Sid Meier's Civilization V

Sid Meier's Civilization V

Industrial Building Pack
25 Comments
roxas5538 1 Nov, 2018 @ 8:20am 
Does this not workwith any tech tree alterations, like the Enlightenment era?
ckursatkaya 25 Dec, 2017 @ 10:31am 
working thx
TY 14 Dec, 2015 @ 7:38am 
Could you please change the name of the ranch so I can play this mod with JFD's US mod? Thx a lot and keep up the good work.
AnOrangeTractor 21 Aug, 2015 @ 9:09am 
Worked on BNW with other building mods. Check to make sure standalones and other modpacks do not conflict with the same buildings.
Livigy 6 Sep, 2014 @ 1:11am 
thecrazyscotsman can you make a mod that creates a goody hut when razing another civs city. There should be more rewards for "pillaging" such as utilising another civs tech, stealing their cultural/reglious relics and taking in war refugees etc.
Mingos 6 Aug, 2014 @ 10:29am 
So does this mod require BNW or does it just work on it?
Bullwinkle 4 Jul, 2014 @ 7:45am 
Synergy, even.
FurryGuyJeans 3 Jul, 2014 @ 9:46pm 
Another possible requirement for Biofuel could be having a Chemist. A mod building requiring another building from the same mod. Synchronicity! ;)
FurryGuyJeans 3 Jul, 2014 @ 9:41pm 
@thecrazyscotsman, I am glad you like the idea, I never seem to have enough oil to run my empires, peaceful or warmonger.
thecrazyscotsman  [author] 3 Jul, 2014 @ 7:16pm 
Yes, these buildings are properly flavored, so the AI does use them.

@FurryGuyJeans - that's an excellent idea!
Flagellation Nation 3 Jul, 2014 @ 2:48pm 
shouldn't the grocer need refrigeration instead of biology?
devilonbothyourshoulders 2 Jul, 2014 @ 6:53pm 
I quite like that idea FurryGuyJeans... unfortunately I am not the creator, nor do I have any ability at creating mods. I hope he listens to your suggestion!
Bullwinkle 2 Jul, 2014 @ 6:24pm 
I suggest you add some info to the description above: cost to produce the buildings and cost to maintain the buildings...and whether the AI civs use these builidings.
FurryGuyJeans 2 Jul, 2014 @ 4:11pm 
One addition I'd suggest:

Biofuel
+1 oil, +1 production, -1 food on Wheat (or whatever that tile is called). City must have factory. Requires refrigeration
Yeezion 1 Jul, 2014 @ 6:49pm 
Like Resurection said, do the AI use these?
White Out 30 Jun, 2014 @ 8:10pm 
Does the ai use these buildings well?
zArkham4269 30 Jun, 2014 @ 11:07am 
BTW, shouldn't ranch be activated on Refridgeration or Railroad? (I say railroad simply because they did have cooler cars prior to refridgeration)
zArkham4269 30 Jun, 2014 @ 11:05am 
I play my games with most of your mods and I still stand by my comments made regarding your other mods. I think that while these are all awesome buildings, I think they need to replace previous buildings. I say this only because by having all these extra buildings, by the time you get to the late game, you can be just ROLLING in money, especially if you're playng with a mod that uses a "Historic" speed allowing for longer time between techs but still being able to build units and buildings quickly.

I mean by industrialization, I can found a city and pretty much buy every available building every few turns. (Of course I'm sure the Corporations mod doesn't help this but still...)
Robo-Pig 30 Jun, 2014 @ 5:43am 
+1 food on horses XD. But stil, horse meat is really nutricious, and quite tasty.
Asmodon 29 Jun, 2014 @ 11:44am 
How do I use these packs? they are not showing up in my mods
Waitrose 29 Jun, 2014 @ 10:57am 
Awesome
thecrazyscotsman  [author] 28 Jun, 2014 @ 3:57pm 
Thanks guys!:summersun:
mamedina555 28 Jun, 2014 @ 12:27pm 
nice pack!
A.M.G. 28 Jun, 2014 @ 3:25am 
Very good pack for industrail era,civ 5 needs like this packs.

Surfal 24 Jun, 2014 @ 3:40pm 
Very good selection, even better than most of your mods. I can't wait to add this mod to my next game.