Sid Meier's Civilization V

Sid Meier's Civilization V

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Buildings - Upgrade System
 
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0.005 MB
Jul 16, 2012 @ 5:53pm
Jul 10, 2013 @ 6:12pm
5 Change Notes ( view )

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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.
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336 Comments
SimpleSiren Mar 31 @ 12:37pm 
is it compatible with with communitas yet?
Zura Janai, Katsura Da. Mar 15 @ 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.
Raw Nov 27, 2017 @ 11:17pm 
Nvm, I gave a look at the screenshoot and I guess I understood now. Looks pretty balanced, thanks! :D
Raw 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.
The_Crazy_HoneyBadger Nov 7, 2017 @ 6:18pm 
Not compatible with communitas
__arcthiccfox 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).
__arcthiccfox 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 :)