: Locations do not state their item.
0
25
0
0

Disguise Traps

Item classification hints will classify traps as progression items. Keep in mind that if item hints are set to 'full', the name of the trap is still visible and could potentially spoil you of the true nature of the item. Has no effect if item hints are set to 'none'.
25
0
0

Satellites Meets All

Receiving the Satellites technology will also meet all civilizations and city-states.
25
0
0

Super Palace

Replaces the default Palace with a version that has much higher yields: - Gold/Science/Production: 3 -> 15 - Culture: 1 -> 5 - Happiness/Faith/Food: 0 -> 5 This makes the early game easier without your usual base technologies.
25
0
0
Sanities

Building Sanity

Add most standard buildings to the location pool. This adds 53 buildings to the location pool in total. Buildings that will not be added: - Palace - Courthouse - Any religious building (Cathedral; Monastery; Mosque; and Pagoda) - Any civilization-unique building (they count as the building they replace instead) - Any National Wonder (see National Wonder Sanity instead) - Any World Wonder (see World Wonder Sanity instead)
25
0
0

National Wonder Sanity

Add all national wonders to the location pool. This adds the 11 national wonders and the 3 guilds to the location pool.
25
0
0

World Wonder Sanity

Add all world wonders to the location pool. This adds the 47 world wonders to the location pool, including the 3 ideology world wonders. WARNING: This option is NOT suitable for syncs.
25
0
0

Unit Sanity

Add most standard units to the location pool. This adds 66 units to the location pool in total. Units that will not be added: - Foreign Legion - Any religious unit (Inquisitor and Missionary) - Any civilization-unique unit (they count as the unit they replace instead) - Any Great Person - Any Spaceship unit (SS Booster; SS Cockpit; SS Engine; and SS Stasis Chamber)
25
0
0

Settler Sanity

Adds Settlers to the item and location pools, with the amount being determined by the Settler Sanity Amount option. When enabled, Settlers can only be obtained as a progressive item. Training them counts as a location, up to the amount, after which they can no longer be trained. When receiving a Settler as an item, they spawn near the capital (or a different city if you happen to not have one). Enabling this option will remove the Settler from the Unit Sanity location pool, if it is enabled.
25
0
0

Settler Sanity Amount

Number of Settlers to put in the item and location pools. Progression logic will expect you to be able to get the following number of Settlers per era: - Ancient: 1 - Classical; Medieval; and Renaissance: 2 - Industrial; Modern; and Atomic: 3 - Information: 4 Has no effect if Settler Sanity is not enabled. NOTE: The lower limit being 0 is not a mistake. If you want to be Venice as a different civilization, be my guest.
This is a range option.

Accepted values:
Normal range: 0 - 20
0
25
0
0
0
0
0

Promotion Sanity

Add all earnable unit promotions (excl. Heal Instantly) to the item and location pools. This adds 83 promotions to the item and location pools in total. WARNING: This option can cause situations where you need to level up many units types to find logical progression.
25
0
0
Filler Items

Filler Item Weights

The weights of each filler item to be chosen when a filler item is required.

Enable Traps

Add traps to the filler item pool.
25
0
0

Trap Filler Chance

The percent chance for a filler item to be a trap instead. Has no effect if traps are not enabled.
This is a range option.

Accepted values:
Normal range: 0 - 100
0
25
0
0
0
0
0

Trap Item Weights

The weights of each trap to be chosen when a trap item is required. Has no effect if traps are not enabled.
Death Link

death_link

None
25
0
0

Death Link Trigger

What triggers a death link to be sent? Has no effect if death link is disabled. Possible triggers: - Unit killed: When any of your units gets killed. - City captured: When any of your cities gets captured. - Capital captured: When your capital gets captured. - Game lost: When you lose a game.
0
0
0
25
0

Death Link Effect Weights

The weights of each death link to be chosen when a death link is received. Has no effect if death link is not enabled.
Item & Location Options

Local Items

Forces these items to be in their native world.
 

Non-local Items

Forces these items to be outside their native world.
 

Start Inventory

Start with the specified amount of these items. Example: "Bomb: 1"

Start Hints

Start with these item's locations prefilled into the ``!hint`` command.
 

Start Location Hints

Start with these locations and their item prefilled into the ``!hint`` command.

Excluded Locations

Prevent these locations from having an important item.

Priority Locations

Prevent these locations from having an unimportant item.

Item Links

Share part of your item pool with other players.
This option cannot be modified here. Please edit your .yaml file manually.