Sid Meier's Civilization V

Sid Meier's Civilization V

Strategic Buildings Pack
29 Comments
Fry McFly 4 Jan, 2022 @ 1:41pm 
"+1 Happiness and Culture from every Stable"
How exactly is this to be understood? There can only be one stable in each city. Or does this mean every stable in one's own civ?
Blue 13 Mar, 2021 @ 7:44pm 
Thanks for creating this mod, it's useful!
123 9 Oct, 2016 @ 2:16pm 
what in the actual fuck is this doing in the vanilla category
Kachelhofer 2 May, 2016 @ 1:13am 
These buildings don't look familiar to me... Are they in your Omnibus mod? (I already have that one and run it any time I play a standard game now because it makes the core game experience more fun, imo.)
Oxifawkes 23 Jul, 2015 @ 9:49am 
Hey, I was just thinkin that perhaps you could add a unique building for coal? Like a "railway station". I thought that would be a cool idea and it would make land trade routes much more potent? :D
thecrazyscotsman  [author] 27 Apr, 2015 @ 8:07am 
Sorry that it's tagged vanilla - I can't seem to remove the tag for some reason. I'll go through and update my mods so they show which DLCs are required clearly on the page though.
Tom 27 Apr, 2015 @ 8:04am 
Downvoting because you tagged it as Vanilla mod but said in description not compatible. Pretty annoying.
Andy 1 Dec, 2014 @ 2:08pm 
Thanks for all the great mods! I think this one would be better and more realistic if the Steel Mill required both iron and coal, one of each. I am not sure if it should increace production for both or just iron. Something to ponder perhaps?
Paper Tiger 22 Oct, 2014 @ 6:08pm 
Sigh ... Vanilla "not compatible", yet when i search the workshop with only the "Vanilla" box checked, this mod shows up -_-
thecrazyscotsman  [author] 29 Jun, 2014 @ 12:55pm 
The maintenance is purposeful. It is balanced out with policies/abilities which reduce building maintenance and economic +gold% abilities which will increase the yield over time.

You need to spend money to make money :golden:
Ryder 29 Jun, 2014 @ 12:23pm 
you may hace to change the racing course becouse you gain 2 gold and there is 1 maintenance on it. so either you only get one gold or two gold.
Jotho 27 Jun, 2014 @ 6:15am 
Thank you so much for making this mod! I keep on telling my friends when we're playing, "Oh, having Iron and Horses late-game really is useless... Don't bother with them.", but this fixes that!
Anea 22 Jun, 2014 @ 9:01am 
I noticed this mod causing an issue with the Ingame Editor. After reporting it to the modder of that mod he asked me to tell you too,because it is likely to be a typo or something in this mod causing the problem. As he said: "typically a typo in his data files (for example declaring an inexistent tech as a prerequisite), which causes an error on civ5 tool tips."
Sirisma™ 25 May, 2014 @ 2:02pm 
To answer all the questions about why buildings require maintenance and provide gold, it's for the sliding scale effect.
With no buildings that increase gold production, such as a bank, the maintenance is considered high. However, with a bank, stock exchange, etc., it will make the cost of maintenance less overall. A lot of buildings in the base game do that as well deliberately.
krunjar 16 Mar, 2014 @ 3:48pm 
But then it wouldn't benefit from effects that reduce building maintenence.
Eye Will Never Save You 12 Mar, 2014 @ 1:28pm 
If the racetrack costs maitnence, why does it provide gold? Couldn't you just make it produce 1 gold with no maitnence
Cresto127 8 Mar, 2014 @ 12:03am 
Jumping off of Sapphire, I've had similar thoughts about a public transportation system building perhaps increasing the range of workable tiles from 3 to 4?
teslamatic 5 Mar, 2014 @ 3:37am 
Tank you for all your absolutely smashing mods. They add lots of depth to every game - honestly, how could I ever play without them again?

If you're still doing requests, how about a bit more love for the Industrial era? Early railroad stations spring to mind, and perhaps something more to represent "industry" than a generic factory.

Anyway, thanks again. Love your thorough approach.
Sapphire Bullets 4 Mar, 2014 @ 2:05am 
If you're still doing requests, how about something to use up all the excess oil I end up having, like a public transport network for cities or something?
Dude with the Food 3 Mar, 2014 @ 1:56pm 
In the description the Racing Course yields 2 gold but has 1 maintenance. Is that not a bit redundant?
Master Blaster 28 Feb, 2014 @ 1:40pm 
Thanks
thecrazyscotsman  [author] 28 Feb, 2014 @ 5:43am 
Just realized I put only 1/2 of the Ironworks code in here - you also need to delete this part of the code if you want to disable the Ironworks changes:

<Row>
<BuildingType>BUILDING_IRONWORKS</BuildingType>
<ResourceType>RESOURCE_IRON</ResourceType>
<Cost>1</Cost>
</Row>

@The Anglo-Saxon - I think you and I are on the same page :)

@Imx39 - all of my buildings do have the proper artwork, but none of them have 3D models if that's what you're asking (so they won't change the city model on the map).
Master Blaster 27 Feb, 2014 @ 11:35pm 
Do the buildings in this(or your other ones) have models?)
Silverfishv9 27 Feb, 2014 @ 11:25am 
I hope Solas sees that, as my comment was directed at him (just couldn't stand the thought a total stranger thought I didn't understand something).
thecrazyscotsman  [author] 27 Feb, 2014 @ 5:52am 
I only modify the Ironworks National Wonder, which now requires a flat 1 Iron to build - Workshops and Forges are left unchanged.

If you still would prefer not to have the Ironworks change, you can go to your MODS folder in MyGames/Sid Meier Civilization V and edit SteelMill.xml under the Strategic Buildings Pack folder. Delete the following code (and ONLY the following code):

<Row>
<BuildingType>BUILDING_IRONWORKS</BuildingType>
<ResourceType>RESOURCE_IRON</ResourceType>
<YieldType>YIELD_PRODUCTION</YieldType>
<Yield>1</Yield>
</Row>
Silverfishv9 26 Feb, 2014 @ 5:05pm 
How would a medium civ require more iron? Are you confusing the ironworks with forges?
xxx78 26 Feb, 2014 @ 3:24pm 
Thanks for sharing..nice mod :)
swagrat 26 Feb, 2014 @ 2:47pm 
the only reason i am not gettting this mod is because of the ironworks change
Tahu the Witch 26 Feb, 2014 @ 11:27am 
Not sure how I feel about Ironworks requiring iron, especially during the more iron-heavy eras (Classical to.. early Industrial, iirc?). "Requires 1 iron" for a building means that you're never getting that iron back. Or that 10 or so iron back, in the case of medium civs.