Sid Meier's Civilization V

Sid Meier's Civilization V

Additional Industrial Buildings
26 Comments
Chiisai-Icchi  [author] 20 Apr, 2016 @ 9:20am 
@Gabadur
The Oil Refinery and Synthetic Fuel Manufactory are resource granting buildings and they have been made harder than normal to obtain so you have to choose if you need or want to spend extra production, so they won't be changed to be cheaper.
The Weapons and Munitions Factory are essentially more specialised factories than you can build instead of the default Factory. They cost similarly to the normal factory but do not require coal resources, offering you the choice to build either the default Factory using coal, the specialised factories, or a combo of both.
So to answer your question, I may consider buffing the specialised factories to give 2 production instead of 1, but I won't be reducing any costs . However, feel free to change the XML files yourself to suit your needs, and if you wish to publish a revised version of my mod feel free to do so, just credit me in the description :)
Gabadur 19 Apr, 2016 @ 7:20pm 
hmm, would it be possible if you already have a factory, the costs are reduced? instead of each costing a lot
Chiisai-Icchi  [author] 13 Apr, 2016 @ 1:48pm 
@Lothlorien
Sorry, but what do you mean by that? Do you mean it takes longer for the building list to load if you click on a city?
Lothlorien 13 Apr, 2016 @ 2:53am 
I updated your Mod, now I have long waiting time when I can build something new in a city.
Chiisai-Icchi  [author] 30 Mar, 2016 @ 12:17pm 
@Kirron 999
The buildings in the mod has prerequisite techs that are only available with the expansions, the code for vanilla doesn't support some of the code the mod use, an example is allowing buildings to produce resources which the Synthetic Fuel Manufactory needs, this functionality was added in Gods and Kings. However you don't have to believe me and thus feel free to try it for yourself.
:)
Kirron 30 Mar, 2016 @ 6:53am 
Why? As far as I can see it does not affect faith or any other expansion material.
Chiisai-Icchi  [author] 30 Mar, 2016 @ 4:44am 
@Kirron 999
Sorry it doesn't work without expansions.
Kirron 30 Mar, 2016 @ 4:01am 
Does this work without the expansions?
xWizardx 27 Mar, 2016 @ 1:17pm 
Hello
Northburgh 27 Mar, 2016 @ 6:45am 
Oh,thank you for explaining~
Chiisai-Icchi  [author] 27 Mar, 2016 @ 3:36am 
@Northburgh
Yes, but the Forge requires a nearby source of iron where as the Weapons Factory does not, meaning you can build the building in any of your cities. The effect is like a bonus feature and may or may not contribute to a city's total production depending on the availability of iron nearby. The main purpose of the Weapons Factory is to provide extra production of ALL military units whereas the Forge only provides a bonus for LAND units (albeit 5% more). This building along with the Munitions Factory are definitely more catered towards the Domination Victory people than other victory types.
Chiisai-Icchi  [author] 27 Mar, 2016 @ 3:23am 
@Aurore
Okay, I'm sort of getting what you are trying to say. What do you propose?
Northburgh 27 Mar, 2016 @ 3:07am 
"Weapons Factory +1 Production for each source of iron" will repeat with the effect of forge,I think.
Chiisai-Icchi  [author] 27 Mar, 2016 @ 1:33am 
@Aurore
Sorry, but I don't really get what you are trying to say. May you explain it a bit more? Thank you! :)
Chiisai-Icchi  [author] 26 Mar, 2016 @ 4:35am 
@brotherman bill
Thanks for the feedback. I'll think about it and perhaps set a limit on the max number you can have in your empire. Although the idea was to provide players who has little access to oil but an abundance of coal to have a chance of military success from the industrial era onwards. I can see the potential for it to be overpowered if you are playing Russia and have double coal and just abuse it but then again in some of the large/huge maps I played with AI on standard resource, coal was acutally pretty rare, but I'll have a think about it.
Yogurt Soda 26 Mar, 2016 @ 12:04am 
MOST EXCELLENT
gucci marty 25 Mar, 2016 @ 11:14pm 
Looks like a decent mod, but I think you should make the Synthetic Fuel Manufactory have a limit (like 3 or 5 in your total empire) like the Recycling Centres.
Chew Big Red Texas 25 Mar, 2016 @ 8:51pm 
THIS IS AWSOME!!!!!
Chiisai-Icchi  [author] 25 Mar, 2016 @ 2:25am 
Thank you! Glad it could improve your game experience! :)
Amnesiac 24 Mar, 2016 @ 7:04pm 
This helped out so much in my current game. Only had 3 oil total from two oil wells. (like seriously?) but these buildings changed that :)
evilcowboy 24 Mar, 2016 @ 5:26pm 
neat
Chiisai-Icchi  [author] 21 Mar, 2016 @ 11:36am 
no problem :)
AboveAverageDuck 21 Mar, 2016 @ 10:07am 
ok, thanks!
Chiisai-Icchi  [author] 21 Mar, 2016 @ 8:37am 
The fuel manufactory consumes one coal from the empire like a vanilla factory (i.e. a city itself does not need to have coal with in its borders to construct the plant) and in turn provides 2 oil for the empire. It's a passive building that consumes one coal and produces 2 oil immediately upon its construction in a city. The only limit is how much coal you have available in your empire, if you have no coal in your empire, you can't build the building.
AboveAverageDuck 20 Mar, 2016 @ 6:52pm 
How does the coal to oil transfomation work?is it passive? or do you have to manually do it? and how much can you convert?
Amnesiac 20 Mar, 2016 @ 6:02pm 
This is cool. Good job man!