Sid Meier's Civilization V

Sid Meier's Civilization V

Enhanced Military Buildings
35 Comments
LulLaby 6 Sep, 2020 @ 1:37am 
great mod,the only downside is only u can make 3 mil academy,there is a mod i use that require i make mil academy in all cities,is there anyway to remove that 3 mil academy per civ?
Hayden 17 Mar, 2019 @ 11:12am 
Need to get rid of the the requirement for Armory to have iron. Can't build military academies without iron. It's already hard enough if you have little or no iron, this mod makes it impossible.

Otherwise stellar mod.

Does this mod make the workshop require a forge also? Some how that has creeped into my game and I can't figure out which mod.
Jade Rose 3 Aug, 2018 @ 1:00pm 
Really interesting take on military buildings! I like the maintenance cost on the normally free defensive buildings, like castles and walls. However, there is a bug with this mod that removes the Pantheon, Borobudur, and Globe Theatre when used in multiplayer (The method we used came from here ). I haven't tried the mod by itself, but when used with the other building mods, (Ancient, Industrial, Policy, etc, which all work fine in multiplayer) those three wonders are missing and cannont be built.
sgtklink 20 Apr, 2018 @ 8:36pm 
Why only 3 Mil Academies? A BNW mod pack offers an Officer School wonder that requires one in all my cities, now I can't build it.
What A Beautiful Duwang! 6 Apr, 2018 @ 3:45pm 
Good mod, but not perfect. The military academy, for example, does not actually give the great general bonus that it says it gives, it just provides XP. Also, for some reason cavalry and tanks are excluded from gaining the "Cover I" promotion from the Armory. Still, better than vanilla overall.
The Grimwar 17 Dec, 2017 @ 1:03am 
Hello there! it's me! Grimwar tha critic! I have a change I suggest to you, it would add some realism don't you think? Anyway, since a castle needs walls in order to be built, why not have castles not need to be built after walls, but have walls decrease the production time by 35%

So, what do you think?
DerigarsChairman 1 Mar, 2017 @ 7:04pm 
Do from castles? I mean it would be realistic as would culture?
Kraft 8 Sep, 2016 @ 4:08pm 
can u make a mod were u dont have to have a city next to the sea just to make a navel unit?
Im playing as a civ that can only have one city and cant build anymore cites or anex other cites.(but has a ton of advantages)But theres a tile inprovement that exspands borders so I wanna build some ships.
Z3r0_ 16 Jun, 2015 @ 4:13pm 
I would also recommend moving the bomb shelter to an earlier tech than when it's normally unlocked, as bomb shelters started appearing irl shortly after aerial bombing of cities started to occur on a regular basis during World War I, starting with German zeppelins bombing British cities in 1915. Granted, the idea of a shelter usually meant getting into whatever underground structure is closest, but the concept was there.

Now to reflect how new shelters had to be designed to withstand nuclear blasts, I would recommend adding another structure in its place for the Atomic Era.
NocturnalEye 31 Dec, 2014 @ 8:17pm 
you should make it so the buildings that give XP will make it retroactive for any of your units that were made before constructing the buildings or gifted units that start with no XP by placing them on the city tile
Psychonaut4000 23 Oct, 2014 @ 12:07pm 
Not working in Vanilla.
thecrazyscotsman  [author] 21 Oct, 2014 @ 7:03pm 
There is a mod which adds in airbases here [www.picknmixmods.com]. In fact, I highly recommend that you browse WHoward's site if you haven't already as he has quite a few nice mods. Just be aware that most of them require a custom DLL, which there can only be one of those active at a time.
zArkham4269 21 Oct, 2014 @ 8:01am 
What would really make this mod great is if it added a change to the worker built fortress. Frankly Civ V really, really needs the airbase from Civ III. Bombers shouldn't operate from carriers so being able to build forward airbases is critical in island hopping warfare.
ijiwaru 4 Jul, 2014 @ 6:34am 
I agree that walls and castles should have maintenance, but could your improvements be turned into a upgrade from the basics?
VENOM.XO 1 Jul, 2014 @ 5:42pm 
To much maintenance!!!
Ariatiki 8 Jun, 2014 @ 6:12am 
Nice mod! I like these changes. As far as the bomb shelter goes, along with your comment about diversification: Split the two up. Have the bomb shetler go back to its default form, maybe a touch cheaper, and add in a "Bunker" building that becomes the modern defensive structure. Probably wouldn't add much to the city's defense, but a respectable amount to the city's hp.

I'm not sure how easy it would be to do, but something that has occured to me in the past is to add some kind of healing buff to hospitals. It makes sense that a hospital should be useful to warfront cities, although they currently aren't. Something along the lines of "all units in or adjacent to the city gaine +5 hp/turn. It isn't huge, but I can remember a lot of sieges where a little bit of healing like that would have made the difference.
houseralph15 18 Apr, 2014 @ 11:50am 
will this work on the standard civilization game
meszamorum 8 Apr, 2014 @ 11:16pm 
Another great job at modding
Cresto127 8 Mar, 2014 @ 12:19am 
Suggestion for a tweek to the XP/promotion system. To try an reflect their function, what about allowing units to slowly build up XP as they are stationed in a city that has a military base? There'd need to be a limit (similar to barbarian hunting) but it would better reflect a military buildup & the concequences of deploying "green" troops. Could also grant promotions that are specific to the local geography, e.g. next to a hill = Drill, next to a river/coast = Amphibious, etc. Great changes to the mil buildings so far!
j.jamo5 25 Feb, 2014 @ 1:54pm 
sweet idea thanks
_Georgie_ 23 Feb, 2014 @ 3:53am 
Thanks!
Bridge 21 Feb, 2014 @ 3:32pm 
why wont the mod show up on my list?
SoS.Cabrony 21 Feb, 2014 @ 3:04pm 
really like those change,but is this compatible with the communitas patch? :SocialPolicy:
thecrazyscotsman  [author] 21 Feb, 2014 @ 5:41am 
@gp8456 - if you want to mod out the Walls requirement for the Castle, you can insert this code into the mod file:

<Building_ClassesNeededInCity>
<Delete BuildingType="BUILDING_CASTLE"/>
</Building_ClassesNeededInCity>

I'd probably wait until you're done with your current game as it may mess up saves, though.
_Georgie_ 20 Feb, 2014 @ 2:22pm 
I removed the Palisade requirement for Walls in your Buildings mod with no trouble. Not sure how to mod out the Walls requirement for Castles yet and I don't want to mess up my game. :D
thecrazyscotsman  [author] 19 Feb, 2014 @ 5:10pm 
@Memento Mori - those are definitely some good ideas. I keep a list of building ideas, and I'll add those for future consideration.

@Norm and gp8456 - that's not actually something I'd really considered, as the defensive buildings are all part of an upgrade tree. I've thought expanding the defensive building tree somewhat, and if I do I may update it to have several different upgrade paths.
_Georgie_ 18 Feb, 2014 @ 3:23pm 
Really enjoy these building mods. Nice work. Agree with Norm that it would be nice to remove the walls requirement for castles.
Memento Mori 18 Feb, 2014 @ 11:58am 
If your struggling with ideas around the bomb shelter and late game cities why not consider trenches and bunkers, not general to cities so id suggest an income penalty for trenches and a high cost for bunkers/pillboxes just to give a more gradual increase in city hit points?
UCF Jelma 16 Feb, 2014 @ 4:13am 
nice addition
Norm 14 Feb, 2014 @ 9:07pm 
Man, maybe you can change the castle building requirement? It may be strange, but I think the walls must not be needed to build the castle.
zArkham4269 14 Feb, 2014 @ 8:45am 
The Master's of Mana Mod of Civ IV had a way of limiting the number of units you could have w/o penalty. Modern armies are expensive (I did 2 years working the motorpool office of a heavy engineer company, $$$$$$ all day)

It seems that once you get to about WW II, you should only be able to have a certain amount of units base but building military bases would allow more. Then again, I've been agitating for a Guard/Reserve system which would allow units to go inactive to make maitenance costs cheaper.
thecrazyscotsman  [author] 12 Feb, 2014 @ 6:46pm 
@frogt229 I was on the fence about the Bomb Shelter honestly. It might be better at +100 HP. The problem I see is that it's far too easy to conquer cities in the late game, so that's what I'm trying to make more difficult. Alternatively I could increase the maintenance...
Emperor Mango 12 Feb, 2014 @ 6:20pm 
The bomb shelter needs a bit of a nerf, I don't think that bomb shelter requires such a large hit point addition, mainly due to the fact that it pretty much only protects the citizens, not the city itself from harm
Usmodlover 12 Feb, 2014 @ 2:38pm 
Cool.
m.d.nealy 12 Feb, 2014 @ 6:49am 
Very nice mod.