Sid Meier's Civilization V

Sid Meier's Civilization V

286 ratings
Unique Policy Buildings
   
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170.388 KB
25 Jun, 2014 @ 5:28am
1 Sep, 2014 @ 7:30pm
3 Change Notes ( view )
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Unique Policy Buildings

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

This mod adds a unique building unlocked by each policy tree. Each building is unlocked by the policy opener.

Compatibility: REQUIRES Brave New World. All other DLC optional. Will work with any mod that does not alter the Policy Opener text.

The new buildings are below.
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Public Baths
+1 Food
+10% Food
+1 Culture per 4 Citizens (***FIXED***)
Requires Tradition and Engineering

Town Council
+1 Culture
+1 Production
-10% Gold and Culture cost of acquiring new tiles
Requires Liberty and Philosophy

Stronghold
+15 XP for Land Units
+1 Production from Iron
+5 City Defence
+50 City HP
+1 Engineer slot
Requires Honor and Iron Working

Parochial School
+2 Science
+2 Faith
+1 Scientist slot
Requires Piety and Civil Service

Chancery
+2% Production from each City-State trade route
+1 Gold for each Trade Route target and recipient
Requires Patronage and Civil Service

Memorial
+3 Culture
+2 Tourism with Architecture
+1 Happiness
+1 Artist slot
Requires Aesthetics and Architecture

Depot
+3 Production
+25% Trade Route length
+1 Gold from each Strategic Resource worked by this city
Requires Commerce and Steam Power

Botanical Gardens
+1 Science
+1 Culture
+1 Food
+1 Production
Requires Exploration and Scientific Theory

Patent Office
+3 Science
+1 Gold per 4 Citizens
+1 Scientist slot
Requires Rationalism and Industrialization
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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. Currently conflicts with Reform and Rule by Machiavelli. There are no other 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. 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.
Popular Discussions View All (3)
2
10 Aug, 2020 @ 11:09pm
Bug Reports
thecrazyscotsman
1
5 Nov, 2014 @ 11:47pm
Mod Features and Balance
thecrazyscotsman
0
19 Mar @ 9:03am
Commerce unique building typo on Policy_Buildings.xml
vie
60 Comments
Rick Harrison 12 Dec, 2020 @ 11:53am 
@vondraco, this is part of SMAN's mod. He's integrated thecrazyscotman's Omnibus mod to make his own Omnibus with others
chill_eule 1 Dec, 2017 @ 10:30am 
i've added the mod via steam workshop and activated it ingame but i can't see any of the new buildings in an actual game.
might there be an incompability with another mod, and if yes, is there an easy way to find out wich mod is conflicting?
vondraco 21 Nov, 2017 @ 12:11pm 
I've been using this mod for well over a year, but I've found (after hours of disabling all of My mods and then reenabling them a few at a time) that it conflicts with one of My most recent mods: SMAN's Omnibus Mod. The conflict isn't that big ... it just makes the text on the early new units and tech read like "TEXT_KEY_UNIT_SKIRMISHER" or whatever. Doesn't really add any buildings with the same names as yours that I can recall, but DOES add a new Tech (Fishing) in the first tier (prereq for Sailing, allows the building of work boats). Any ideas on how I could resolve this little issue? (NOTE: I know next to nothing about modding.)

--V
Hellspawn 15 Sep, 2017 @ 3:50am 
@civ
I mostly agree with you, the mod empowers already powerful policy trees, BUT I do think the stronghold has a "hidden" bonus. The fact that you can very early on get great engineer points (iron working is one of the first in my science queue), because that counter-acts the effect of many wonders which give the really underpowered great merchant points.
civ 14 Sep, 2017 @ 10:54am 
How i would rate these building at a glance.

Baths - Very good on an already very good policy tree.

Town Council - Worthless 1 culture and one production with the bonuses of a nearly useless wonder.

Stronghold - Doesn't make honour tree any better, 1/2 production at best per city. Engineer slot is ok pretty average.

Parochial school - Very good makes piety more tempting and even more viable.

Chancery - Wothless even with all trade routes international = 20% at best unlikely you want zero internal routes and will only apply to one city useless across multiple cities 1 gold that works both ways shrug useless.

Memorial - Good/average.

Depot - Good/average.

Botanical gardens - Average/bad not worth taking the tree to get them yields are too small and must be coastal.

Patent office - Very good on an already very good policy tree.
Suddenly 18 Jun, 2017 @ 7:19am 
I still don't get the Culture from the public baths
Hellspawn 9 Apr, 2017 @ 10:53am 
I think the chancery is DECREASING my production.

I am useing other mods though (one which increases my trade route number) so that might be it.
j_blanton2000 17 Jun, 2016 @ 2:34pm 
Same question as BenDanHank10. I like this mod, but usually use the CSD mod. Maybe a change of the "chancery" to another name to make them compatible.
ManaJun 27 May, 2016 @ 7:08am 
Question -- do the other AI Civilizations know to build these buildings as well?
thenikus 28 Apr, 2016 @ 6:22am 
Sweet mod.