Sid Meier's Civilization V

Sid Meier's Civilization V

Free Buildings When Researched
37 Comments
BoiledInPilk 12 Apr, 2019 @ 10:09pm 
Kind of broken, making new cities when starting in information era gives courthouses, seaports, harbors on inland cities you make.
RandomCrueltyGenerator 6 Feb, 2019 @ 3:35am 
I agree with Creepy0000's suggestion.
FrogOnAHorse 24 Dec, 2018 @ 10:44pm 
Can you make a non DLC variant of this please?
Li Stonn 27 Oct, 2018 @ 4:03pm 
Do AI players also receive this boost?
Noob Train 23 Aug, 2017 @ 1:24pm 
This mod would really shine if there was either a whitelist or blacklist that the player could add or subtract buildings in. There are too many buildings that I don't want automatically added to my settlements. I now have the reverse problem of having to sell off buildings constantly in my cities. One problem traded for another. This mod isn't usable for me in it's current format. The concept is awesome though.
PlayerZeroFour 10 Jul, 2017 @ 1:55pm 
What if it was made so any buildings from ≥2 eras ago until modern era are given automatically, once modern era is reached automatically gain all buildings from previous era or before.
Cahos Rahne Veloza 1 Dec, 2016 @ 5:51am 
This would have been absolutely fun and OP to use if the AI isn't affected by it.
PireLime 19 Feb, 2016 @ 5:02pm 
don't have bravenew world :steamsad:
Ledd_Bate 5 Jan, 2016 @ 2:57am 
This mod is quite fun, even though it is OP as the authro warned. The only issue that caught me by suprise (because I didn't think the ramifications of this mod through) is that as I captured enemy cities during a protracted war, my overhead soared with the addition of all those free buildings. I found myself in the position of hastily having to go back through all my conquests and trying to sell off all the un-needed buildings as quick as I could. This was a difficult thing to do as you can only sell one building per city per turn.

Note that this wasn't readily apparent during the early ages (not that many buildings added.) But by the Industrial Age, it quickly got expensive to be a warmonger.

I'm not complaining, just pointing this out to all you "conquerer" player-types. Keep this in mind when you go on a war spree. Just remember that you'll need to decided WHAT each city you capture should be doing -and get rid of the buildings that don't help you achieve that goal.
Icelord 11 Oct, 2015 @ 12:26am 
mod does not seem to work for me nothing coming up at all when i just planted a new city i am almost max teck only like the last 6 or so research left to do
rolemaster 26 Aug, 2015 @ 11:53am 
@saitorosan nonsense. Of course I can sell but the nonsense remain. Here we are talking about a nice improvement not about something that would complicate the actions just to keep sense. The free costruction of "obsolete buildings" has sense, otherwise it's clearly unbalanced.
AstraScribe3797 17 Aug, 2015 @ 2:21pm 
@ W3E Bipolar Bear. That doesn't work because civ can only build one building at a time so even is citys that could build 3-4 low level buildings a turn it takes forever to get caught up.
Conekid 13 Aug, 2015 @ 9:19am 
What about only having free buildings if they are at least from 2 or 3 eras earlier? Example: Founded cities in the Renaissance era get free buildings from the ancient era(monument,shrine,granary)
Sheep Sheepington 31 Jul, 2015 @ 11:09pm 
I have a less OP idea, although I really like your concept.
All "obsolete" buildings will be constructed at an extremely increased rate (+50-75%?)
Darth Arminius  [author] 18 Jul, 2015 @ 12:22pm 
@Charsi By all means, use the files and make your version. I'm too busy on another mod. I made this as an anti-faff mod and I'm keeping it this way. Anyone that doesn't like a certain building simply sell it or don't use the mod.
Charsi 17 Jul, 2015 @ 11:52am 
Suggestion:

Don't make it all the buildings. Make it all the buildings one tier behind what your current tech lets you build.

So if you can build Temple, you automatically "have" a Shrine on city founding. This means you still have stuff to build, but it's current stuff, not OLD stuff.

I can help you with the logic if you'd like.
Grace of Thule 15 Jul, 2015 @ 9:40pm 
Thank you. I love to build wide empires. It's very difficult to wage war and expand when half of the fucking cities in your empire don't even have the basic infastructure needed for people to live.
PatriotGamer1776 15 Jul, 2015 @ 11:12am 
I agree with Sebbat, because this makes it so you can transition from tall to wide flawlessly.
WeedBlaster42069 13 Jul, 2015 @ 11:18pm 
i have an idea, how about when you found a city, you get all thebuildings from 2 eras ago? that reduces the overpoweredness.
bazingo! 10 Jul, 2015 @ 8:38pm 
This is a little overpowerd. Maybe only make most available? For instance, if you're in the modern era, sure every city you capture should have a monument and a library, but every one probably shouldn't have a bank or factory.
Freelance Gynecologist 10 Jul, 2015 @ 3:28pm 
Rome is worthless now.
b4578 9 Jul, 2015 @ 6:06am 
could you make a mode where it only makes culture, defense and production building, please
Darth Arminius  [author] 8 Jul, 2015 @ 5:29am 
@saitorosan Indeed, I think people fail to realise just how difficult it is to go through each and every building and check to see if you have built it in one fo your each and every cities and don't forget about the endless mods that add more buildings to the game. If people really don't want a specific building then just sell the building. I will try to make a version that only adds buildings of the era before but these other requests are too difficult and time consuming for something that is easily rectified by selling the building.
Ox Man 8 Jul, 2015 @ 2:30am 
Liberty's wet dream. If you don't want a building for some reason just sell it.
rolemaster 8 Jul, 2015 @ 12:10am 
I suggest a free acquisition only for the buildings already existing in all the cities. If I haven't yet built a particular building in all my existing cities why should I get it free in a new found one?
Darth Arminius  [author] 5 Jul, 2015 @ 12:31pm 
@bugge I will see if I could make a version that excludes military buildings.
Darth Arminius  [author] 5 Jul, 2015 @ 12:30pm 
@Tiberius D Maximus @adjacentengels Yes that would be possible, I could make a version that only builds buildings of the era before and perhaps a version based on the free buildings you get when starting a game in a later era.
Darth Arminius  [author] 5 Jul, 2015 @ 12:28pm 
@Nediak Indeed. It's more used for later times when you have your economy set up. Perhaps I could make a version where the effect only occurs after a certain time has passed/technology?
adjacentengels 5 Jul, 2015 @ 7:37am 
This is an awesome idea. Since you generally don't have every building built in any city, it seems odd that you would get every bnuilding, including ones that have just been unlocked. Having them only build buildings from one or even two eras behind your current max would be more in lione with your tagline of filling in all those pesky old buildings. As it stands it gives you everything, even if you haven't even had a chance to build one in your existing cities yet. Great idea, though.
bugge 5 Jul, 2015 @ 2:17am 
Maybe exclude Military buildings? Because that's more like a player friendly decision and I don't mind planning that myself.
Almalexia 4 Jul, 2015 @ 11:11pm 
Would it be possible to assign all the buildings associated with techs of a previous era upon the settling of a new city? In a way similar to how it is done when starting in a later tech era set in the game creation. I think that would be a bit more worthwhile in my opinion.
Nediak 4 Jul, 2015 @ 7:23pm 
the maintenence, it hurts
Darth Arminius  [author] 3 Jul, 2015 @ 10:41am 
Sorry for all the issues and updates/fixes. It finally works properly now (I tested it out on founding and capturing cities). Let me know if there are any other bugs/issues if you find them. Thanks and enjoy.
Darth Arminius  [author] 3 Jul, 2015 @ 10:37am 
I suppose. The mod will certainly make you and the AI more powerful quicker.
Toby Keko 3 Jul, 2015 @ 9:53am 
nothing is really OP if it works on the AI
Darth Arminius  [author] 3 Jul, 2015 @ 9:02am 
Yes it does. I guess that does reduce the OP somewhat.
We're Needed 3 Jul, 2015 @ 8:55am 
Does your mod affect the AI civs the same way?
If it does, that would keep it from being OP.