Sid Meier's Civilization V

Sid Meier's Civilization V

Palace Additions
131 Comments
Emperor of Awesomeness  [author] 23 Jun, 2021 @ 5:29pm 
glad it all worked out blair! :steamhappy:
sb.blair 22 Jun, 2021 @ 5:55pm 
My turn to apologize for the late response. After posting I came to realize that a few other mods were also absent. I just noticed yours first because it's the only mod I always use in every game (everyone gets equal access, not OP, actually useful). Advise from a friend walked me through a sort of refresh of my mods file and deleting one particular mod that really didn't play well with others. Glad to say my slightly expanded ancient era and my fabulous palace grounds are doing well. My thanks for your attention and your mod. Cheers.
Emperor of Awesomeness  [author] 4 Jun, 2021 @ 10:20am 
blair sorry for late response and hopefully you see this.

Civ 5's mod workshop is a bit glitchy sometimes and won't show you all of the mods you've subscribed to but anyway, there hasn't really been any updates so aside from some glitch there shouldn't be a reason you can't see the mod.

I uploaded it to google drive so you can download it directly and that should fix the issue.
https://drive.google.com/drive/folders/1oP-8Q_1Sal_O4qghTToWsGvl1dQb72MM?usp=sharing

If you try it let me know if that works or if it doesn't.

If it doesn't I'll try to sort it out. It might take me a bit to do so as I've been sick for a while so I'm a bit less up on this kind of thing but I will probably be able to sort it out eventually if you need. That said, I think if you download the mod from that link it should fix your issue.
sb.blair 23 May, 2021 @ 7:36am 
Among my favorite mods but recently vanished from my game entirely. Tried resubscribing but no help. Looked for it in saved files and it was absent. Can I download it and add to save files myself? Was there some sort of update I missed?
DerigarsChairman 11 Jun, 2016 @ 5:14am 
So yeah changing the ports to not need a capital would be nice, everything else is fine its just it makes a little unbalance on TSL
Emperor of Awesomeness  [author] 10 Jun, 2016 @ 7:44am 
Oh also, the Airbase could be used for extracting the Prez' from the capital in times of danger so mabye a defense bonus would make sense.
Emperor of Awesomeness  [author] 10 Jun, 2016 @ 7:43am 
I hear ya...I normally play on archipelago because I hate not being able to build coastal wonder in my capital.

When I say the buildings shouldn't be exactly the same, the Royal Airbase I think represents having planes ready for leaders to fly to different cities to visit and discuss issues and whatever else whereas the Royal Shipyard represents a structure where ships are constructed to defend the Capital, especially in times of desperation.

That's why I think the Airbase should have tourism or whatever instead of gold from traderoutes. But I do agree they should be equally valuable (actually, the Airbase, more so as it would unlock later in the game)

Also, I'm thinking the buildings should lock each other out so that you can only build 1. Then you'd have to pick the one you want. Not sure on that point though.

I should note that for now I'm focusing on finishing the update to Enhanced Eras but as soon as I'm done with that or if I need a break from it I'll get this done.
DerigarsChairman 10 Jun, 2016 @ 4:43am 
Im playing yanemp and to be fair ive edited the shipyard so that it does not need to be in a capital, since many civs are landlocked it is kinda unfair, everything else is phenomenal though
Emperor of Awesomeness  [author] 31 May, 2016 @ 8:50am 
Emperor Hadrius:
I really like your regional capital idea but it is more than a little over my head tbh.

As to adding a Royal Airbase, that is certainly doable.
I don't know about it having the same benefits though...the Production bonus can stay but not the trade route bonus. Idk if I'll make it give planes a new Promo or not.

I'm thinking instead of Trade Routes a slight Tourism or Culture or Happiness bonus to signify that the leader would use their plane to visit cities and do stuff. I'm thinking Tourism as it is BNW only like how Trade Routes are BNW only.
DerigarsChairman 22 May, 2016 @ 7:36pm 
Regional Capital; Can only be built in a former capital (these are not wonders)
Imperial Barracks
Imperial Seaport
Imperial Airbase

(Regional Capital buildings get no per city bonuses and the gold age/policy modifiers will be like 3% instead of the full, other bonuses will be about 1/2 or 1/3 of the regular cap
DerigarsChairman 22 May, 2016 @ 7:28pm 
How about a royal airbase (same affect as other bonuses), Also with TSL i wont always get a port, next game i am disabling the requirement manually just for that one building (because it's impossible to build a navy from lets say Assur or Babylon. Royal Airports would be welcome.
Emperor of Awesomeness  [author] 4 Mar, 2016 @ 12:37pm 
doom: srry for late reply. The new update should fix compatatiblity issues. The buildings this mod adds that have the same name as the ones from CPP/CBM should no longer cause an issue. But I haven't tested this so I am somewhat guessing here.
Lord Tillion 10 Feb, 2016 @ 1:57pm 
any chance to make it compatible with CPP/CBM? it conflicts with some of the building added by there tradision tree
Lord Tillion 4 Feb, 2016 @ 1:17am 
good i was worryed it be unbalanced
Emperor of Awesomeness  [author] 2 Feb, 2016 @ 10:31am 
doomdoging: they do
Lord Tillion 2 Feb, 2016 @ 3:40am 
dose the AI build these?
NunquamReverto 3 Nov, 2015 @ 7:33am 
I know it may be in poor taste to mod someone else's mods, but I have to confess for my own game I added one. Palace Gate (I forget the construction cost off the top of my head). Requires Construction, city must have Palace Walls, defense +2.5, allows an additional trade route, all trade routes with this city gain +1 gold for trade route owner and city owner. I considered also exteding the range of land trade routes with the city but thought it made it a little OP.
rgratzke 19 Oct, 2015 @ 12:25pm 
All Right !!!!!!
rgratzke 18 Oct, 2015 @ 1:15pm 
I would rather stay away from the editing suggested because of the complexity of future map scenario development. The "Mosque" displacing your building doesn't present a problem because what it displaces still appears in the WorldBuilder SDK build list. The next scenario I make may not even involve using the "Better Bad Wonders" mod. I'll be using your mod much longer however.

I like your suggested simpler approach of just a "Reference Table." Maybe post it below your building list above? There's got to be others out there making their own scenarios.

Thank You EoA!
Emperor of Awesomeness  [author] 18 Oct, 2015 @ 11:12am 
rgratzke
The displacement thing is easy enough to deal with :steamhappy: with a very simple change to the mod files. You have two options for this but for either first go to: C:\Users\YOURUSERNAME\Documents\My Games\Sid Meier's Civilization 5\MODS

Option 1: Cause the Mosque to unlock at Theology once more

Open the Better Bad Wonders (v 1) folder and then right click Great Mosque.sql and hit ‘edit’.

Add this line to the end of the file:
UPDATE Buildings SET PrereqTech = 'TECH_THEOLOGY' WHERE Type = 'BUILDING_MOSQUE_OF_DJENNE';
Emperor of Awesomeness  [author] 18 Oct, 2015 @ 11:11am 
(continued)
Option 2: Cause either the markets or treasury to unlock at Mathematics
Open the Palace Additions (v 6) folder, right click Buildings and hit edit.

Add this line to the end of the file:
<Buildings>
<Update>
<Where Type="BUILDINGWEREUPDATING"/>
<Set PrereqTech="TECH_MATHEMATICS"/>
</Update>
</Buildings>

Where it says BUILDINGWEREUPDATING put either BUILDING_PALACE_MARKETS or BUILDING_PALACE_TREASURY depending on which you would like to move to mathematics

Finally, I don’t even think I could get the tech-less buildings to techs without having more than 5 buildings in some of the techs anyway but it does occur to me that in the mod’s description it might be useful if I told what techs a building requires which you could use as a reference.
Emperor of Awesomeness  [author] 18 Oct, 2015 @ 10:36am 
americanman_4_life

Thoughts on Naval Yard
I do think it’s a good idea but like I said I don’t want to do in this mod. I did a while ago start a kind of military enhancement mod that would have done something similar (that is, ship training buildings) but I tabled that mod. I don’t want to upload the Naval Yard separately though just in case I do decide to finish the one I tabled as that would seem redundant to me but if someone else wanted to upload a Naval Yard mod I’d certainly provide code and instructions to do it.
Emperor of Awesomeness  [author] 18 Oct, 2015 @ 10:36am 
(continued)
Thoughts on Unique Palaces Idea
I don’t think these are OP (save that certain of these should probably be debuffed) because they cost as much as Wonders and National Wonders to build so that until later in the game you do have to prioritize what you build (at least on King difficulty I do) and also certain of their benefits are not that high, such as the Treasury (I’d probably only build this if I had nothing else to build to be honest). And I should note that I plan to do some slight balancing in the next update.

Also, some of what you suggest falls too far out of my skills to consider doing anyway.
Emperor of Awesomeness  [author] 18 Oct, 2015 @ 10:35am 
(continued)
However, I did have this idea for an alternative mod that has certain upgrades available to everyone (every Palace has a throne, for example) but then has other upgrades be done in “Wings” where you would build the first wing and choose a certain bonus and maybe get four or five wings total. So for example, a religious civ might put a chapel in their first wing but a more secular civ might put something scientific. And from there you could have wing options that would have a world-wide limit to build and cost more but ultimately be more effective. But this is just an idea, I don’t even know if it’s feasible, so I don’t know if I’ll ever do it.
rgratzke 18 Oct, 2015 @ 8:21am 
ooops.... FYI: Not having some....
should read "FYI: Having some
rgratzke 18 Oct, 2015 @ 8:19am 
No need for a link.... because the Wonder is contained in a mod called "Better Bad Wonders."

FYI: Not having some of the buildings missing in the Tech Tree makes it difficult to create mapped scenarios. When creating each Civ's techs and buildings, I need to know what buildings go with each technology. I've always depended on looking at the Skill Tree for this. If I chose to give a civ a prebuilt building without giving the proper tech, perhaps I risk a game crash.

It's too bad Civ5's developers made the graphac in the Tech Tree to hold no more than 5 items.
If only they would have made the holders self-expandible. That could be done. It would make a lot of Modders happy for a number of reason. Hey!!! Maybe a mod could be created for that purpose. He would be famous in the community.
americanman_4_life 17 Oct, 2015 @ 6:58pm 
Etc etc... but any Palace expansion chosen by 2 or 3 other Civ's, is no longer available for anyone else, and Palaces only expand once every age. Though limited once per age, it's not instant, still has to be built like any other building. Maybe for start of game, the CIv chooses one Expansion to start with, and its instant. For Ancient era, can build maybe 1-2 more should Civ choose.... If any era passes, and Civ didn't build expansion for that Era, it misses out, losing chance, only still able to build 1 per era. This could also benefit everyone on game, as most will not want to rush tech tree, cause they may want to make sure they build Palace Expansion.
americanman_4_life 17 Oct, 2015 @ 6:58pm 
Palaces in game, should be unique as well, compared to others, and Unique, compared to what's IMPORTANT to that Civ. Keep the available list of Expansions to Palace as it is, adding any new ideas to an expansion... but limit in any of few ideas...
Maybe start of game (ancient), Each Civ chooses 1, or maybe 2 or 3 (I wouldn't go any higher than 3) expansions for their Civ Palace. Starting with this(these) expansion(s), game continues on, and every new Era, able to build new Expansion as they choose. Only 1 new expansion per age/era, so the palace of every Civ slowly takes shape over time, and gains its uniqueness from others.

To make it more unique... Every possible Palace Expansion can only be built by limit of 2 or 3 Civs, than no longer available. So one Civ may have Palace Walls, Royal Naval Yard, Palace Study; and another Civ may choose Palace Walls, Palace Park, King's Court; and a third Civ maybe choose Palace Park, Royal Naval Yard, Palace Treasury....
americanman_4_life 17 Oct, 2015 @ 6:57pm 
May I add another Idea, concerning your Palace Expansion idea. Should one person choose to add all expansions listed, or included in mod, to the city itself... would make for ONE OP CAPITOL CITY! Or, considerably, though seperate buildings, the idea is they add to the Palace... would be one OP Palace!

SO... maybe limit HOW Much is expanded on the Palace. Eh?

Look in reality. White House, Kremlin, Buckingham Palace, Bellevue Palace, 24 Sussex Dr, Los Pinos, etc etc.... are none like another, and all unique compared to the rest!

americanman_4_life 17 Oct, 2015 @ 6:25pm 
Maybe add ...
to either the RNY or just the NY...
+1 production to any Coal worked by city. Or any Iron.

My theory is basically... Oil, Coal, and Iron all were used for Naval vessels in game, and reality. Maybe be a building to bonus all three for the Naval yard.
americanman_4_life 17 Oct, 2015 @ 6:20pm 
continued


Naval Yard.
-Req Seaport.
-Req 1 oil.
-Mtnc is 3 gpt.
-Production cost same as Seaport.
-+1 production to Oil worked by city.
-+1 production to all Coastal tiles worked by city.
-Naval units built in city gain 15 exp points.

Royal Naval Yard. Req Palace.
Req Naval yard.
-+1 to any Oil worked by city (stacked with same bonus by Naval Yard).
-+ 5% production to city.
-+ Naval Combat units gain aditional 15 pts exp and +1 sight.
-+ and lastly, any inport/export trade routes by sea to city, add +1 production to city (like supplies).
americanman_4_life 17 Oct, 2015 @ 6:20pm 
Hey. I think that's a lot for an expansion to palace. It's almost OP including that. Your mod though, and I was only making suggestion, I don't really know how I'd do it, so it's up to you.

I just think that's a lot from the Naval yard.

If I made it... I would probably make it look like;

First lets mention a Naval Yard for all cities. I know you wanna focus on just Palace, but (IMOO) Palace extensions should only be small bonus to Palace, to add to other buildings in Capitol. So concerning all cities of Kingdom;

STUPID 1K LIMIT...

tbc...
Emperor of Awesomeness  [author] 17 Oct, 2015 @ 3:30pm 
americanman_4_life:
I saw your comment, sorry for not replying.

I think the yard would do these things:
--naval units are built 30% faster in capital
--new ships get 1 Sight, maybe 1 Movement and increased strength in your borders or near the capital or whatever
--BNW Only: small increase in money from sea trade routes
-- maybe give 1 production from harbors OR instead of 30% production for naval units in the capital, 20% production there and 5% in all cities.

As to XP from harbors/seaports/naval base I want to only add Palace Additions to this mod. I did take a look through the workshop to find an applicable mod but couldn't :steamsad:. It would be easy to add so I could tell you how to modify this mod to do so.

rgratzke:
Glad I could clear that up. I searched Great Mosque of Djenne in the workshop and the only result I got was Improved Piety . If you would provide a link to the mod I will try to find a cause for the displacement.
americanman_4_life 17 Oct, 2015 @ 12:50pm 
Emp of A... you see my suggestion?
Palace Navy Yard? The idea is, the Kings Palace needs naval vessels built in a pinch, should palace be under attack, or a siege approaching, and the Palace is maybe the city with the last hope to save his kingdom, he could pump out Naval Siege to help bombard land units, and Naval melee to help protect from sea incursion.

Furthermore, either the Harbor, or the Seaport, needs to also improve Navy experience when built, or include a new Coast building for any coast city, Naval Base... which gives extra exp only to Navy.
rgratzke 17 Oct, 2015 @ 11:57am 
Thanks for the quick response EoA.

I just finished looking at this some more. The so called missing builds do show up in the cities' Build selection list. They just didn't appear as a graphic, like the others, in the Tech Tree. I just had thought the Tech Tree was supposed to graphicly show all the items that the tech contains. Well, I'm happy that your mod is totally workable. I like it alot.

Ok, The Palace Treasury was bumped out from "Great Mosque of Djenne" Mod'.
Emperor of Awesomeness  [author] 17 Oct, 2015 @ 11:01am 
rgratzke:
The King's Monument, Noble's Quarters, Palace Balcony, Palace Guard House, Palace Park, Palace Walls and Throne all do not require any technology to build so theses should not appear in the tech tree but should still be buildable.

As for the Palace Markets this definitely should have Currency as its unlock-tech.

None of the buildings are unlocked in any era passed the Classical Era. I'm not 100% sure why you're not getting these buildings but if you tell me what mods your using (including the one that displaces the Palace Treasury) I'll look into if there's an issue there.
rgratzke 17 Oct, 2015 @ 8:08am 
I play Civ5 only on mapped scenarios created with WorldBuilder SDK.
When starting a new game 16 buildings do show in the Tech Tree. But, 10 do not....Why is that? WorldBuilder doea list them all for prebuilding them.

Those Bldgs that are prevented from being built are Kings Monument, Nobles Quarters, Palace: Balony, Guard House, Markets, Park, Walls, Throne,Treasury. I found another mod had displaced "Treasury". The only other mod I used mage changes only in the "Information Era."

Not much use for those that I can't build during game play (Unless I prebuild them with Worldbuilder). Are the missing buildings in the tech tree extend into the Atomic Age?
americanman_4_life 21 Sep, 2015 @ 11:33am 
Needs a Palace Naval Yard or a Royal Naval Yard, a building where naval vessels are built exclusively for the King...

So with the palace extension, naval ships are built faster, and gain more experience. Kind of like a Seaport, but for the palace, so the King gets his ships faster, in a pinch! However, there appears to be no buildings that gain exp for navy, except for general experience buildings that say "all units".
NunquamReverto 26 Aug, 2015 @ 2:03am 
Rats! Well, it was worth a shot. Like I said, I know nothing about mod-building.
Emperor of Awesomeness  [author] 24 Aug, 2015 @ 11:20am 
rharis4736: the reason the palace treasury's merchant doesn't have this issue is that is just that it is the regular merchant from the vanilla game, not one I added.

Also, I tried your suggestion and I actually did think that it was gonna work but atlas, it did not.
NunquamReverto 24 Aug, 2015 @ 1:03am 
Dumb question from a guy who knows about as much about modding as Napoleon did about humility: since one of the known issues is that the Royal Tutor and Royal Engineer specialists have different yields and feed their own progress bar (which, after playing, makes them annoyingly impotent in the late game) but the palace treasury's merchant slots work with other great merchant points (which really buffs Venice, but that's no problem), would the fix for this bug be as simple as changing the yields and names of the Royal tutor and Royal Engineer specialists so that they are the same as other engineer or scientist specialists?
AnOrangeTractor 21 Aug, 2015 @ 7:22am 
Works on BNW with other mods that added 100+ new units, technologies, buildings/wonders, and enhanced the lux/strat/wonder resources on a generated map. Great mod if you want to spice up your early game and make your capital a even better power house!
Emperor of Awesomeness  [author] 4 Jul, 2015 @ 8:28pm 
Emperor Hadrius: yeah it'll work with anyother variation
DerigarsChairman 4 Jul, 2015 @ 8:11pm 
would this work for the other variation (mughal fort) or will i have to add that to ( i don't use india anyways, i use japan, which is remarkably op if a mon allowing fishing boats anywhere is added
Emperor of Awesomeness  [author] 4 Jul, 2015 @ 7:44pm 
What you need to do is go to C:\Users\YOURUSERNAME\Documents\My Games\Sid Meier's Civilization 5\MODS and open up this mod's folder and then right click "Buildings" and then hit "Edit".
This will bring up a notepad file. Scroll down until you see these two lines:
</Row>
</Buildings>

and between them put these lines:
<Update>
<Where BuildingClass="BUILDINGCLASS_CASTLE"/>
<Set SpecialistType="SPECIALIST_NOBLE"/>
</Update>
<Update>
<Where BuildingClass="BUILDINGCLASS_CASTLE"/>
<Set SpecialistCount="1"/>
</Update>

Also, don't put any spaces between <Row>, the code and </Buildings>.

This will cause any building with the Caste building class to have a Noble specialist.
DerigarsChairman 4 Jul, 2015 @ 3:52pm 
yes how would i do that, it would be great!
Emperor of Awesomeness  [author] 19 Jun, 2015 @ 8:24pm 
Eperor Hardrius:
This mod is only meant to add palace additions which is why it does not effect castles. As it happens, I did plan to do an Enhanced Medivel Mod at one point which would have placed nobles in castles but instead I did the Enhanced Information Era. If you would like I could tell you how to change this mod to put nobles into castles (its a relatively easy task).
DerigarsChairman 19 Jun, 2015 @ 8:06pm 
Seriously why aren't nobles able to be in the non capital city, with castles or any of it's replacements. It makes sense because nobles aren't neccesairly the direct servants, they are usually landlords and the such
Emperor of Awesomeness  [author] 15 Mar, 2015 @ 1:55pm 
the AI should build them; there's no reason they wouldn't (I set it up so they will). However I haven't actually tested for this
Talilover 14 Mar, 2015 @ 9:46pm 
So will the bots also make these or will they just ignore them?