Sid Meier's Civilization V

Sid Meier's Civilization V

More Buildings
87 Comments
xX_Safety_First_Grenadier1803_Xx 13 Feb, 2020 @ 12:28pm 
It says it references better culture victory, but it's not required, right?
Moriboe  [author] 3 Nov, 2014 @ 11:00am 
It's unmodded, so +1 and +25%.
Moriboe  [author] 30 Oct, 2014 @ 2:53pm 
You were probably having a golden age before.

Other "workable mountains" are bound to cause conflict as they no doubt also rely on a fake feature overlay. I made sure mine was compatible with Pouakai's wonders (where applicable). I think that by deleting the file Tourism\tourism.lua from my mod, compatibility will be restored. This will remove the gold on mountain effect of the tourist office. Otherwise delete the entire Tourism folder and the tourist office will be removed entirely.

Thanks for playing!
Moriboe  [author] 29 Oct, 2014 @ 9:56am 
I will look at the tourism office. I'm not fond of changing the customs house as proposed, which has little added value to gameplay given the seaport. Even with +1 gold, (non-resource) sea tiles have poor yields and I find it barely worth working them, but this at least provides a valid tradeoff.
Moriboe  [author] 26 Oct, 2014 @ 2:24pm 
This could conflict with another mod adding a triumphal arch, yes. It could potentially conflict with any mod. Not keen to try and sort that out.
You have a point about ivory, especially since it already allows a circus (scratched that in an earlier mod). I could have removed some of the gold bonus to balance it out. Maybe if I ever were to update a mod again...

Anyway, thanks for trying my mod!
The Fighting Monk 24 Sep, 2014 @ 12:48pm 
Works great! Thanks!
Katamariguy 29 Aug, 2014 @ 7:53am 
Does this conflict with other mods that add Public Baths/Airports/Supermarkets?
Bullwinkle 29 Jun, 2014 @ 6:36pm 
Maybe add into the description above the COST of building each of your buildings, not simply listing their benefits.
tookmeforever 9 Feb, 2014 @ 8:19pm 
Thank you so much. downloaded and put into the mod folder and its all back! You are the second mod creater to do this very nice thing for me and I can't tell you how appreciative I am. I am sure alot of others suffer from the steam update problems but want to let you know your fellow players hold you in no way responsible for them. Well... at least the good ones. Thank you again.
Moriboe  [author] 8 Feb, 2014 @ 5:15am 
tookmeforever 4 Feb, 2014 @ 2:14pm 
I've really enjoyed this mod for a long time, however since update a month or so ago, it has dissapeared. Man I hate when steam does these updates, they always seem to mess with my civ list. Any direct DL links possible? would be nice to have again.
Ranger8599 3 Feb, 2014 @ 8:06am 
Nice MOD. Works great with Resources Gone Wild 2 & numerous other MODs for BNW.
OliverFox 20 Dec, 2013 @ 5:58pm 
Thanks!
Moriboe  [author] 16 Dec, 2013 @ 11:07am 
And voila, the G+K dependency is removed (still not compatible with vanilla though).
I also changed the tourist office to give +2 tourism (+ the current gold from selected features) and fixed a bug where it didn't grant gold for the natural wonders added by BNW.
Moriboe  [author] 14 Dec, 2013 @ 2:55am 
There's a dependency on Gods & Kings. I hadn't considered the possibility of owning only BNW. You can try getting into the .modinfo file and replacing the dependency part by an empty <Dependencies /> element. Or you wait a couple of days and I'll update again ;)
OliverFox 13 Dec, 2013 @ 12:39pm 
When I try to enable your mod, the menu tells me that I'm missing required dependenices. I have Brave New World, I don't know why I'm getting this issue. Can someone please help?
Moriboe  [author] 8 Dec, 2013 @ 3:47am 
It's standalone. Besides, BMF is vanilla only and this requires G+K or BNW.
Chephren Mykerinos 3 Dec, 2013 @ 5:29am 
How can i stop the info at the center of the screen? there is an infoa about trade and borders, but i couldnt find any option to turn off this info. (g&k)
Raynor 11 Nov, 2013 @ 6:07am 
Can you or someone make a mod that adds just the Wildlife Preserve plz?
Moriboe  [author] 26 Sep, 2013 @ 10:37am 
No multilanguage, yes maintenance.
Patriot3791 4 Sep, 2013 @ 9:56pm 
Any building maintenance?
GazzD 24 Aug, 2013 @ 7:39am 
one question...this mod support multilanguage? i would gladly help to translate it to spanish if needed...
jonkline4 7 Aug, 2013 @ 4:59pm 
No problem, thanks for a great mod!
Moriboe  [author] 5 Aug, 2013 @ 8:43am 
Updated, should be fixed now. Thanks for reporting and sorry for the inconvenience.
jonkline4 4 Aug, 2013 @ 2:41pm 
I don't have BNW (yet) but it says I'm still allowed to build the cable network, and can build it from the begining of the game. This isn't a problem, I'm just wondering if I built it (or tried) would I still get it or would the game crash? This might just be a bug, idk.
Moriboe  [author] 3 Aug, 2013 @ 1:58am 
Updated and rebalanced for BNW.
Moriboe  [author] 28 Jul, 2013 @ 1:27am 
Not yet. I'll most likely put out a new version next weekend.
SilverHead 27 Jul, 2013 @ 4:31pm 
is this mod compatible with BNW?
Moriboe  [author] 3 Jul, 2013 @ 12:14pm 
It probably blocks other buildings with the same name (plus any others defined in the same file), but other than that I am not aware of any compatibity issues.
Mega Ultra Chicken 2 Jul, 2013 @ 11:59am 
Just wondering, does this mod block every other building- related mods when active? I somehow can't seem to get it to work with some of the additional wonders mods...
Azradun 20 May, 2013 @ 5:00pm 
Very neatly intergrated into gameplay, and not overpowered. Definately a keeper :)
Giowar 13 May, 2013 @ 2:24pm 
good mod,thank you
Tasi 2 May, 2013 @ 12:11pm 
You can not use this mod with Airports Plus: Travel and Leisure mod. The airports in this mod will show up, but nothing from the APTL mod will show up in game. Just fyi.
Moriboe  [author] 13 Apr, 2013 @ 3:29pm 
It probably could work, but it wouldn't be as straightforward as enabling a property somewhere. Not worth the effort to me, especially now with trade routes being revised in BNW. I seem to recall that airlifting will be in too.
Fiona Danger 13 Apr, 2013 @ 1:28am 
@Moriboe, could the airport system work like the Harbour(or is it seaport?); where if a two cities have them they have a trade route? Have you thought of that; could it even work?
63e pears 8 Apr, 2013 @ 7:06pm 
Wow, I'm blind. Will your new update change that?
Moriboe  [author] 8 Apr, 2013 @ 8:08am 
@see comment below yours
63e pears 7 Apr, 2013 @ 11:51am 
Can you transport units using the airports? Sorry if this is already added.
Moriboe  [author] 8 Mar, 2013 @ 1:22pm 
No they don't. Should be possible but isn't worth that much work to me.
edhe 8 Mar, 2013 @ 6:31am 
Does the airport allow trade routes across the globe?

I'm sad they removed airports...
Revolverman 18 Feb, 2013 @ 12:42am 
Thats a shame about the lack of ablitly to change Manor buffs. I really like your idea of building buffing local goods and such rather then flat bonuses.
Moriboe  [author] 17 Feb, 2013 @ 3:59am 
I don't know enough about financial systems to appreciate why a mercantile exchange would make a better fit. But civ lumps together concepts in other places, e.g. making harbors double as shipyards, so I see no issue with the current approach. Doubling manor money cannot be done directly through XML (only terrain and features) and it's not worth a hacky solution. Though I do like the overall idea of buffing merchants, in any way.

I like how these 3 newly appearing resources now alter the makeup of which your major financial cities are. It may not be by much, but any feature making the game less stale is worth lots to me.
Revolverman 17 Feb, 2013 @ 1:45am 
I'd keep the 25% money buff and Double Manor money, and if you were so enclined, make a new building (merchentile exchange) that handles money buffs for raw materals. (thank you trading places)
Moriboe  [author] 17 Feb, 2013 @ 12:18am 
What would you have them enhance ingame then? I was thinking these are the raw materials for many an industry. Stock exchanges facilitate corporate activities, resulting in higher profits.
Revolverman 16 Feb, 2013 @ 3:50pm 
Shoudn't the Stock Exhcange add gold to any bonus that is logicaly traded at an exchange?
Moriboe  [author] 16 Feb, 2013 @ 7:34am 
New version! Changelog:
- The Triumphal Arch can now only be built for players you killed AFTER having the prerequisite tech.
- The Stock Exchange grants +3 gold on coal, oil and aluminum, but the gold bonus is reduced to 25%. Thanks to killmeplease for the idea!
Moriboe  [author] 2 Feb, 2013 @ 3:41am 
Start here: http://forums.civfanatics.com/showthread.php?t=385009

Good luck and have fun!
ottmaxval 2 Feb, 2013 @ 12:58am 
@moriboe: thank you anyway. Do you know whether is there a guide for modding? 'Cause I'd really like to build my own one with SDK.
Moriboe  [author] 2 Feb, 2013 @ 12:01am 
The new version got rid of CityView.lua for better compatibility. A few small other changes.
Envoy 1 Feb, 2013 @ 4:49pm 
This is good, thank you for sharing!