Sid Meier's Civilization V

Sid Meier's Civilization V

381 ratings
Industrial Building Pack
   
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131.827 KB
24 Jun, 2014 @ 2:01pm
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Industrial Building Pack

In 1 collection by thecrazyscotsman
New and Enhanced Buildings
14 items
Description
Alternate download here[www.thesewall.com].

This mod adds several new buildings to the Industrial era, including buildings which further improve local resources or provide strategic resources.
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Textile Mill
+3 Production
+1 Production on Sheep, Silk, and Cotton
+2 Gold on Dye.
City must have an improved source of Sheep, Silk, or Cotton
Requires Industrialization

Grocer
+2 Food
+5% Growth
+1 Food on Bananas and Citrus.
City must have a Market.
Requires Biology

Chemist
+2 Science
+10% Science
City must have a University
Requires Fertilizer

Ranch
+2 Production
+1 Food and Gold on Sheep, Cows, and Horses
City must have a Stable
Requires Steam Power

Industrial Mine
+3 Production
+3 Coal
Maximum of 3 can be built
Requires nearby Mountain
Requires Dynamite

Coastal Battery
+8 City Defense
+25 City HP
Must be built on Coast
City must have an Arsenal
Requires Dynamite
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FAQ
Q. I'm having a problem, can you help troubleshoot?
A. Please follow the steps on this page[forums.civfanatics.com]to troubleshoot. Additionally, please enable logging to provide more details on what problem you are having if you cannot fix it by following those steps.

Q. How do I enable logging?
A. Open the config file located here: C:\Users\x\Documents\My Games\Sid Meier's Civilization 5. Search for "Enable the logging system" and set it to "1". Logs will be located at C:\Users\x\Documents\My Games\Sid Meier's Civilization 5\Logs -- "Database" is one of the first logs you should check.

Q. Does this conflict with any mods?
A. These mods do not have any known conflicts unless you are using another mod which adds a building of the same name. It will also conflict with any mod which removes any of the prerequisite technologies.

Q. What is the compatibility?
A.All DLC packs are optional. Main versions of the game are below:
  • BNW - optional
  • G&K - required
  • Vanilla - not compatible

Q. Does this support multiplayer.
A. No, unfortunately.

Q. Can I use your mod in mine?
A. Yes! You don't even have to ask. Please just include me in your credits.
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!