Sid Meier's Civilization V

Sid Meier's Civilization V

Buildings X 2
26 Comments
Rawr'kraine 🐉 19 Jun, 2018 @ 1:22am 
recently came back to civ 5, forgot this was one.

As The Grox I got a city up to 35 people before turn 100, this mod is still an insane game changer, fav'd it now.
elia bruzzone  [author] 6 May, 2018 @ 2:32am 
I'm continuing them but in this period I can not have enough time to dedicate. I'm sorry.
Spazer Unit 5 May, 2018 @ 11:16pm 
Any news on that planned mod?
elia bruzzone  [author] 3 Mar, 2018 @ 12:31am 
Thank you! I had noticed long ago the ugliness of those functions (NumCitiesFreeCultureBuilding etc.) but I did not think they could even compromise other functions made by Firaxis. Well, thank you very much for having noticed this point, when I will do the mod on the specialization of the cities I will remember to change those functions. While this single mod will be an extra game rule to be considered when playing.
Evelyn 2 Mar, 2018 @ 8:12pm 
I found a bug. When there is something that gives you a free building, if you have more than 1 of that building instead of adding 1 more it sets it to 1. For example I had multiple momuments and then got legalism (free cultural building in first 4 cities) and it made that city only have 1 momument, which made things worse than before
Evelyn 2 Mar, 2018 @ 8:23am 
Thanks. I’ll just have to remember to change it when I play with friends...
elia bruzzone  [author] 2 Mar, 2018 @ 12:03am 
You can go to this folder Steam \ SteamApps \ common \ Sid Meier's Civilization V \ Assets \ DLC \ Expansion2 \ Gameplay \ XML and change the GlobalDefines.xml file in line 593 with the value 99 instead of 1 under the name CITY_MAX_NUM_BUILDINGS. Ah you shouldn't activate the mod anymore.
Evelyn 1 Mar, 2018 @ 6:44pm 
anyway to change it so the max amount is unlimited (or just like 99 so you're not likely to hit it). I want to spam the same stuff a bunch. I don't mean make the mod always do this but how could I do it to the mod locally?
elia bruzzone  [author] 15 Feb, 2018 @ 7:38am 
No, I did not take it as an accusation. However it is true I will have to make sure that even the specialists and masterpieces are doubled because some buildings have an important role in this.
Furin 15 Feb, 2018 @ 4:22am 
I did not mean it as an accusation, I was just curious.

Now that I have tested your mod the main difference seems to be the cheaper upkeep and the slicker design, less building spam in the overview window, with the downside of not being able to assign multiple specialists.
elia bruzzone  [author] 14 Feb, 2018 @ 11:38pm 
I did not know that mod anyway, when I do the mod for the specialization of the cities there will be more difference and the gameplay will change a lot.
Furin 14 Feb, 2018 @ 4:31pm 
What is the difference between this mod and the mod "Buildings - Upgrade System"? (Besides the obvious, that the upgrade system uses a copy of the building, instead of merging two buildings as your mod seems to do).
elia bruzzone  [author] 14 Feb, 2018 @ 12:52am 
Thanks and yes, it was just my intention
Rawr'kraine 🐉 13 Feb, 2018 @ 10:42pm 
just gotta say this again, this mod, this simple of an idea. Has massively changed the gamefront in civ 5.
You can make your cities mega powerful or build wonders, it has helped with the (slow ass) parts of the game ALOT, this is by far a new favorite mod of mine!

The only gripe I have is that that the double stats do not give extra great work slots, but otherwise as stated above, love it all the way.
elia bruzzone  [author] 13 Feb, 2018 @ 12:53am 
Since the maintenance of buildings is the main expenditure of gold, gold buildings must be doubled. Instead it is true that there are buildings that become OP as the aqueduct, but this is part of the game :)
Caligula 12 Feb, 2018 @ 3:34pm 
this seems kinda op with Ducal Stables,Kreposts,and every gold building...
GitGudM869 10 Feb, 2018 @ 10:40am 
Thanks, but it didn't work :(
elia bruzzone  [author] 10 Feb, 2018 @ 10:17am 
It is very strange. This mod should not even go into conflict with any other mod for how it is done. There is only one thing I can try to suggest to you: go to this folder Steam \ SteamApps \ common \ Sid Meier's Civilization V \ Assets \ DLC \ Expansion2 \ Gameplay \ XML and change the GlobalDefines.xml file in line 593 with the value 2 instead of 1 under the name CITY_MAX_NUM_BUILDINGS. I can not do better I'm sorry. I hope it works.
GitGudM869 10 Feb, 2018 @ 9:31am 
I can't rebuild buildings. They don't reappear in the build options.
elia bruzzone  [author] 10 Feb, 2018 @ 2:42am 
Well, the building, after being built the first time, reappears among the buildings that can be built. Built the second time, do not reappear but the bonuses are doubled. For example, built the monument, it appears among the built buildings and even among those that can still be built; built the second time no longer appears and does not even appear a double monument in the built buildings, but the bonuses (-1 gold and +2 culture) are added in the city.
Rawr'kraine 🐉 10 Feb, 2018 @ 2:36am 
This mod just makes everything so overpowered, such a simple idea. love it!
GitGudM869 9 Feb, 2018 @ 5:30pm 
How do you rebuild buildings? For example, I already have a library built in a city. How do I get another library?
elia bruzzone  [author] 6 Feb, 2018 @ 11:53pm 
Not for now. It is what I want to do with the specialization of cities. However, if there are any suggestions, for example about which bonuses are to change, are welcom.
Pilgrim_Bear 6 Feb, 2018 @ 3:30pm 
Cool, and does this mod alter any cost? Prod or Gold that is. I find that by the times we get to Ideologies, a lot of the bonuses seem useless since we don't have to produce or buy anything too often.
elia bruzzone  [author] 6 Feb, 2018 @ 3:37am 
Yes and in a clever way as if AI could not build the building twice.
Pilgrim_Bear 6 Feb, 2018 @ 2:30am 
Does the AI use this too?