Sid Meier's Civilization V

Sid Meier's Civilization V

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Acehart Military and Resources Buildings
   
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23 May, 2014 @ 9:34am
4 Oct, 2019 @ 1:12pm
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Acehart Military and Resources Buildings

In 1 collection by Acehart
Gunpowder Units
18 items
Description
MOD STATUS: Beta.

Military buildings for make a wargame from ancient era to informatic era.

Current integrate these mods (i fixed errors that i found in them :b, and all mods need optimization):

>>> Ancient Building Pack v3 MOD: <<<

Ancient Training Ground:
- unlocks at archery
- +15 EXP to land Units
- Adds Woodsman promotion to all units
- 1 GPT
Farmers Market:
- unlocks at the wheel
- +1 Food
- +1 Gold
- +1 Food Per 4 People
- 2 GPT
Altar:
-unlocks at Calender
- +1 Faith
-Archers Loft:
-Unlocks at Bronze Working
- Requires Walls in city
- +2 Defense
Game Hunters:
Unlocks at Archery
- +1 Food
- +1 Production
- +1 Food + Production to Deer
Fishers:
Unlocks at Agriculture
Must be on a river or coast
- +2 Food
Scribes:
Unlocks at Writing
- 1 GPT
- +1 Culture
- +1 Faith
- +1 science


>>> Early Era Archery Buildings v1 <<<

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.


>>> Defense Pack's MOD: <<<

Pailsade
- Unlocks at Construction
+ 3 Defense

Gun Shop
- Unlocks at Gunpowder
- requires Armory
- 1 GPT
- +2 defense

Modern Gun Shop
- Unlocks at Replaceable Parts
- requires Gun Shop
- 1 GPT
- +2 defense
- +2 Gold

Cannon Line
- 1 GPT
- +2 Defense
- 1 Free Cannon

Castle Barracks
- 1 GPT
- +2 Defense
- +15 EXP
- Requires Castle
- Requires Barracks

Trenches
- + 4 Defense
- -1 Happiness

Sentry
- +2 Defense
- +1 Happiness
- + 10 Exp
- Requires Military Base

Advanced Sentry
- +2 Defense
- + 10 EXP
- Requires Sentry

M.A.S.H
-+1 Defense
- +3 Happiness
- 2 GPT
- Requires Military Base


>>> Modern Military Buildings v1 MOD: <<<

This mod adds 3 new buildings:

1. the Airbase (+15 XP for air units),
2. the Firing Range (+15% production building melee units),
3. the Military Headquarters (+30 XP for all units and a free Great General). Also updates the Pentagon to give a free Military HQ.


>>> National Navy Academy MOD: <<<
1 Free Great Admiral. +15 XP and +15% Production for all Sea Units. Requires a SeaPort in the city. Grants the Supply Promotion to each new naval unit produced in this city.


>>> Special Force Academy MOD: <<<

New 2 buildings are added to increase efficiency of units each buildings can be only built on one city maximum, 1 national wonder.

1. Jungler Academy: trained units will have woodsman promotion
2. Marine Academy: trained units will have Amphibious promotion
3. Hannibal Legend: trained units will be able to pass mountains


>>> Strategic Resource Buildings MOD: <<<

Adds buildings that generate strategic resources.

1. Corral: 1 maintenance for 2 horses - requires horseback riding. 40 production to build. Maximum of 3.
2. Foundry: 1 maintenance for 2 iron - requires metal working. 80 production to build. Maximum of 3.
3. Deep Mine: 2 maintenance for 2 coal - requires railroad. 200 production to build. Maximum of 5.
4. Biofuel Refinery: 3 maintenance for 2 oil - requires refrigeration. 300 production to build. Maximum of 5.
5. Enrichment Facility: 4 maintenance for 2 uranium - requires particle physics. 500 production to build. Maximum of 5.
Note: There is already an aluminum generating building in game, added in G&amp;K. (Recycling Center)

>>> Enhanced Military Buildings Mod: <<<

Military buildings have been revamped. The Barracks now adds City Hit Points and Defense, reflecting its crucial role in city defense. The Armory now does not supply XP, but provides a free promotion. The Military Academy now provides +30 XP and a free promotion, but only 3 may be built.
Defensive buildings have also been revamped, with City Hit Points generally receiving an increase to better reflect the difficulty Urban Warfare has provided throughout the ages.
In addition, maintenance costs have been increased for Military buildings and added for Defensive buildings to better reflect the cost of militarization.
Below are the new building yields.

1. Barracks:
+15 XP all units
+25 City Hit Points
+1 Defense
2 Maintenance

Krepost and Ikanda do not have increased maintenance.

2. Armory:
Free Cover I Promotion
+10% Production of Melee Units
1 Maintenance
Requires 1 Iron

3. Military Academy:
+30 XP all units
+2 Culture
Free Great Generals I Promotion
2 Maintenance
Only 3 may be built

4. Walls:
+50 City Hit Points
+5 Defense
1 Maintenance

No changes to Wall of Babylon.

5. Castle:
+50 City Hit Points
+7 Defense
+1 Tourism after researching Dynamite
1 Maintenance

Mughal Fort reflects increased City Hit Points, but no other changes.

6. Arsenal:
+50 City Hit Points
+9 Defense
+10% Production of Gunpowder Units
2 Maintenance

7. Military Base:
+15 XP all units
+50 City Hit Points
+15 Defense
3 Maintenance
Requires 1 Oil

8. Bomb Shelter:
+100 City Hit Points
-75% Population Loss from Nuclear Bombs
1 Maintenance

>>> Citadel Mod: <<<

This Mod allow you to create Citadel "outside" the border ( TAKE NOTE!!: "OUTSIDE the border" not adjacent the border )


>>> Useful Oil Mod: <<<
Makes oil a useful resource. More units need it PLUS new buildings that deal with oil production.



>>> PROMOTIONS <<<


>>> TECH <<<


>>> TO DO <<<



>>> ¿Sugestions? <<<
Please post or PM.

***************
*** HISTORY ***
***************

>>> Ver 0.1
- Included building Mods





***************
*** CREDITS ***
***************
I use art and ideas from others mods.
knightmare13
thecrazyscotsman
Ender
Joshua Adams
Kelaris
midway
swatmp5
themightydirtmonkey
All Modders.
14 Comments
Tank Girl 3 Aug, 2014 @ 9:46pm 
i dont have the hannibal legand, cant find it
OhHeckItsPeck 29 May, 2014 @ 4:54pm 
add the foxhole and trencehes.
Acehart  [author] 27 May, 2014 @ 12:40pm 
i'll include the airbase in the Acehart Air Force Mod, i saw 2 airbase mods but dont works properly...
rbaldwin47 27 May, 2014 @ 11:39am 
Seems I recently saw a mod that allows you to build an airbase as a tile improvement in either unclaimed territory or within the territorial control of a puppet city state. Defense was 25. Airbase was limited to one fighter, or one bomber, or three (cruise) missiles. Mod supposedly works with both G&K and BNW (but not vanilla Civ V).
Warwick🐺 26 May, 2014 @ 9:21pm 
Seems cool
Sid Lemuet 25 May, 2014 @ 11:59am 
We need less military buildings and more military (air)bases as improvement for late game.
Exemple for USA, unique improvement Imperialist Military Base that you can build in puppet city state, like Feitoria but to control a strategic ressource instead of luxury, or in ally territory.
rbaldwin47 25 May, 2014 @ 10:58am 
Correct. That IS the 19th Century fort in the Dry Tortugas island cluster in the Gulf olf Mexico.
vanmarmd 25 May, 2014 @ 8:06am 
Dry Tortugas is the Fort's Name, I believe.
Holden Ennis 2 24 May, 2014 @ 3:16pm 
By the way jettsasser, that is a civil war fort near Key West Fl.
Holden Ennis 2 24 May, 2014 @ 3:16pm 
In this huge world, it is cool to see a pic of a place I have really been to on the steam workshop!