Sid Meier's Civilization V

Sid Meier's Civilization V

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Better Aqueduct and Medical Lab
   
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Tags: Buildings
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1.053 KB
13 Aug, 2013 @ 7:14pm
1 Mar, 2014 @ 1:38pm
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Better Aqueduct and Medical Lab

Description
Aqueduct comes early enough to be fairly useful, but is a bit weak. Medical Lab comes so late and costs so much production and maintenance that its small bonus is in no way commensurate and it needs a large improvement to be useful. This makes both of these buildings better.

Aqueduct: Also adds +2 Food now.
Medical Lab: Also adds +10% Food now.
11 Comments
Keukotis  [author] 1 Mar, 2014 @ 2:03pm 
Hopefully for the last time, I've updated the values on both buildings to be more balanced. This change also makes this mod compatible with my Workable Mountains mod.
radders 19 Jan, 2014 @ 12:37am 
Is this BNW?
Hokath 24 Sep, 2013 @ 7:55am 
@kevinjk Having played with this mod since my last comment, I can report:

The aqaduct buff is too much with the tradition finisher, with civs opting for tradition consistantly getting beastly capitals much sooner than they should (combo with the food trade route). Compare the Temple of Artemis which only gives +10% and is still saught after.

I think the problem with the aqaduct is that it's only meant for large cities, and the attempt to make it 'useful' only further buffs big cities (who didn't need it). There are always going to be buildings certain strategies avoid, and for wide empires the aqaduct is one of them. I think a +1 or +2 food buff is more controllable for tall.

The med lab buff is also poorly targeted, since it requires a hospital, which only tall builds. +3 science in a tall city (or +3f, really) is useless at this point in the game. I would suggest giving the +15% food bonus to the med lab instead. The science bonus should probably be +0.25 per citizen or +20%.
Hokath 31 Aug, 2013 @ 4:14am 
I'm a fan of this.
The med lab especially was too bad to build in most standard games to my way of thinking.
Kellen 28 Aug, 2013 @ 2:20pm 
this is so epic. it deserves waaaay more comments.
Keukotis  [author] 24 Aug, 2013 @ 6:52am 
Yeah, that's a known issue with all mods and it has to do with how the game gets data from the Workshop. Basically, the issue is that your game is convinced it did download this already even though it didn't. If you go to Documents\My Games\Sid Meier's Civilization 5\cache and delete the file "Civ5ModsDatabase.db" it will cause the game to reevaluate which mods it has and has not downloaded the next time you enter the mods menu, and it should start downloading everything that's missing. This will also uncheck all current mods, but won't have any negative effects.
gdespartan 23 Aug, 2013 @ 4:15pm 
I am having issues with this mod. I went to click on the update part ingame and now it won't show up at all in my game, even when i unsuscribe and resubscribe.
Keukotis  [author] 21 Aug, 2013 @ 4:58pm 
The Medical Lab is an extremely late-game building with a high cost and only a tiny benefit, but I agree that I went a bit too far in improving it. The Scientist slot was removed and the food and science values dropped to 3 for this update.
BearSheriff 20 Aug, 2013 @ 5:18pm 
While I agree medical labs could do a little bit more, +4 sci and +4 food is a bit much for any building. That much is crossing into wonder territory. Perhaps just the scientist slot or just the +food or just the + sci, then it would be some what more inline with the balancing of the game.
Tritotamar 19 Aug, 2013 @ 4:48pm 
Dude, no.

Aquaducts and research labs are already plenty good.