Sid Meier's Civilization V

Sid Meier's Civilization V

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Improved Caravansary
   
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1.881 KB
11 Feb, 2014 @ 6:55pm
16 Feb, 2014 @ 4:57pm
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Improved Caravansary

In 1 collection by thecrazyscotsman
New and Enhanced Buildings
14 items
Description
Alternate download here[www.thesewall.com].

This mod improves the Caravansary to be more useful. Now Food and Production trade routes are enabled with the Caravansary instead of the Granary and Workshop.

The Caravansary now provides:
Food and Production Trade Routes
+1% Gold from City Connections (each Caravansary stacks)
+50% Land Trade Route range
+1 Gold from Salt.
Maximum of 10 may be built.

The production cost has been increased from 120 to 150 as well.
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FAQ
Q. I'm having a problem, can you help troubleshoot?
A. Please follow the steps on this page[forums.civfanatics.com]to troubleshoot. Additionally, please enable logging to provide more details on what problem you are having if you cannot fix it by following those steps.

Q. How do I enable logging?
A. Open the config file located here: C:\Users\x\Documents\My Games\Sid Meier's Civilization 5. Search for "Enable the logging system" and set it to "1". Logs will be located at C:\Users\x\Documents\My Games\Sid Meier's Civilization 5\Logs -- "Database" is one of the first logs you should check.

Q. Does this conflict with any mods?
A. These mods do not have any known conflicts unless you are using another mod which adds a building of the same name. It will also conflict with any mod which removes any of the prerequisite technologies.

Q. What is the compatibility?
A.All DLC packs are optional. Main versions of the game are below:
  • BNW - required
  • G&K - optional
  • Vanilla - not compatible

Q. Does this support multiplayer.
A. No, unfortunately.

Q. Can I use your mod in mine?
A. Yes! You don't even have to ask. Please just include me in your credits.
11 Comments
Dr. Eggman 8 Jan, 2016 @ 6:22am 
Hi tried to find someone that may be interested. Could someone possible make a mod that makes trading with other civs more important? I would really like a mod that gives you the possibilty to buy food from other Civs just like in the real world. Makes city blockades actually an viable strategy too. So for example you can send a cargo ship to a city and get 6 food forexample and either just generate gold for the other Civ or actually have to pay him 7 gold or whatever. You get my point? :)
busted bussy 7 Jul, 2014 @ 6:31pm 
I think instead of limiting the number of caravansaries that can be built, you should simply say that the bonus for gold maxes out at 10%.
RemoteV 29 Jun, 2014 @ 4:00pm 
It could be awesome to merge this bod with the Caravanasary Buff Mod that adds 1 trade route per caravanasary.
MNKY 29 Jun, 2014 @ 2:58am 
@SMILEDOZER
It could reflect infra-trading in the general area in and around the city to the city the caravansary is in, rather than inter-trading between cities.
Grathocke 25 Feb, 2014 @ 6:02am 
thanks @thecrazyscotsman - btw I'm Scottish too
thecrazyscotsman  [author] 25 Feb, 2014 @ 5:22am 
@Grathocke - that's not an error. The Caravansary isn't required for you to build caravans and trade ships for international routes, it's only required to allow you to create internal food/production trade routes.
Grathocke 24 Feb, 2014 @ 7:17am 
I am still able to build caravans and trade ships before the caravasary is available. From the description it seems that shouldn't happen.
thecrazyscotsman  [author] 23 Feb, 2014 @ 8:59am 
@egeslean05 - it may work in Networked multiplayer, but not over the Internet.
egeslean05 22 Feb, 2014 @ 1:11pm 
Sorry if this isn't the place to ask, but I'm new to this. I don't know how the multiplayer works exactly, but would this (and other mods like it) work if both (or all) players had the mod installed?
SMILEDOZER 17 Feb, 2014 @ 10:14am 
I do perhaps think that is exactly the point.. why would a non-trading city have trading infrastructure? that would be like an inland city build a ship wharf because fuck you