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Buildings - Upgrade System
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Jul 16, 2012 @ 5:53pm
Jul 10, 2013 @ 6:12pm
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Buildings - Upgrade System

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In 1 collection by BlouBlou
Bloublou's "Utility" Collection
25 items
Description
This mod add a new concept to the game: 'Upgrading Buildings'.

It allows a city to upgrade existing buildings, improving the base bonuses but increasing the maintenance.



Features:
  • Every 'base' building can be upgraded individually, in each city. You start an upgrade the same way that you build a building.

  • Of course, Upgrading a building requires having the base building in the city.

  • In general, the upgrade will improve the building functionality by 50% but will increase Gold cost of maintenance by 100% with few exceptions.

  • Upgrading too many building will cost you a lot of building maintenance so plan carefully and think before investing in upgrades.

  • You can sell an upgrade the same way you sell a building.

  • The upgrade system is properly 'Flavored' meaning that the AI will use the system properly and will incorporate them in their strategy like any vanilla building, depending on their flavor profile. It also mean that your Advisors will recommend them to you when they calculate that it worth the cost. (see screenshot)

  • For some buildings, visuals effect will be applied on a city when upgrading (see screenshot)

  • Works with all special building of any civilization , like the Egyptian Burial tomb could be upgraded just like any temple can be.

  • Civilopedia is fully functional and include upgrades (see screenshot)

Notes:
  • Gold providing building cant be upgraded (for an obvious reason).
  • All building that require a special ressource or terrain werent included for balance reasons.
  • Some Modern/Atomic Age building weren't included for balance reasons.
    Additional informations:
    - As said earlier, invest in upgrades wisely and slowly as you can absorb more building maintenance cost.
    - The upgrade can be used in many strategic way, Upgrade that shrine at start for a faster religion, take the time to fully upgrade your granary and grow faster, or simply, in big cities when you have built everything and yet you are still rich.
    - You could also use them to continue upgrading your yields from building while not being forced to build other cities (for cultural victory purposes for example)
    - The mod support english and russian language (Thanks to THER for the russian translation)

Compatibility:
  • Requires Gods and Kings Expansion
  • Compatible with Brave New World Expansion

Other Mods from the same author:
  • You can find all my 'Utility' mods here, along with other collections:
    If you want to rate the mod at the top of the page, it's always appreciated =)

Troubleshooting:
  • Here are the basics if you are a beginner with civ 5 Mods: Mod Install Tutorial [forums.civfanatics.com]
  • If you have a problem with a mod, the first step is always to test the mod alone before reporting any bugs.
  • All mods from all my collections are compatible together.
  • If you have troubles downloading the mod in game, it's a common cache issue, follow these steps to fix it:
    1) Unsubscribe The mod, exit steam and civ 5 completly
    2) empty your mod folder : C:\Documents and Settings\[YOUR USERNAME]\My documents\My Games\Sid Meier's Civilization 5\MODS
    3) Delete the 'Civ5ModsDatabase.db' file located at: C:\Documents and Settings\[YOUR USERNAME]\My documents\My Games\Sid Meier's Civilization 5\cache
    4) Restart steam, subscribe, restart civ 5.
283 Comments
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BlouBlou  [author] May 14 @ 1:27pm 
@-1 Stability Hit

Yes it does!
-1 Stability Hit May 14 @ 1:54am 
does The Glory of Rome give 25% discount to upgrades?
Bill Cipher May 3 @ 3:28am 
BlouBlou do you need help with Ukrainian Translation or Belarusian Translation?
BlouBlou  [author] Feb 3 @ 5:44am 
@The-camshaft

It is compatible with unique building from custom civ yes. The building upgrades are applied to the building class. If you have a unique temple for example, you will able to build an Upgrade-temple over you unique temple.

Regards.
The-Camshaft Feb 2 @ 9:29pm 
This is a fantastic idea and mod, nice work. Question though, is it compatible with other mods? For example, can I download new leaders and will their new unique buildings be compatible? I'm assuming not but it would be possible to code this in with a simple script that determines of the building creates gold or not (and to not allow upgrades for those buildings).
Monkey Magic Jan 28 @ 1:13am 
Quick question: how many tiers of upgrade are available, and have you considered limiting upgrades based on era level?
BlouBlou  [author] Jan 21 @ 10:50pm 
Common mistake when translating french to english, its a fonction in french :) thx for pointing it out G :)
armeggedonCounselor Jan 21 @ 10:37pm 
Sounds awesome - but I need to put on my G arm band and say: It's spelled functional. You can remember it by remembering that the mod isn't very *fun* if it doesn't *fun*ction. Cheers!
root Jan 17 @ 4:03pm 
Thank-you. This reminds me of the building upgrades way, way back in colonization (the Amiga / DOS version, not the Civ 4 re-make).
Warrick667 Dec 19, 2014 @ 6:37pm 
I've found a minor incompatibility (consistently crashing around turn 20 or so) between this mod and JFD's Prussia civilization. I'm guessing this is due to Prussia's UA, which gives military buildings specialists. It doesn't bother me too much, and isn't a serious issue, but I'm just posting this so you can list it as incompatible in the description (if you want of course).