Sid Meier's Civilization V

Sid Meier's Civilization V

34 ratings
Free Buildings When Researched
File Size
0.002 MB
Jul 3, 2015 @ 8:28am
Jul 3, 2015 @ 10:34am
4 Change Notes ( view )
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Free Buildings When Researched

Mod Description:

Don't you just hate it when it's mid to late game and you find a nice patch of land to colonise but when you found your new city you have to build all those pesky ancient era buildings again? Same goes for when you capture an enemy city, having to rebuild the granaries and libraries all over again. Well worry no longer as this mod aims to eradicate that problem.

Whenever you found a new city or capture an enemy city the city will instantly get all the buildings that you are able to construct based on your research and resources. (Does not construct wonders or national wonders/buildings).

For example, if you have writing researched then every city you found or capture will instantly get a free library.


Does not affect existing owned cities only newly found or captured ones.

This mod affects AI as in the AI will also get all the buildings they have unlocked from research when founding or capturing cities.

This mod can be considered OP. This was only created to get rid of the annoyance of having to build all the old buildings in new cities.

There should be no compatibility issues with DLC (works for vanilla, G&K and BNW) and other mods although I cannot guarantee that. The mod simply builds all available buildings in the building tables, assuming the prerequisites have been met and the building isn't a wonder/limited to one instance only. Therefore the mod works the same if you only have the vanilla buildings or if you have loads of extra buildings whether that be from DLC or mods.
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39 Comments Apr 12 @ 10:09pm 
Kind of broken, making new cities when starting in information era gives courthouses, seaports, harbors on inland cities you make.
RandomCrueltyGenerator Feb 6 @ 3:35am 
I agree with Creepy0000's suggestion.
Elvis Dec 24, 2018 @ 10:44pm 
Can you make a non DLC variant of this please?
Li Stonn Oct 27, 2018 @ 4:03pm 
Do AI players also receive this boost?
Noob Train Aug 23, 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.
Creepy0000 Jul 10, 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 Dec 1, 2016 @ 5:51am 
This would have been absolutely fun and OP to use if the AI isn't affected by it.
Noobking66 Feb 19, 2016 @ 5:02pm 
don't have bravenew world :steamsad:
Ledd_Bate Jan 5, 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.
BardzyBear Oct 27, 2015 @ 2:23pm