Sid Meier's Civilization V

Sid Meier's Civilization V

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Early Era Archery Buildings
   
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18 Apr, 2014 @ 3:12pm
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Early Era Archery Buildings

Description
Adds three ranged-unit-enhancing buildings to the game, each of which adds a slight buff to Archery or Siege units built in a city.

Practice Range:
-- Archery Tech
-- Gives the promotion Accuracy I
-- Increases prduction of ranged units by 10%
-- Gives no (zero) free experience.
-- No limit to how many can be built. City-States can build.
-- costs 1 gold per turn in maintenance but is quick to build.
-- everything about the Practice Range is intended to make it inexpensive while providing a modest boost to the effectiveness of Archers in the early game. Building far too many of them in the early game will be a losing proposition, though.

Archery Range:
-- Mathematics Tech
-- Increases prduction of ranged units by 20%
-- Gives 10 XP to Ranged units
-- Requires a Practice Range
-- No limit to how many can be built. City-States can build.
-- Costs 3 gold per turn in maintenance and is expensive to purchase.

Artillery Range
-- Metal Casting Tech
-- Increases prduction of siege units by 20%
-- Gives 15 XP to Siege units
-- Requires an Archery Range
-- Each Civ can build only 3. City-States are not allowed to build.
-- Costs 3 gold per turn in maintenance and is really expensive to purchase.

None of these buildings can ever be captured when a city is conquered, so there's no way a player can get an 'extra' artillery range, for example.

For anyone who may have been enabling my Buildings Guide mod (of which I suspect there aren't many) you should use this mod instead. But I have changed the three buildings slightly from the examples I included in Buildings Guide, so you should finish any game you have going before you enable this mod.

Since I just really suck at artwork I have borrowed in-game icons for the three buildings. I believe this mod should be compatible with Gods and Kings but I am not sure, since it has been so long since I played G+K. This mod is compatable with BNW and it shouldn't matter what if any DLC you may or may not have.

I am considering having the Practice Range and the Archery Range become obsolete with the Gunpowder tech (for example) but I haven't made up my mind as yet, and have decided to wait upon user feedback before making a decision one way or the other.

Direct Download Via the SteamWorkshop Downloader
Steam Workshop Downloader Link[steamworkshopdownloader.com]
1. Copy or drag the xxxx.civ5mod file from your downbloads folder to your Documents/My Games/Sid Meier's Civilization 5/MODS/ folder.
2. The start the game and go into the MODS menu.
3. Wait about 30 seconds and the mod should unpack itself from the zipped form and be ready to use.

24 Comments
AnOrangeTractor 21 Aug, 2015 @ 9:01am 
Mod works great with a number of other building and unit mods. In my last BNW game I liked to spam OP early era archers in the Information Era to tick off my weak neighbors.
lshipp  [author] 6 Jan, 2015 @ 4:21pm 
And City-States would no longer be able to build Archery Ranges.
lshipp  [author] 6 Jan, 2015 @ 4:19pm 
I am considering an update to this mod whereby every Archery Range requires a player to have built two (2) Practice Ranges somewhere in the empire, and every Artillery Range will require a player to have built two (2) Archery Ranges somewhere in the empire. There would no longer be a maximum cap on the number of Artillery Ranges. Instead, everything would be tied to empire size (and world size). So 4 total cities means 4 Practice Ranges, 2 Archery Ranges, and 1 Artillery Range. The per-turn maintenance costs of Archery Ranges and Artillery Ranges will also be reduced.
Magnumhammer 26 Jun, 2014 @ 8:38pm 
Don't let em be obsolete. These are badass
PsiCorps 17 May, 2014 @ 12:14am 
The in progress and saved games are a sacrifice I am prepared to make in order to get to play the Mods I want. Thanks again for your help.
lshipp  [author] 16 May, 2014 @ 4:29pm 
OK. Just wondering if you had encountered a new problem I was not aware of. I'll also in future refer users to that thread as well. Basically my next advice would have been to delete the Civ5ModsDatabase.db file, since that always seems to work, but at the expense of often killing any game-in-progress because of issues with savegame files.
PsiCorps 16 May, 2014 @ 3:57pm 
I followed the instructions here Civ Fanatics Page [forums.civfanatics.com] the second time around and my issues have gone away. Love the buildings by the way.
lshipp  [author] 16 May, 2014 @ 2:29pm 
could you share what your problem was? The deal with F to Z mods is a bit of a stumper to me. I've had many irritating things happen wrt to mods downloading, but never that one.
PsiCorps 16 May, 2014 @ 9:26am 
I've managed to sort the problem I was having, the Mod now appears in my Mods folder. Going to play now!
PsiCorps 16 May, 2014 @ 7:04am 
Okay, I went back and removed all my Mods, following the instructions found on CivFanatics. I've restarted the game but only the Mods I am subscribed to listed from A to E have actually appeared in my active Mods list and Early Era Archery Buildings isn't among them. None of the other Mods that begin with letters F to Z have downloaded.

Any suggestions?