Sid Meier's Civilization V

Sid Meier's Civilization V

Medieval and Renaissance Building Pack
51 Comments
Kustosz 12 Jul, 2024 @ 4:25pm 
yea, does not work anymore
Zares 30 Mar, 2024 @ 8:00am 
The mod doesn't seem to work with VP 4.5.1.
tximista : rissole 29 May, 2019 @ 8:16pm 
Thanks for including the sewer system. Nice Civ 2 throwback.

Also really enjoying how you're adding more thought into what resources to use for buildings. Really appreciate that.
Francisco 11 Jul, 2015 @ 8:20am 
A small suggestion for your building mods

Change the description so that they say it requires a certain resource. I dindt knew ingame the blacksmith required iron for instance untill i ran out of it ;)

Use the tooltip like the factory building does for coal for example :)
thecrazyscotsman  [author] 4 Mar, 2015 @ 7:41am 
@Renesco_two - yeah, sorry about that. I've updated the mod description, but I do not have access to the mod files at this time to upload a fix to the tooltip.

For anyone having tech tree problems or city production problems, I sincerely doubt it is this mod. Please attempt a game with only this mod running, just to check, and/or enable logging and provide me a log of the error along with a list of all the other mods you are using - thanks.
Jo 16 Feb, 2015 @ 12:28pm 
Took me ages to figure out why all my Iron was being used up. Spent a day trying to find the source of this 'bug' and it turned out it was this mod. Each Blacksmith building uses 1 Iron without saying so anywhere in the tooltips or building info.
Captain Beebles 14 Dec, 2014 @ 12:50pm 
There's an issue when using this mod: after building one of these new buildings in your city, you are no longer allowed to choose production or purchase items, and often the tech quits working as well. Please fix! I was excited about this mod, but after being forced to abandon several games I won't use this mod anymore.
dherrick 11 Dec, 2014 @ 5:58pm 
This is the first and only mod I have installed. Both times I have used it I have to abandon the game because at some point (after I build one of the new buildings in a city) I am no longer able to choose production for that city.

Also, my tech tree does not scroll either, but other than not being able to scroll, I do not have a problem with it.
Psychonaut4000 23 Oct, 2014 @ 12:10pm 
Not working in Vanilla... I had the same tech tree scrolling problem but it was only one mod that did it. Enhanced Impovements...
Thesalos 22 Oct, 2014 @ 1:30am 
I have figured it out :D You can have ALL Building Packs together,but you can not Have ANY of the following Mods Combined with The "building Packs"

Enhanced Improvements (v. 4)

--
I have EVERY mod I have Listed Below,and Checked and Unchecked to figure out what doesnt bug The Tech tree. These are the only Mods Above that do Bug The Tech Tree.
Thesalos 21 Oct, 2014 @ 8:39pm 
Mods that are not yours I have enabled

BattleShips to Missle Cruisers (v. 1) -PontyGit
Early Production Fix (v. 1) -Tofusoju
Enhanced Improvements (v. 4) -Tofusoju
Extra Ancient Units (v. 1) -Jim
Mines on Flatlands (v. 1) -Tofusoju
Really Advanced Set Up (v. 13) -GeneralTso
Special Forces Ugrade for Marines (v. 2) -ViceVirtuoso
Stronger Guided Missile (v. 1) -Michael
Supercarrier (v. 2) -Swatmp5
Terrain Names Corrected (v. 1) -Tofusoju
Trading Posts Grow Into Towns (v.5) -Tofusoju
Water Tiles Enhanced (v.3) -Tofusoju
Thesalos 21 Oct, 2014 @ 8:39pm 
Mod Of Yours I have enabled

Ancient Building Pack (v. 2) -TheCrazyScot'sman
Ancient Building Pack 2 (v. 2) -TheCrazyScot'sman
Cistern and Mirena (v. 2) -TheCrazyScot'sman
Classical Building Pack (v. 4) -TheCrazyScot'sman
Enhanced Military Buildings (v. 2) -TheCrazyScot'sman
Improved Caravansay (v. 3) -TheCrazyScot'sman
Improved Granary (v. 1) -TheCrazyScot'sman
Improved LightHouse (v. 2) -TheCrazyScot'sman
Improved Water Will (v. 1) -TheCrazyScot'sman
Improved Water Tiles (v. 1) -TheCrazyScot'sman
Medieval and Renessaince Building Pack (v. 1) -TheCrazyScot'sman
Starting Worker (v. 1) -TheCrazyScot'sman
Strategic Building Pack (v. 2) -TheCrazyScot'sman
Thesalos 21 Oct, 2014 @ 8:35pm 
I have th smae Problem marklareau99 Described about Unable to Scroll Tech Tree. I do not know which Mod is Conflicting though. I actually Have almost Every mod you have Made Enabled along with other mods. I have Tried it the Only Mod Enabled and it has done the same "unable to scroll Tech Tree"
thecrazyscotsman  [author] 7 Oct, 2014 @ 6:18am 
@marklareau99 and Avidius Aurelius - they will only mess up your tech tree if you have some sort of mod conflict.
marklareau99 2 Oct, 2014 @ 12:07am 
Don't download any of this suite of buildings mods!!! They will mess up your tech tree making you unable to scroll through to later techs (making it impossible to select them for research and so forcing you to abandon your game).
Avidius Aurelius 14 Sep, 2014 @ 7:12am 
Doesn't seem to work, even when it's the only active mod. Everytime it messes up my tech tree, so I can't scroll trough it.
Alex 23 Aug, 2014 @ 9:39pm 
Have you ever lived without a sewerage system? Give it a few days and a sewer probably will bring you a metric (shit)ton of happiness.
lichen 13 Aug, 2014 @ 7:41pm 
A sewer system gives happiness?
Panteradactyl 7 Jul, 2014 @ 9:22pm 
Can I get a manual download link? Steam isn't downloading the mod.
The Wumbonator 2 Jul, 2014 @ 7:31pm 
I was noticing some problems when I used this mod. I started a game, and I wasn't able to view the tech tree. Once I got to the Medieval/Renaissance, the game crashed on me. I wasn't able to chose a production in my capital. I kept making other games to figure out what mod it was that caused the problem, and I figured out that it was this one. Your other building packs have worked great with me, it was just this one that I had problems with.
Bullwinkle 2 Jul, 2014 @ 6:30pm 
I see Printer adds Writer slots. I don't think I've ever seen a Writer slot in game (G&K). Does this mod require BNW? Maybe that is why it is broken for hereforciv belorw?
hereforciv 2 Jul, 2014 @ 4:25pm 
This mod has a cool premise, but it's massively broken for me. Just played using it and it prevented me from scrolling the tech tree, and after I purchased a building in any city I could no longer edit the build queue any longer. Since you cannot end a turn with an empty build queue I ended up having to abandon my game.
Blarrb 30 Jun, 2014 @ 5:40am 
Physics and Alchemy makes sense if for no reason than Isaac Newton, who was way into both.
KatDaddy 29 Jun, 2014 @ 6:11pm 
Legit mod is legit
thecrazyscotsman  [author] 29 Jun, 2014 @ 1:04pm 
Lol - the Sewer System carries over food because it increases a city's health, ergo increasing it's population growth.

Also, I'm fully aware of the irony of having Alchemy unlocked by Physics, but it really was the best spot on the tech tree for it to go (as a fairly empty tech in the Medieval Era). Sometimes, with such a condensed tech tree, strange decisions need to be made... :AOEKnight:

Keep in mind, however, that Alchemy did lay the groundwork for some important scientific progress. It wasn't all baloney!
Nemesis44 29 Jun, 2014 @ 9:24am 
nice mod
Elynhe 29 Jun, 2014 @ 2:46am 
Nice
Grampipon 28 Jun, 2014 @ 8:57pm 
You need physics for... Alchemist?
The Pub Grub Pig 28 Jun, 2014 @ 5:59pm 
Nor do i matter of a fact, lets just hope.
enix001 28 Jun, 2014 @ 3:53pm 
dont even wanna know why the sewer system carries over 10% food...
Sir Raptor 28 Jun, 2014 @ 7:17am 
@Rovolloth V. M. I think Gods and Kings or Brave New World, it's written on the tags.
Toffee ☽ 28 Jun, 2014 @ 6:22am 
I love what htis mod brings :fhappy:! I wanna try it out, what are the requirements though?
Eladanri 28 Jun, 2014 @ 12:42am 
I like the idea of this mod, will be my first for Civ 5, and I have the game for almost 2 years :)

I think alchemy should require chemistry over physics but seing that physics is a requirement for chemistry and they are in different Eras I understand the reason behind it.

Also sewer system linked to engineering since it has the aqueduct.

But this are minor details, overaul is nice and I understand why those requirements.
Panteradactyl 27 Jun, 2014 @ 8:15pm 
Actually, the person who sparked modern physics, Sir Isaac Newton, was an alchemist. So, in reality, physics being the requisite of the alchemy building is quite witty.
Krieger82 27 Jun, 2014 @ 8:07pm 
I like it, except having physics as the requirement for an alchemist seems anochronistic since the birth of modern science refuted alchemy....but still cool. Just being nit picky :)
canti 27 Jun, 2014 @ 4:46pm 
Awesome. The alchemist is neat and the sewer system is intuitive(neat).
pasky 27 Jun, 2014 @ 11:24am 
Nice
lesshack 27 Jun, 2014 @ 8:15am 
Does it require the DLCs?
✪ Hyyppä 27 Jun, 2014 @ 4:11am 
nice one
elmimexil 27 Jun, 2014 @ 1:37am 
Thank you! The sewer system is a great idea - would make me happy, too.
PyroVanguard 26 Jun, 2014 @ 4:59pm 
Do you need Brave new world?
Khanunist 26 Jun, 2014 @ 9:24am 
I very much injoyed this game
thecrazyscotsman  [author] 26 Jun, 2014 @ 6:20am 
That's actually a really good idea - the only thing is that you would have to make the aqueduct and the regular-cost sewer mutually exclusive to prevent someone from building the regular sewer, building the aqueduct, then ALSO building the cheaper sewer...and maybe crashing their game. :P I think it's doable...I'm working on a contemporary building pack right now, but after that's done I'll tinker around with this and see what I can do!
Superbassio 26 Jun, 2014 @ 5:51am 
Maybe an idea for the whole "if x building is present --> y building costs less" you can have two versions of the same building, say the sewer system, one with a normal production/gold cost, and one somewhat cheaper. I know that civ has a mechanic present that some buildings cannot be built when another is in the city already (nuclear power plant -/- solar plant), and a mechanic where in order to build a certain building, you need to have another present in the city (library --> university). You could combine these two mechanics so that when an aqueduct is not present, you only have the option of building the regular-cost sewers, while if an aqueduct is present, the regular-cost sewers become blocked, and the lower-cost sewers unlock. I don't know if it's possible to mod this in, but just to give an idea.
T3mp0st 26 Jun, 2014 @ 4:54am 
im glad that someone thought that a sewer system might make people happy... well they have there pearls and furs even if there coverd in crap.
thecrazyscotsman  [author] 25 Jun, 2014 @ 5:42pm 
That's not a bad idea at all - there's currently no way that I know of (at least with XML) to do the "if x building present = y building costs less". The only other way to do it would be to simply make further buildings in a chain cheaper, but at the same time cities obtain significantly more production capacity the later you go in the game. It's a delicate balancing act, but I will certainly think on it some more.
zArkham4269 25 Jun, 2014 @ 8:15am 
...that is assuming there is some sort of mechanism for that. I would think (even though I'm not a programer) that there should be a way to say "if aquaduct present = sewer system cost X less to build/by)

Besides it also stand to reason many building should go obsolete. I mean it's not likea modern city uses a blacksmith or forge anymore.
zArkham4269 25 Jun, 2014 @ 8:13am 
Don't get me wrong, I love these mods and use most of them. (The herbologist is especially handy as is the cistern) - I'm just saying that unless you play a mod which allows for a "Historic" pace (i.e. slow research but normal buildings and unit creation) a game with lots of combat means cities wiith practically nothing in them.

I was jus thinking that many of these buildings are really more modern versions which would should allow for some sort of price break. I mean if you have an aquaduct, there would at least be a certain amount of infrastructure in place a sewer system could co-opt, thus making it cheaper.
thecrazyscotsman  [author] 25 Jun, 2014 @ 5:39am 
The individual building packs are designed to be as standalone as possible - but I am planning on releasing a Compilation pack of all my buildings which does fix some of the prereq situations that may not make the most sense right now.
desguacelinares 25 Jun, 2014 @ 3:14am 
yes