Sid Meier's Civilization V

Sid Meier's Civilization V

Buildings - Upgrade System
343 Comments
Chance Mar 4 @ 8:08am 
I really like this idea but the increase of maintenance is just too hard early game, it deletes my economy so I find myself not ever upgrading buildings
Blue64 Sep 8, 2021 @ 5:21am 
Actually, I think he was asking why the buildings weren't benefiting from policies which affect all buildings of certain types, did you additionally consider re-uploading a different version which includes a bundle of your stable versions of your Mods?
Taylor2.0 Oct 24, 2019 @ 2:42pm 
Upgrades People Upgrades
FFHK NL Nov 28, 2018 @ 12:52pm 
Yeah, it was a conflict. It conflicted with the mod that autobuilt like libraries and markets so you wouldn't lose stuff like the Dutch East India company when you settled a new city.
BlouBlou  [author] Nov 28, 2018 @ 5:46am 
@Civ5

Looks like a mod conflict. Make sure you have at least god and king expansion or brave new world. Start a fresh new game with only this mod enabled and it will work
FFHK NL Nov 27, 2018 @ 6:59pm 
Every time I start a game my city is filled with upgrades by default and my gold is stuck at -25 and I can't sell the upgrades.
the cobras May 30, 2018 @ 4:57pm 
Would this work in conjunction with a mod that lets me build two of the same buildings 🤔
SimpleSiren Mar 31, 2018 @ 12:37pm 
is it compatible with with communitas yet?
TheDementedSalad Mar 15, 2018 @ 6:49am 
Mod doesn't seem to be working for me :( tried doing all the troubleshooting. I am able to download the mod and put it on, but none of the upgrades are appearing anywhere in my games or the civilopedia.
Cringe Isekai Enjoyer Nov 27, 2017 @ 11:17pm 
Nvm, I gave a look at the screenshoot and I guess I understood now. Looks pretty balanced, thanks! :D
Cringe Isekai Enjoyer Nov 27, 2017 @ 11:16pm 
I have a question: some buildings may be obtained for free through policies. Does this building Start costing something when upgraded? If so, does them cost double or the initial free bonus is still free?

I just want to know because if it readdds the initial building cost for free buildings, then the mod destroy some of the game most valuable plays, while if it don't add any cost at all it might become OP for those few free buildings one might get.
Putin's Femboi BF Nov 7, 2017 @ 6:18pm 
Not compatible with communitas
w Jul 30, 2017 @ 2:35am 
Ohh thank you. I will try to use it with Communitas and see if it still utilizes the mod. Thank you for answering even though It was memerely who didnt read the entire description lmao
BlouBlou  [author] Jul 29, 2017 @ 3:55pm 
@lil.foxy

Yes :) as explained in the mod description:

- 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).
w Jul 27, 2017 @ 1:38pm 
Does the AI take advantage of this, and utilize this during gameplay?
x Princess Leliana x Jul 21, 2017 @ 4:42pm 
I did using the mod page, its the only one active, its not working. I was using ita month ago, started a new save, and it doesnt work.
BlouBlou  [author] Jul 21, 2017 @ 4:16pm 
@x Princess Leliana x

Dont forget to start your modded game from the MOD menu and NOT from the single player menu.

This mod is fonctional, it has over 100 000 users and is stable since 2013 :)
x Princess Leliana x Jul 21, 2017 @ 4:49am 
Tested it on its own (no other mods enabled) and it doesn't work, no upgrade buildings in sight.
Mikael Apr 15, 2017 @ 3:19am 
I like upgrading the building, but what if I can not hit AI with it? It's very worrying.
Devilspy Mar 26, 2017 @ 1:43am 
Hey um were can i get this manualy cause i have bought the civ 5 disk from a friend and he already activated in his stea account and i cannot use the steam workshop page :(
CMDR Emotions Oct 8, 2016 @ 8:21pm 
I remeber this just being an idea on some forgotten thread. Started with electricity then moved to having to upgrade buildings and build tile improvments to provide it for citys.

Found this by looking for mods to dissable AI from starting religion (Dont ask I get tired of it when they send prophets and you already have no faith or are waiting on a prophet yourself.) and was supprised to see it made by you.
BlouBlou  [author] Jul 4, 2016 @ 6:22pm 
@BadIdeas

For the same reason why Gold providing building in Civ 5 dont have maintenance...

A market give 1 gold and cost No maintenance.

What would a market upgrade give?
+1 gold +1 maintenance?
A free +1 gold with no downside?

Also, from the mod description:

- 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)
BadIdeas Jul 3, 2016 @ 5:56pm 
someone explain to me why this is obvious? "Gold providing building cant be upgraded (for an obvious reason)." I play on deity and am almost always short on gold, thereby rendering this mod useless as it doubles maintainence costs without giving me an increased revenue.
BlouBlou  [author] Jan 27, 2016 @ 2:30pm 
@cashh.maar

Именно это , потому что я хотел работать с пользовательскими цивилизаций .
Cashh Jan 27, 2016 @ 10:19am 
Неплохая задумка, жаль, что с национальными постройками названия не согласуются.
BlouBlou  [author] Jan 14, 2016 @ 12:18am 
@Bogun

Just set your game in russian, it will detect automaticly and adjust just like normal game texts
Bogun Jan 13, 2016 @ 10:46pm 
how to make the Russian language?
StormyStrife Jan 3, 2016 @ 2:30pm 
I'll ask again; Is this compatible with Multiplayer? Can I use it in that mode?
BlouBlou  [author] Dec 31, 2015 @ 11:54am 
@WolfWhitefire

Upgrades are physicly separated from their building. You build it and you can sell it and it got its own maintenance part.

an upgraded barrack will have two part:

the barrack: 1 maintenance, 14 exp bonus
the upgrade: 1 maintenance, 7 exp bonus.

Unique building work the same way as normal building, as they still count for a base building. A unique barrack is still a barrack and can be upgraded.

For free building that has no maintenance from policy or wonder the upgrade would work as above:

The Barrack (Free): Free, 14 exp
The Upgrade: 1 maintenance, 7 exp

So only the base building is free.
WolfWhiteFire Dec 31, 2015 @ 9:58am 
What about buildings that you get free either due to wonders or because they are unique buildings? Would upgrading them give them a maintenence?
StormyStrife Nov 27, 2015 @ 9:04pm 
IS this compatible with multiplayer?
II Nov 24, 2015 @ 9:56pm 
Thanks for responding so quickly, but it turns out that there was no problem at all and I had actually downloaded the mod already (got confused by the others I'm using) and was just too hasty to write ^.^. Not so classic I guess hah.
Anyway looking forward to playing it with some other nice improvements to the standard civ!
Cheers
BlouBlou  [author] Nov 24, 2015 @ 9:00pm 
@II

Hi, thanks for your subscribe and comment :)

About your mod steam download problem, it is a known classic cache bug, if you do the steps written in the troubleshooting section of this mod description, you will fix it.

Regards

II Nov 24, 2015 @ 6:58pm 
This looks like a great mod, so I am subscribing, however downloading through steam does not work for me. Is there perhaps another place I can find this mod (and possibly another utility mods of BlouBlou) in?
merendero Nov 1, 2015 @ 5:36pm 
No problem my man, just checking. Thanks for the quick response. :clementineelf:
BlouBlou  [author] Nov 1, 2015 @ 1:45pm 
Mordecai Bot

Hi Morde, glad you like the mod =) thanks for your comment.

About what you ask, of course if i would have the possibility of easily adding a new tab i would have done so. Unfortunatly that is something that is more complicated, it would probably requires some Lua programming and UI alteration. A lot more work than the current implementation.

Thats why i opted for the easy way by using a suffix. making the mod Lua free and only SQL based, wich make the mod more stable and compatible.
merendero Nov 1, 2015 @ 12:05pm 
Great mod man, nice work. I liked all the additional options you have to enhance the city. Is it possible to create another "Tab" on the city production column? You have the Units, Buildings and Wonders right, and then you could have the Upgrades tab. The Buildings tab gets kind of clustered with the big amount of options. Just for a more clean visual.
BlouBlou  [author] Oct 25, 2015 @ 4:19pm 
@Turbo215

Glad you figured it out! My pleasure for the mod. :)
Turbo215 Oct 25, 2015 @ 1:08pm 
Fixed the problem. It was happening because the communitas mod deleted the building classes of those five buildings (for whatever reason) so you needed a building that didn't exist (or already did?) anyway i removed that and both mods have been working fine. Thanks for this mod in the first place.
Turbo215
Turbo215 Oct 24, 2015 @ 3:14pm 
Thanks (again) for the quick reply and all of your help, I will test it tomorrow.
Thanks agin.
Turbo215
BlouBlou  [author] Oct 24, 2015 @ 3:11pm 
@Turbo215

You were talking about altering the mod locally?

Since upgrades works like normal building, they simply have a property in the xml that is set. Upgrades - Shrine will have the property "required building" set to : Shrine. It is coded the same way as normal buildings in the vanilla game: ex: Temple "required building" set to: Shrine.

Because of this fact, i couldnt think of any way to change that, to make it compatible.

Try it alone as you said for starter to verify if its indeed an incompatibility.
Turbo215 Oct 24, 2015 @ 2:47pm 
Thanks for the quick reply. I will double check tomorrow without any mods to see if it happens but I was mainly wondering if there was a fix seen as it only happens with those 5 buildings and to confirm I did start in the ancient age.
Thanks for the reply
Turbo215
BlouBlou  [author] Oct 24, 2015 @ 2:17pm 
@Turbo215

Hi Turbo.

Just verify something first,

Did you start you game at Ancient Age or did you choose a later age? starting later, give you free building in your cities, and also "obsolete" building from earlier age so that your city is comparable to one you would have built from the start. So maybe thats why your are able to build upgrades.

If thats not the case, try testing the mod alone. Start a quick fresh new gamne with only this mod enabled, if the upgrades behave properly then you are right, you have an imcompatibility issue and you will be forced to choose between the 2 mods.

Thing is, communitas mods are big mods that alter everything and leave little spaces for other mods. I prefer creating many littles mods to avoid these incompatibilities are let the player choose what he wants.

In any case, hope its the first option in your case

Good luck!
Turbo215 Oct 24, 2015 @ 8:30am 
I'm having an issue with your mod (i almost guarantee it is down to the fact that i am playing with the communitas enhanced gameplay mod) in that from the start of the game the upgrades for the shrine, monument, museum, ampitheater and opera house are available without having built any of these. Is there any way i could fix this easily or would it be too difficult.
Thanks in advance.
Turbo215
BlouBlou  [author] Sep 12, 2015 @ 12:31pm 
@Chaos

What i meant was, civ 5 doesnt officialy support it, there is no option to create a modded multiplayer game from the multiplayer menu.

You have to follow a procedure elaborated by the community to trick the game into making it work. That being said, in the mod code there is nothing in particular that could prevent or enable a mod from working in multiplayer. There is only a unused flag in the mod info wich is called "multiplayer" and its set to "yes" in every mod i made.

Example:

What could i change in a 4 lines of code mod that change a game variable from 30 to -1. There is nothing in the code except the mod effect. I have no levers.

The issue with the multiplayer "trick" is probably related to the game core dll wich we, modders, dont have access to.

Maybe im wrong, since i dont know much about multiplayer modded game, you seem to know more on the subject, so if you have any suggestion, i am of course open to that.

Hope it clears it up! , Good day.
Big Boy Braeden Sep 12, 2015 @ 9:19am 
It actually does. Many of them can load into the Civ 5 multiplayer section; however, yours doesn't seem to work. Could we work on a fix together? I would love to see this mod in multiplayer.
BlouBlou  [author] Sep 11, 2015 @ 9:53pm 
@Chaos

Civ 5 doesnt support mod in multiplayer. As you can see in the interface, the mod menu is only in the single player menu.
Big Boy Braeden Sep 11, 2015 @ 9:35pm 
Does this mod work in multiplayer because I am having issues...it's not loading in at all.
Swerve186 Jul 17, 2015 @ 10:09pm 
Is there anyway you could work with hulfgar on his extended edition mod and add compatibility with his and your mod, that would be dynamite
BlouBlou  [author] Jul 11, 2015 @ 9:11am 
@Jarms

Check the whole collection, maybe something else will interest you:

http://steamcommunity.com/workshop/filedetails/?id=82028925

Good day!