Sid Meier's Civilization V

Sid Meier's Civilization V

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Government Buildings
   
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141.458 KB
25 Jun, 2012 @ 1:59pm
2 Nov, 2012 @ 11:56am
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Government Buildings

Description
Update:

Bottom Panel Info, Improvement Upgrades, Pioneer unit removed (available as individual mods), Developer unit removed.

Government flavoured buildings with both positive/negative effects on city gold, happiness and faith output.

Informant - Hidden nationality, ignores borders and only visible to other units of the same type. 5 hex visibility, good for passing through rival territory without open border treaties when exploring the map, or survelience in rival territory. Can only be built by city with Foreign Office.

Great Reformer: ? Still working on this!

Reform attribute added - currently inactive, pending further developement.
46 Comments
EMP21 21 Dec, 2016 @ 9:00am 
@davii.adams i use mac and other mods so if it messes with DLL which the crash seems to indicate, its unusable for me. Too bad cause it looks like a great mod!
davii.adams  [author] 10 Dec, 2016 @ 4:14pm 
@EMP21 Any specific occurance when that happens, or things just mess up from the start? I'll try updating this to a version I've had kicking about for a good while, but wasn't sure about, though there shouldn't be anything in this that should crash things off the top of my head.
EMP21 10 Dec, 2016 @ 1:55pm 
breaks my game
cojuba 5 May, 2014 @ 2:21pm 
what about a "can turn a great reformer into an additional spy" solution?
davii.adams  [author] 2 Nov, 2012 @ 4:40am 
Revised version pending.

Removes: Bottome Panel Info, Improvement Upgrades and Pioneer unit (all available as individual mods), Developer unit and Well.

Added: Informant and Great Informer units, better "Reform" info (Reform still inactive effect on game at present), Council Of Elders.

Given that mods appear to be reinstalled every time the game is loaded, the revised version WILL break saved games (assuming the reinstall issue doesn't do that already!), so this comment post is intended as a "heads up" :)
davii.adams  [author] 28 Aug, 2012 @ 9:23pm 
@Jason Try a new game with just this mod enabled - if the TXT_KEY issue disappears, then there's a conflict between mods.

I suspect a "well" is likely to be a common building add, so the next update will likely have it removed.
jasoncarraway 28 Aug, 2012 @ 6:53pm 
I have not built any of the Gov buildings because they all show a odd TEXT string any place they would give me a desc/effect. I have no idea what the well or any of the other buildings do.
davii.adams  [author] 27 Aug, 2012 @ 4:25am 
@Jeff The Well was actually something I threw in for testing that I forgot to take out again, but it helps with additional food per turn; +1 food per 2 population, if I remember correctly.

I take it you still have oddities with building info not showing up?
jeffreydawson2 26 Aug, 2012 @ 9:38pm 
What's the deal with the well? It doesn't seem to do anything.
jeffreydawson2 18 Aug, 2012 @ 9:52am 
Ok I tried the mod alone and all the building effects were displayed. However in my other game the effects still seem to be working fine so I'll just write them down or memorize them.