Sid Meier's Civilization V

Sid Meier's Civilization V

Unique Policy Buildings
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.
Paula's Sweet Buttery Caress 4 Apr, 2016 @ 7:17pm 
I'm sure Zombihaus below has already figured it out for himself but if anyone else is wondering, yes, this mod does work with Reform and Rule
Zombihaus 14 Oct, 2015 @ 10:51am 
Does this mod work with Reform and Rule?
Zigge 26 Sep, 2015 @ 7:22am 
Possible update, unique buildings for ideology?
thecrazyscotsman  [author] 21 Aug, 2015 @ 7:21am 
It's the descriptive text for the opening policy. Tradition, for example: "Tradition is best for small empires.

Adopting Tradition greatly increases the rate of border expansion in cities and also grants 3 culture Culture in the capital Capital. Unlocks building the Hanging Gardens.

Adopting all Policies in the Tradition tree will grant +15% food Growth and a free Aqueduct in your first 4 cities. It also allows the purchase of Great Engineers with peace Faith starting in the Industrial Era."

My mod changes that descriptive text for the opening policies of each policy tree.
AnOrangeTractor 21 Aug, 2015 @ 6:56am 
Question: What is the policy Opener Text? Troubleshooting an issue with game crash when I create a new single player game, crashes at loading. I suspect a conflict between this mod and perhaps others. Will post more info if I can determine the root.
thecrazyscotsman  [author] 21 Aug, 2015 @ 5:03am 
@Techpriest Enginseer - Go ahead!
Techpriest Enginseer 20 Aug, 2015 @ 10:22pm 
Would it be alright if I modify some components of this mod to be compatible and balanced with the Community Balance Patch and distribute it? Of course, you would be in the credits. It's just the fact that I have remove the LUA file since the CBP already has a <Building_YieldChangesPerPop> for culture and would have to readjust some of the cost accordingly. So, do I have your permission?
thecrazyscotsman  [author] 4 Mar, 2015 @ 7:30am 
@Orbius - this mod uses unique building keys (for instance, the Chancery building key in my mod is BUILDING_TCS_CHANCERY), so there should be no issues with the City-State Diplomacy mod caused by having two Chanceries.
Spannaway 28 Feb, 2015 @ 2:13pm 
Hey man, I love this mod, but I also use the City-State Diplomacy by Gazemo, which has a building named the Chancery as well. Would this cause any issues between the two, or should it be all good?
Nahualli 22 Jan, 2015 @ 5:34pm 
I really like this mod - I've played with it for over a year. But... your most recent update screws with changes made by a policy mod called "Reform and Rule" that I also really like. Basically your mod resets the overall policy tree unlock abilities from Reform and Rule to that of the base game + building flavor text. The Reform and Rule policy trees and those individual unlocks still work. So for example base game tradition unlock grants +3 culture in the capital. Reform and Rule changes that to +2 culture and +2 food.

Any thoughts on how to not have this override another mod, but still have your awesome policy buildings?
Sonamunemone 5 Jan, 2015 @ 6:06am 
Why doesn't Stronghold increase city defence?
gjv4651 4 Nov, 2014 @ 3:35am 
Please put slaughterhouse mod back as a stand alone. I subscribe to most of your mods and they are GREAT But I had conflict issues with your Onmibus mod Playing Nebuchadnezzer.Haven't tried other civs yet. THANKS
Reprisal 10 Sep, 2014 @ 12:08pm 
This is a great addition, I especially like the way it adds a sense of verismilitude to making a decision in choosing a policy.

I I may suggest something, it seems as though the Botanical Gardens might benefit from a point of Tourism.
thecrazyscotsman  [author] 2 Sep, 2014 @ 7:43pm 
I'm hoping to release the first version by the end of this week.
Scarrer 2 Sep, 2014 @ 8:17am 
Any progress on that new mod you are working on?
thecrazyscotsman  [author] 2 Sep, 2014 @ 6:17am 
Whoops! Definitely wrong - I'll fix that in my next version.
MightyMouse 2 Sep, 2014 @ 5:57am 
The text on the social policy screen under aesthetics reads, "Unlocks building Monuments and the Uffizi." You might want to adjust that :)
thecrazyscotsman  [author] 1 Sep, 2014 @ 7:42pm 
Public Baths are FIXED!

Also, I have added 2 discussions for this mod - Bug Reports and Mod Features/Balance.
thecrazyscotsman  [author] 1 Sep, 2014 @ 7:37pm 
@MightyMouse - Monuments do not require Aesthetics at all...I've added a new building, Memorial, which requires Aesthetics.
MightyMouse 8 Aug, 2014 @ 5:29pm 
I have a concern with aesthetics being required to build monuments. It nerfed Tradition-Legalism badly, as getting that policy no longer does anything for you. You might need to rethink that, or adjust legalism.
Storm Commander 28 Jul, 2014 @ 10:55am 
I thought of some ideas for ideaolgie unique buildings. Freedom: Freedom's Torch (bonus to gold and culture) Order: Statue of the Proletariat (bonus to science and production) Autocarcy: National Military Monument (extra XP and bonus to happiness). All buildings mentioned should have at least one culture. Perhaps have each building also provide one happiness and production. Freedom's Torch deserves extra culture. National Military Monument deserves extra happiness (If happiness bonus is added to all buildings). Statue of the Proletariat deserves extra production (If production bonus is added to all buildings). P.S. : Pardon my bad spelling and Grammer.
Rustyleatherface 13 Jul, 2014 @ 12:47am 
I fixed a small issue with the buildings Depot and Stronghold in the policy screen where they said TSC_STRONGHOLD and TSC_DEPOT and made the buildings names plural exept for the public baths and botanical gardens, other than that this is a awsome mod. Keep up the good work!
Aussiehawker 11 Jul, 2014 @ 7:27pm 
Scotsman please fix the public baths. PLEASE
Tank Girl 6 Jul, 2014 @ 11:44pm 
Otherwise great mod
Tank Girl 6 Jul, 2014 @ 11:43pm 
There is a glitch where you can buy the Parochial School with faith without the tech or adopting piety. Just with faith, you cant buy it with gold or build it with production.
godcyric 5 Jul, 2014 @ 4:36pm 
Tysenar. I got an even worse problem. The public bath REMOVE culture,as a negative amount. Worse, since I usually play hotseat with friends, if anybody build a bath, everyone get negative culture. Tough it might be a mod conflict since I play with 30+ mods
megalomania 4 Jul, 2014 @ 11:48am 
Any chance of a G & K version of this stunning mod thecrazyscotsman? As I like playing both G & K as well as BNW - depending how I'm feeling! (please)
Aspar 4 Jul, 2014 @ 7:22am 
hmm...these building can be used by any country?
Omen 2 Jul, 2014 @ 9:10pm 
Good stuff. How did you come to choose +2 eventual tourism per memorial building (equal to one Great Person) rather than another value though?
Aussiehawker 1 Jul, 2014 @ 10:31pm 
Tyseanar I'am having the exact same problem. It's really annoying so please fix.

Otherwise Great Mod
Barley 1 Jul, 2014 @ 10:53am 
First, I want to say that I really enjoy this mod-- it fleshes out the policy branches a bit more and gives an incentive to dip into multiple trees.

Hey, so it appears that the 1 Culture/4 citizens effect on the Public Baths doesn't function (though the +1 food, +10% food works). I have several high-pop cities and none of their culture/turn include what the Public Baths would add. It's also not getting added to global culture either. Is this problem unique to me?
Robo-Pig 30 Jun, 2014 @ 6:00am 
Maybe the town council should be renamed to the acropolis?
Wally 29 Jun, 2014 @ 9:18pm 
sooper cool wow
thecrazyscotsman  [author] 29 Jun, 2014 @ 4:42pm 
@airkitty - as the bath would be a way to improve public health and there is no health mechanic built in to the game :)

@wdurham23 - strange, i clicked on it and successfully downloaded it. maybe try signing in as a civfanatic member?
wdurham23 29 Jun, 2014 @ 4:30pm 
CAN i please a get a direect download link i went to ur civ fanatics page and when i clicked the link nothing happend
alrkitty 29 Jun, 2014 @ 3:15pm 
this may sound stupid but why is a bath producing food? oh and by the way I like these kind of mods thanks for the mod :) .
BlouBlou 29 Jun, 2014 @ 1:06pm 
@thecrazyscotsman

Thx a lot :)
thecrazyscotsman  [author] 29 Jun, 2014 @ 12:58pm 
And yes, all of my new building mods include custom icons - none of them are blank.:summersun:
thecrazyscotsman  [author] 29 Jun, 2014 @ 12:56pm 
Updated!
- removed ability to purchase Parochial Schools with Faith. While it makes sense, the only way I could find to allow Faith purchasing was to add a belief which would unlock it's purchase, which I'm not doing at this time.
- update building keys to be compatible with pretty much any mod.
- updated some text.
- added screenshots.
BlouBlou 29 Jun, 2014 @ 11:48am 
Does these building mods have custom in-game icon and art?

Some screenshot would be appreciated if possible, thx!