Sid Meier's Civilization V

Sid Meier's Civilization V

Unique Building Collection
30 Comments
Kurt998 5 Feb, 2017 @ 6:50pm 
dike
Bertdog211 13 Sep, 2016 @ 8:59am 
You shouldve replaced the minuteman not the B-17 for the US
Safiye 7 Sep, 2016 @ 5:52am 
THIS is Civ 4 mod...
DerigarsChairman 11 Jul, 2015 @ 11:01am 
I'm trying to build a 5th unique unit mod so this is perfect
[GT] »SoD« Crispy Bacon 23 Dec, 2014 @ 12:52pm 
at Netherlands, it's a "Dijk" not "dike" if you want to do it properly ;)

Awesome mod btw!
Strat 28 Nov, 2014 @ 10:53am 
*looks at america's building* MALL REPLACES B-17 WHA?
Tobias 23 Sep, 2014 @ 10:39am 
Ah thx, btw, nice mod. One of the fewer really good ones out there.
framedarchitecture  [author] 22 Sep, 2014 @ 5:07am 
@Better then your medic. Nothing is required to run this mod except, of course, Vanilla Civ 5. If you have additional expansions or DLC then those replacement buildings will be activated.
Tobias 19 Sep, 2014 @ 9:21am 
Wait, do i REQUIRE Dlc's for this or can i get it on Vanilla?
UncivilizedGuy 4 Sep, 2014 @ 9:20pm 
A request: instead of replacing unique units, etc., how about creating an additional unique building for every civ?
QuesoNova 3 Sep, 2014 @ 6:04am 
salon for bnw
QuesoNova 30 Aug, 2014 @ 3:42pm 
direct download on civ 5 forum
framedarchitecture  [author] 24 Aug, 2014 @ 1:53pm 
@ArykvonStraln The Kasbah replacement is a huge advantage for Morocco because it can be built in ANY city, therefore can confer advantages on any map. The replacement still gives 1 Food on deserts, but also grants 2 gold, 2 culture and a bit higher defense than normal castles. As detailed in description, you can easily remove any replacements you don't like.
Aryk von Straln 24 Aug, 2014 @ 12:01pm 
Hmmm...shame about Morocco, if you're in the middle of a desert the original Kasbah is actually quite useful, a little extra food and production plus a fort as well? Why replace it like that when at least 2 other civs keep their unique tile improvements?

I'm not enttirely sure I'm going to get his even though I like the sound of at least half of these replacements (as a side note can you add more pics? Especially for the Morocco and Portugal replacements? It would be nice to know what kind of benefits I/we would be trading away the improvement for a new building.)
framedarchitecture  [author] 16 Aug, 2014 @ 9:31am 
@mfleming interesting.... I can probably come up with a workaround on that. (again lousy modularity from firaxis in BNW)
mfleming 16 Aug, 2014 @ 3:41am 
The German UB 'assembly plant' unfortunately does not count toward the 3 factories for ideology. Just the one small bug, but great mod thanks!
QuesoNova 10 Aug, 2014 @ 9:59am 
I JUST CHANGED SOME UU REPLACED.
framedarchitecture  [author] 9 Aug, 2014 @ 2:57am 
@=GenSec= Thoron See "How to Remove Buildings" in description above, which will allow you to restore the BW camps.
Seth 8 Aug, 2014 @ 8:39pm 
I like it except for the fact that you replaced Brazilwood Camps (the tile improvement that is crucial to Brazil's success at a culture victory).
williamsun1990 7 Aug, 2014 @ 12:55pm 
You must love CIV 4 a lot! Thank you!
Turboscopic 2 Aug, 2014 @ 2:35am 
I'll like it, I'll favorite it, hell- i'll even SUBSCRIBE to it... But I won't enable it,,, <3
framedarchitecture  [author] 1 Aug, 2014 @ 11:38pm 
@Pirate34 See my comment(s) below on how to restore deleted unique units.
Pirate34 1 Aug, 2014 @ 8:29pm 
Replace the minuteman instead of the B17; the B17 is actually useful. Hell I've played America a few times just to get B17s; never minutemen
Supernova 31 Jul, 2014 @ 2:09pm 
The building names remind of Civ IV. The Roman forum building was amazing in that game :)
framedarchitecture  [author] 30 Jul, 2014 @ 4:56pm 
@Jedi Ranger Kendor See my comment below for restoring deleted unique units.
Jedi Ranger Kendor 30 Jul, 2014 @ 11:58am 
Why the heck would you get rid of the B-17? That is an awesome unit that gives america the edge in the later part of the game.
Storm Commander 28 Jul, 2014 @ 10:33am 
Thanks! It drove me crazy that some civs only had unquie units. As soon as those units become obselote, that civ becomes a generic civ with the excetption of its UA.
Yhprum 27 Jul, 2014 @ 2:41am 
No Worries, thanks.
framedarchitecture  [author] 27 Jul, 2014 @ 2:11am 
@Yhprum Yes, this is possible. Follow directions above ("How to Remove Buildings") steps 1-2. Find the sql file of the Civ which you want to keep its deleted unique. In that file will be a line like DELETE FROM Units WHERE Type = 'UNIT_AMERICAN_B17'; . Delete this line and the unit or improvement will again be available to that Civ.

Keep in mind that if a Civ has more than 2 uniques, they will not all be visible in the setup screens.
Yhprum 27 Jul, 2014 @ 1:08am 
Cool mod. But is there a way to add the new unique buildings and keep the units/ buildings that they would have replaced?