Sid Meier's Civilization V

Sid Meier's Civilization V

New and Enhanced Buildings
63 Comments
BoneFiend 5 Nov, 2016 @ 3:03pm 
Hi are you going to update your mods to work with windows 10?
Kirron 11 Feb, 2016 @ 9:48am 
Please mark which ones can be used in vanilla
AirBullet 15 Jun, 2015 @ 9:54pm 
awesome! Will really spice up my Sid Meiers Civ V Experience!
bnVsbAMT 26 Mar, 2015 @ 3:39pm 
Thanks for the mods men. =) I really enjoy playing with them (it; since I use Omnibus or all of them - Lighthouse).
andrstue 24 Mar, 2015 @ 6:02am 
How do I get this on a mac?
daniel1318 25 Oct, 2014 @ 5:26pm 
wait i just thought of somethign does the BNW expansion automaticly add Gods and Kings?
thecrazyscotsman  [author] 21 Oct, 2014 @ 7:08pm 
@caerus - thanks! :D

@daniel1318 - I don't know if you use any other mods, but the Omnibus mod contains everything in this list, so it's the only one you should need if you want all of these. Mods go in this folder: C:\Users\YOURNAME\Documents\My Games\Sid Meier's Civilization 5\MODS. Make sure they have their own folder. If you download from CivFanatics, you will need to extract the .civ5mod file (which is an archive like a .zip file) to the folder in order to use it.

Another good thing to do is follow the checklist here [forums.civfanatics.com] for troubleshooting.
daniel1318 15 Oct, 2014 @ 5:06pm 
also don't see Improved Water Mill or Improved Lighthouse packs at http://forums.civfanatics.com/showthread.php?t=528673
daniel1318 15 Oct, 2014 @ 4:50pm 
Hello I want to install this but I don't know how to install mods, can you do it from steam or do you have to go elsewhere to install them? I have tried subscribing to the mods that I want but that did nothing when I turned on Civ 5 and clicked mods. so how do you get these mods downloaded and put into the place were you put mods, also do I have to download each mod separately or can I somehow download the pack so I can just activate New and Enhanced Buildings rather then all 15 mods separately. Please help. I am using a Windows
caerus 15 Oct, 2014 @ 2:41pm 
Really awesome. You've helped make Civ5 super fun again!
thecrazyscotsman  [author] 13 Sep, 2014 @ 8:00am 
@Venne - Arcane Cannon is correct, the Omnibus mod is a compilation (+ more...) of my previous mods
Vincente Steele 12 Sep, 2014 @ 2:38pm 
Sweet. So I should probably unsub to everything else and have just OMNIBUS. Should save time and space! :D
Comrade Shrimp 12 Sep, 2014 @ 2:17pm 
Most Likely
Vincente Steele 12 Sep, 2014 @ 2:15am 
So, going by the OMNIBUS mod description, it included everything in this collection and then some?
thecrazyscotsman  [author] 10 Sep, 2014 @ 5:12am 
@Gen.Idgaf in which mod?
Ivory F 10 Sep, 2014 @ 4:05am 
Something in this mod sets the XP,to where it conflicts with with barbarians unlimited XP.
thecrazyscotsman  [author] 7 Sep, 2014 @ 6:05am 
Sorry about that... I'm updating the collection description to advise that the Omnibus has been released.
Sleep Paralysis Demon 6 Sep, 2014 @ 10:09pm 
I found the OMNIBUS last so I was a little upset that I waited all that time dowloading the rest of the ones
thecrazyscotsman  [author] 6 Sep, 2014 @ 1:05pm 
My new omnibus mod has been released! Check it out and tell me what you think :psi:
Lyra 29 Aug, 2014 @ 4:55pm 
wow these are all so good.. Im so glad I stumbled upon them
Comrade Shrimp 18 Aug, 2014 @ 3:48am 
I love This mod.
Melon 9 Jul, 2014 @ 6:57pm 
You should some how put them all into one mod, thanks your work is fantastic keep it up
phide 8 Jul, 2014 @ 6:53am 
Thank you for your job
ariba 5 Jul, 2014 @ 7:17am 
10/10.
conorleon 4 Jul, 2014 @ 6:19am 
Completely love this collection. Keep up the good work!!
thecrazyscotsman  [author] 3 Jul, 2014 @ 7:16pm 
Thank you all for your kind words!
Jeffrey12225 3 Jul, 2014 @ 5:24pm 
Amazing mods keep it up!!
Octave Crymée 1 Jul, 2014 @ 5:16am 
So, I don't know if it was the purpose of your mods, but thank you !
Octave Crymée 1 Jul, 2014 @ 5:16am 
Hello ! I use nearly all your mods as I always play with a tech slower (having more buildings to build makes it less boring). It must be absolute MAGIC, but playing with all this new buildings made the most entertaining and balanced game ever. All civ were really overpowered, with a citizen medium of 25 millions entering the industrial era. Big powerful cities, yes, but all together ! Usually, one or two civilizations overcome half the world up to modern era, and my only path to victory is to wipe them clean and make myself a ultra-power, while the rest of the world is poorly developed. As an example, in Immortal difficulty, I generally never have a conflict after modern era because the path to victory is either impossible, either all drawn and boring. Especilaly as my slow laptop calculates the late turns slowlier.
But today, no issues : until the end, the fight was entertaining and really hard to keep up, exactly the kind of difficulty you like : hard to win, but possible !
thecrazyscotsman  [author] 27 Jun, 2014 @ 4:36am 
Yes, the buildings have icons.
nockside 26 Jun, 2014 @ 11:13am 
Do the buildings have pictures, or are they blank?
thecrazyscotsman  [author] 25 Jun, 2014 @ 5:42pm 
Yes, I am currently working on a Contemporary Building Pack, which will add some additional buildings to the Modern-Information eras.
Scarrer 25 Jun, 2014 @ 12:34pm 
i guess you are working on more recent era to include new buildings and so?
if you are i am looking forward to them!
da812manymonkey 25 Jun, 2014 @ 7:22am 
You are awesome and I love your mods.
thecrazyscotsman  [author] 25 Jun, 2014 @ 5:31am 
2 new packs released! The Industrial Building Pack and the Unique Policy Buildings Pack.
thecrazyscotsman  [author] 24 Jun, 2014 @ 7:25am 
I have added a link to my thread on CivFanatics for those who are unable to download/install my mods from Steam. http://forums.civfanatics.com/showthread.php?t=528673
thecrazyscotsman  [author] 22 Jun, 2014 @ 7:02pm 
New building pack released! Medieval and Renaissance Building pack is now ready to go. Currently working an an Industrial Building pack next.

As always please post comments and feedback (balancing these buildings perfectly isn't always possible without more widespread playtesting!) under the appropriate mod.
FlyinDoomMonkey 4 May, 2014 @ 7:06pm 
At the risk of sounding gushy I gotta say great job! Every one of your mods is well thought out, well balanced. They enhance the experience without breaking it and I uuse every one of your mods (except starting worker). Highly recommended. Thanks for your efforts.
tassadarr 21 Mar, 2014 @ 12:54pm 
This mods are cool, make sense
Sol 5 Mar, 2014 @ 7:02am 
Cool.

I think instead, I will take the "Industrial Steel" and add it as a requirement for some of these buildings. I might also add other resource requirements that consume the resource like Horses or Fish or other "Non-Luxury/Non-Strategic Bonus" resources.

I like the idea of 3 things:

1. Buildings that consume a resource.
2. Buildings that produce a resource.
3. Buildings that consume a resource to produce a new one.

I think your buildings are perfect for it because they touch across all eras instead of focusing only on one era. A lot of the buildings are in theme, and immersive to have in a city.

Now, if only I could design a fort that gives exp/turn to the unit garrisoned inside the fort...
thecrazyscotsman  [author] 4 Mar, 2014 @ 6:53pm 
@Thadian - thanks! Regarding the Steel Mill, I designed that particular mod to be very modular, so each building has it's own XML file. You can actually use the mod as is, just delete my Steel Mill file and everything will still work as it should.
Sol 3 Mar, 2014 @ 12:04pm 
My only advice to be aware of is that one cannot really build "all buildings" however the AI can build a lot of them, and the player can get higher than normal growth which can result in a faster Snowball Effect that comes with technology/units/buildings.

That said, this is just how I like to play the game! I request that you reconsider your "Steel Mill" as there already is a Steel Mill building that works with a new resource, Steel. The mod is called "Industrial Steel" and also works with "Skyscrapers".

It would be neat if more buildings used Steel (or other resources like Horses/Iron late game) or if Mariana required a Fish or Whale.

Just some food for thought, wonderful work!
thecrazyscotsman  [author] 27 Feb, 2014 @ 6:25am 
@Broken Sky - I do plan on doing a balancing mod for both culture and gold buildings sometime soon
thecrazyscotsman  [author] 27 Feb, 2014 @ 6:24am 
@[DOGE]Darth Vader - WHoward has already done so, actually - he has a large number of very useful mods on his website at http://www.picknmixmods.com/

You might find some other ones you really like too :)
ΔΞΒΙΛ 27 Feb, 2014 @ 6:12am 
Please, guy, can you make mode for airfields(as tile improvement)?
Broken Sky 25 Feb, 2014 @ 5:23am 
Since you're doing the whole enhance buildings thing (great job by the way :D) could you do an enhanced culure mod, where the culure buildings with slots (ampetheatre and opera house in particular) get 2 slots for music and a themeing bonus similar to museum, and maybe add a new national wonder like the natural history museum or something which holed articafts and art and gets a theming bonus for artifacts? Bascly I feel this would help wider culure civs, especially Brazil who currently normally have too low production to build the wonders they need for theming bonuses. :)
thecrazyscotsman  [author] 23 Feb, 2014 @ 8:59am 
@ch - yeah, that would explain it actually. Currently the text file updates support English only. Sorry :/
winter2004 22 Feb, 2014 @ 12:13pm 
Great collection. THanks and keep up god work.
ch 21 Feb, 2014 @ 6:40am 
Hmm, no other mod. Maybe it was due to non-English version of Civilization. But I like this mods. Thank you.
thecrazyscotsman  [author] 21 Feb, 2014 @ 5:47am 
@allfrakkedup - that's definitely something I'll consider!

@ch - I don't know what to tell you. I've tested each of these mods and they show up correctly in Civilopedia - do you have any other mods that change the entries? There must be a conflict somewhere.