Sid Meier's Civilization V

Sid Meier's Civilization V

Government Buildings
46 Comments
EMP21 21 Dec, 2016 @ 9:00am 
@davii.adams i use mac and other mods so if it messes with DLL which the crash seems to indicate, its unusable for me. Too bad cause it looks like a great mod!
davii.adams  [author] 10 Dec, 2016 @ 4:14pm 
@EMP21 Any specific occurance when that happens, or things just mess up from the start? I'll try updating this to a version I've had kicking about for a good while, but wasn't sure about, though there shouldn't be anything in this that should crash things off the top of my head.
EMP21 10 Dec, 2016 @ 1:55pm 
breaks my game
cojuba 5 May, 2014 @ 2:21pm 
what about a "can turn a great reformer into an additional spy" solution?
davii.adams  [author] 2 Nov, 2012 @ 4:40am 
Revised version pending.

Removes: Bottome Panel Info, Improvement Upgrades and Pioneer unit (all available as individual mods), Developer unit and Well.

Added: Informant and Great Informer units, better "Reform" info (Reform still inactive effect on game at present), Council Of Elders.

Given that mods appear to be reinstalled every time the game is loaded, the revised version WILL break saved games (assuming the reinstall issue doesn't do that already!), so this comment post is intended as a "heads up" :)
davii.adams  [author] 28 Aug, 2012 @ 9:23pm 
@Jason Try a new game with just this mod enabled - if the TXT_KEY issue disappears, then there's a conflict between mods.

I suspect a "well" is likely to be a common building add, so the next update will likely have it removed.
jasoncarraway 28 Aug, 2012 @ 6:53pm 
I have not built any of the Gov buildings because they all show a odd TEXT string any place they would give me a desc/effect. I have no idea what the well or any of the other buildings do.
davii.adams  [author] 27 Aug, 2012 @ 4:25am 
@Jeff The Well was actually something I threw in for testing that I forgot to take out again, but it helps with additional food per turn; +1 food per 2 population, if I remember correctly.

I take it you still have oddities with building info not showing up?
jeffreydawson2 26 Aug, 2012 @ 9:38pm 
What's the deal with the well? It doesn't seem to do anything.
jeffreydawson2 18 Aug, 2012 @ 9:52am 
Ok I tried the mod alone and all the building effects were displayed. However in my other game the effects still seem to be working fine so I'll just write them down or memorize them.
GenTac 15 Aug, 2012 @ 10:32am 
ok thx
davii.adams  [author] 14 Aug, 2012 @ 4:44pm 
@General Yes, it does require G&K, as the buildings have an effect on the Faith component, although you can get the Pioneer, Improvement Upgrades and Bottom Panel Info as seperate individual mods.

@jeff It may be that one of those mods has had a change since - I deleted my cache the other day, loaded up and, of course, the mods I'd subscribed to were all reinstalled. I'm beging to wonder if that kind of scenario is what's throwing a spanner in the works, especially since a great many of the mods available have been ongoing for a considerable time now.
jeffreydawson2 14 Aug, 2012 @ 9:39am 
I haven't tried that yet, but I've played a game before with several other mods, and now im playing with those exact same mods and it's messed up.
GenTac 14 Aug, 2012 @ 7:26am 
Does this require G&K
davii.adams  [author] 13 Aug, 2012 @ 7:56pm 
@jeff Is this still the case if you start a game with only this mod enabled?
zz4564564 11 Aug, 2012 @ 8:59pm 
good
Zxamike ◥◣ . ◢◤ 11 Aug, 2012 @ 8:33pm 
@davii.adams thanks i just got the game and played a few rounds this looks cool will try it out later
davii.adams  [author] 11 Aug, 2012 @ 8:32pm 
@zz Thanks :)

@zx456564 Click on "Subscribe" and the next time you choose Mods in the opening game menu, it will automatically download.
Zxamike ◥◣ . ◢◤ 11 Aug, 2012 @ 6:51pm 
sorry if i look like a noob but how do i download this? i dont see a button or maby im just blind
zz4564564 11 Aug, 2012 @ 6:38pm 
good
davii.adams  [author] 5 Aug, 2012 @ 2:45pm 
I'm in the process of splitting off some of the components, having just uploaded the Pioneer unit and Bottom Panel Info aspects as individual mods, but still trying to track down the niggles with the Enhanced Mine etc.

It may be the case, that Faith will simply be ignored by the vanilla version game and not cause any issues (the icon for it has been there since day one etc), with references made in Tooltips/Civilopedia still being visible and so on.
Sol 3 Aug, 2012 @ 10:11pm 
removing faith references should fix it - i still have the older vanilla files but there have been changes since then. One of my fav mods.
davii.adams  [author] 3 Aug, 2012 @ 4:25pm 
@mars I'm considering making parts of the mod seperate, so that there's greater opportunity to use them, but with the core buildings in Government Buildings, the effect on the Faith element would likely cause issues without G&K.
OrsonPoe 3 Aug, 2012 @ 1:36pm 
Is there a way to have government buildings to work with or without G&K?
davii.adams  [author] 3 Aug, 2012 @ 10:00am 
@iamaplayer Yes, you'd just need to alter the references to the clock in those two files.

I'd put it in originally, because I was finding that either the top panel was becoming too crowded, or that one-too-many mods were changing TopPanel files and I'd be left with no clock :)
iamaplayer 3 Aug, 2012 @ 2:53am 
Awesome mod here, however, I can't stand the clock either, besides, I use a top panel clock already. To remove it, are its references only in the BottomPanel LUA and XML files (2 files)?
Sol 26 Jul, 2012 @ 7:47pm 
I bet the AI thinks that "Mine is the OPTIMUM method" of resources so it doesn't consider Advanced mine - i wonder if changing the flavors would make a difference?
davii.adams  [author] 26 Jul, 2012 @ 7:35pm 
Yeah, no idea why that is yet, as you say, the game acknowledges the resources fine and the Enhanced Mine definately produces higher yields, so I've missed something somewhere. Assuming it's not some odd quirk with the game of course, but hopefully it's just an oversight by me somewhere.
Sol 26 Jul, 2012 @ 8:51am 
The one problem is that when you have an Enhanced mine on Iron and you can build a mine over it instead, it tells you to build a mine, connecting the iron (as though the game doesn't know enhanced mine DOES add the iron).

Ive started using this mod again and forgot how fun it is - Currently i am dabbling into a new form of witchcraft, called LUA. This, the devils evil work will hopefully be merciful upon me as i work to add Era based prereq instead of tech based prereq.
davii.adams  [author] 26 Jul, 2012 @ 4:26am 
I may well do, possibly more so the Pioneer unit, as I'm still tweeking the improvement aspect - player workers still have a nasty habit of changing Enhanced Mines for standard ones, but I don't see this with the AI. All a bit odd!
Sol 24 Jul, 2012 @ 7:35am 
yes, him and the system of upgraded improvements in general.
davii.adams  [author] 24 Jul, 2012 @ 7:27am 
@Thadian Do you mean the Pioneer unit?
Sol 23 Jul, 2012 @ 4:57pm 
When i started prying into the XML, i learned this is a LOT more than "just a few buildings" - however i would suggest releaseing the Civil Engineer component as a stand-alone. It is good enough to be used with every mod in my opinion.

Thanks for the answer - im trying to make a "buildings" based mod of my own and im having a tough time understanding the parameters, but im getting it better.

I have college coming up in a few weeks so i need to excercise my brain from sumemrs break and get myself back into learning condition.
davii.adams  [author] 23 Jul, 2012 @ 4:44pm 
The first dictates that for a city to be able to build the Central Office, it must already have a Government Office.

The second requires all cities to have built a Government Office in order to unlock the Central Office.

This is the same setup as not being able to build the Heroic Epic until all your cities have a Baracks, for example.
Sol 23 Jul, 2012 @ 3:55pm 
<!--Pre Requisit Buildings-->
<Building_ClassesNeededInCity>
<Row>
<BuildingType>BUILDING_CENTRAL_OFFICE</BuildingType>
<BuildingClassType>BUILDINGCLASS_GOVERNMENT_OFFICE</BuildingClassType>
</Row>
</Building_ClassesNeededInCity>
<Building_PrereqBuildingClasses>
<Row>
<BuildingType>BUILDING_CENTRAL_OFFICE</BuildingType>
<BuildingClassType>BUILDINGCLASS_GOVERNMENT_OFFICE</BuildingClassType>
<NumBuildingNeeded>-1</NumBuildingNeeded>
</Row>
</Building_PrereqBuildingClasses>

What is the intention in this line, if i may ask? Also, what is the difference between Building_ClassesNeededInCity and <Building_PrereqBuildingClasses>?

I like how its coming and i can't wait to see reform in action.
davii.adams  [author] 21 Jul, 2012 @ 11:03am 
And for the AIs to take a view on those you do/don't pick, in hope of making the AI a bit more understandable, but again, long way off yet. I've some ideas on how to do it, so who knows :)
Loffas 21 Jul, 2012 @ 4:22am 
Ah got it. sounds like a vrely good idea though. Stipulate laws to form your nation as you whant. I haven´t made any moods myself, get that it can be a hazzle. But if you make it some time, I will play it.
davii.adams  [author] 20 Jul, 2012 @ 8:33am 
Reform is something I'd started working on as something that would work in a similar manner to Social Policies, but that could be both selected/de-selected as the player saw fit, depending on how their game was going and would not be cummuliative. The more you produced, the greater number of Statutes you can select and so on.

After patch 674/G&K changed a things, I had to get an amended version up and running for people to make use of and it was just easier to leave the Reform aspect in at whatever point I'd got to.

I'm still working on it, although it could be some time before it's useable (due to the limited access to the core game files) or could be ditched altogether, if it's too big a job.
Loffas 20 Jul, 2012 @ 7:31am 
What does "Reform" do???? (Example: Government office give +3 Reform)
Dosn´t say anywhere. Not here, not on any webpage or in the game. It´s like looking for the holy graal :)
davii.adams  [author] 19 Jul, 2012 @ 12:26pm 
FIXED:

Minor issue whereby Influence tooltip would not work if player influence was in minus figures and Minor Civ had not met any other Major civs.

Friends/Allies thresholds corrected for Influence tooltip.
Sol 8 Jul, 2012 @ 1:12pm 
I get it, but i wonder why i was able to get them all on turn one.

I used to build 3 cities, some archers then rush out the government tree - once i even bought a supreme court. once, me and a friend played with this, and we rigged a map to give everyone 1k culture, 300 faith, 3k gold - and i bought the government buildings with my gold, which in turn gave me the gold i needed for prolonged maintenance.

But for the purpose of a normal game, your right that "tech requirements" are a good thing, i just miss the old way of "get it all now!" I still can't tell you how i built supreme courts and magistrates without even having writing yet... XD
davii.adams  [author] 8 Jul, 2012 @ 7:45am 
It's a bit odd, as units/buildings tend not to show up at all if something has conflicted with a tech. The original idea, was to give a little bit of help upon getting to the Medieval era, where I used to find things could really bog down with gold or happiness.

I'm hoping the "Reform" aspect might be able to get tied in to diplomacy, whereby the AI takes a view on how you run your Civ's government, with the Statutes not being locked, unlike Social Policies. It's a long way off and possibly not doable properly until the game code gets released, not to mention I'm not a hardcore modder, but hopefully something will come of it :)
Sol 6 Jul, 2012 @ 5:50pm 
at first, the office and one of the others was availible and the others could be bought afterwards with a few dependencies, the "wonder" could be bought with gold as well. As of now, it runs smooth im just not used to waiting - i got into the habit of building those instead of cultural buildings...
davii.adams  [author] 6 Jul, 2012 @ 8:07am 
It's always had [vanilla] tech prereqs, otherwise all the additional buildings/units would be available from the first turn, so I'm a bit lost. Might need to give you a shout on CivFanatics to ask about how it was working for you originally.
Sol 5 Jul, 2012 @ 1:51pm 
This mod has tech prereqs, the origonal didn't - i guess no more early governments eh? The origonal version was compatible with everything, in part because it didn't use tech prereqs, just building ones so you could use a total conversion with a different tech tree and this mod still worked.
gregoryathome 25 Jun, 2012 @ 4:56pm 
I look forward to the finished version - the original mod was excellent.