This post has been superseded by this post
I'll be tweaking these a lot, but I thought I'd get my current specs down for Resources and Buildings. Don't try to balance these in your head based on unmodded Civ5 -- it just isn't the same (those of you that have messed around with the early builds know how important food is). Also, I don't feel any strong need to "balance" resources in the sense that they all need to be of equal value. It's more important that they all are different and interesting in some way, or push you in a different development direction. I have not included cost for any buildings yet. It will probably look "high" because I'm devaluing production a bit (so that 1p is roughly 1g in value).
It's important to note that the mod
needs a lot of buildings to work right. This is due to the way it forces you to specialize in the tech tree and never lets you finish more than part of it. So there is a danger of running out of things to build. Suggestions are welcome.
Resources (map)
In some cases, the map resource has a different name than the tradeable resource (indicated by ->)
Horses (strategic) 2f1p; +1f2p with pasture
Cattle 3f; +2f1p with pasture
Sheep ->
Wool (luxury) 2f1g; +1f1p1g with pasture
Deer 3f; +3f1p with camp
Boars 3f; +3f1p with camp
Small Game ->
Fur (luxury) 2f2g; +1f2g with camp
Elephants (strategic) 2f1p; +2f1p with camp & Mounted Elephants
Fish 3f; +3f with fishing boats
Crabs 3f; +3f with fishing boats
Oysters ->
Pearls (luxury) 2f1g; 2f2g with fishing boats
Whales 1f1p; +3f1p with whaling boats
Wheat 3f; +4f with farm
Copper ->
Bronze (strategic; visible with Mining; tradeable with Bronze W.) 3p; +3p with mine & Bronze W.
Iron (strategic; visible with Mining; tradeable with Iron W.) 3p; +3p with mine & Iron W.
Blasting Powder (strategic; visible & tradeable with Chemistry) 3p; +4p with mine
Mithril (strategic; visible with Alchemy; tradeable with Mithril W.) 2p2s; +4p4s with mine & Mithril W.
Gold (luxury) 3g; +2g with mine
Silver (luxury) 3g; +2g with mine
Gems (luxury) 3g; +2g with mine
Salt (luxury) 2f2g; +2f2g with mine
Grapes ->
Wine 2f1g; +1f1g2c with vineyard
Bananas 4f; +4f2g with plantation
Dyes (luxury) 2g2c; +2g2c with plantation
Silkworms ->
Silk (luxury) 2g2c; +2g2c with plantation
Cotton Trees ->
Cotton (luxury) 3g1c; +3g1c with plantation
Spices (luxury) 1f3g; +1f3g with plantation
Sugarcane ->
Sugar (luxury) 3f1g; +3f1g with plantation
Incense (luxury) 3g1c(2 divine favor*); +3g1c(2 divine favor*) with plantation; *Azzandara followers only
Citrus Trees ->
Citrus (luxury) 3f1g; +3f1g with plantation; ships can cross ocean without risk of damage from scurvy
Yew (strategic; visible & tradeable with Archery) 2p; +2g2p with sawmill
Reagents (luxury; visible & tradeable with Thaumaturgy) 3s3mana; +3s3mana with gatherer's hut
Stone 4p; +2p1c with quarry; accelerates production of many wonders
Marble (luxury) 3p; +2p1c with quarry; accelerates production of many wonders
Resources (non-map)
Leather (luxury) 1 from Tannery (requires improved cattle, deer or boars)
Ivory (luxury) 1 from Ivory Carver (requires improved elephant or whale)
Ale (luxury) 1 from Brewery (requires farmed wheat)
Spirits (luxury) 1 from Distillery (requires improved sugar)
Porcelain (luxury) 1 from Kiln
Jewelry (luxury) 1 from Jeweller
Timber (strategic) from Timberyard (see below); also gain 3 for 30 turns after forest or jungle chop
Buildings
Heldeofol cities can build only a subset of buildings (indicated by “H”
--no reqs
Monument +1c
Warrens (Heldeofol only) +3f; +10%f after growth; +2f from jungle
--early specialist
Library (Writing) 1 scribe slot; +1c; +0.5s / pop
Marketplace (Currency) 1 trader slot; +1c; 1g per improved resource
Fair (Tradition) 1 artisan slot; +1h; 1c per improved gold, silver, gems, oysters, grapes, dye, silk
Amphitheater (Drama) 1 artisan slot; +2h2c
Forge (Bronze W.; H) 1 smith slot; +10%p melee; +2p per copper, iron or mithril
Shrine (Polytheism or Theism) 1 mana or divine favor; 1 disciple slot
-- early resource related (all req resource except granary and harbor; timberyard requires sawmill)
Smokehouse (H) +1f per improved deer, cows, boars, horse, fish
Tannery (H) +1p per improved deer, cows, boars; +1 leather
Ivory Carver (Hunting) 1 ivory; +1c per improved elephants or whales
Granary (Agriculture) +2f per improved wheat; +10% f
Saltworks (Mining) +2f per improved salt; +10% f
Stable (Horseback Riding; H) +2p per improved horse; +30% production horse-mounted
Elephant Stockade (Mounted Elephants; H) +2p per improved elephant; +20% production elephant-mounted
Hunting Lodge (Tracking) +1f1c per improved deer, boars, small game and elephants
Abattoir (Domestication) +2f per improved horses, cattle and sheep
Harbor (Sailing; H) +2f per fish or crab; 2g per improved pearl; 2p per whale; allows water trade
Timberyard (Milling; H) +1 timber per sawmill (+1 timber per 4 unimproved forest or jungle for Pantheistic civs)
Cotton Gin (Milling) +1p1g per cotton trees
Winery (Zymurgy) +1f2c per vineyard
Brewery (Zymurgy) +1 ale; 1c per wheat
Apothecary (Thaumaturgy) +1s1mana per reagents; +10% health
Mint (Coinage) +2g from gold, silver, mithril; +1g from copper, iron
Stone works (Masonry) +1p2c per stone, marble
--early policy dep
Mounds (Pantheism; Sídhe only) +2 mana
Gallows (Slavery; H) +2p; +2 happiness in occupied city
Governor’s Compound (Militarism; H) +2g; +2 happiness in occupied city
Tribal Council (Tradition; different race city only; H) +2 happiness
Forefathers’ Statue (Tradition; only in same-race city 100 turns after conquest) Ends occupation
-- other early (maint: 1g; 150p)
Lighthouse (Sailing and Masonry; coastal) +2g; +20% trade
Water Mill (Milling; river) +1f1p
Windmill (Milling; windy*) +1f1p; *a city plot is windy if at least 5 adjacent plots are flat without forest or jungle (including water)
Floating Gardens (Irrigation; adjacent lake) 2f per lake
Courthouse (Philosophy) +1h; +1h in occupied city
Walls (Masonry; H) +4 defense
Colosseum (Masonry) +2h2c
-- advanced specialist
Workshop (Iron Working; H) +6p; +10%p; 1p per copper, iron, mithril, blasting pwdr; 1 smith slot
Factory (Machinery; H) +25%p; 1 smith slot
Bank (Mercantilism) +30%g; 1 trader slot
Port (Navigation) +25%g; 2g per improved fish, crabs, oysters, whales; 1 trader slot
University (Academic Tradition) +6s; +20%s; 1 scribe slot
Laboratory (Alchemy) +8s; +10%s; 1 scribe slot
Theater (Music) +2h4c; 1 artisan slot
Opera Hall (Aesthetics) +6c2h; 1 artisan slot
Monastery (Monastic Tradition) +2c; +2 divine favor; 1c per wine, incense; 1 disciple slot
-- advanced resource related
Bowyer (Bowyers; H) 1p1g1c per yew; +20%p and +5xp archer units
Distillery (Chemistry) 1 spirits and 1c per sugar
Whalery (Whaling) +2f2p per whale
Armory (Metal Casting) +1p per copper, iron, mithril; +5xp melee units
Textile Mill (Machinery) +1p1g1c per improved sheep, cotton, silk, dye
-- advanced policy dep
Smiths' Guild (Guilds) +1p; +1p per smith
Traders' Guild (Guilds) +1g; +1g per trader
Scribes' Guild (Guilds) +1s; +1s per scribe
Artisans' Guild (Guilds) +1c; +1c per artisan
Disciples' Guild (Guilds) +1 mana or divine favor; +1 mana or divine favor per disciple
Adepts' Guild (Guilds) +1 mana; +1 mana per adept
Monastic School (Monastic Tradition) +2s
Slave Market (Slave Trade; H) +2g; Can sell slaves for 25g
Slave Stockade (Slave Raiding; H) +2p
Slave Knackery (Slave Breeding) Can render slaves for 20 production
Slave Beedery (Slave Breeding) Counteracts growth penalty for unhappiness by 50%; allows production of settlers regardless of unhappiness
Reeducation Camp (Servi Aeternam) Revolting units are eliminated or converted to slaves; a percentage of unhappiness points are converted to production points (if all cities have this, then total production gained = total unhappiness)
Barracks (Discipline; H) +5xp all land units
Jeweller (Crafting) +1g1c; +1 Jewelry; +1g1c per gold, silver, gems
Kiln (Crafting) +1g1c; +1 Porcelain
-- other advanced
Castle (Construction) +1g1c; +4 defence
Stronghold (Construction; Heldeofol only replacement for castle) +6 defence
Papermill (Literature and Milling) +2 science
Aqueduct (Construction) +20% health*
Public Baths (Construction; requires aqueduct) +1h; +10% health
Sewers (Engineering; requires aqueduct) +20% health
Printing Press (Machinery) +4 science
Observatory (Astronomy; adjacent mountain) +6s; +10%s
Shipyard (Shipbuilding) +20%p and +5xp ships
Hospital (Medicine) +40% health
Deep Farms (Knowledge of the Underdark) +3f from mines; +3f2p from mountains
-- constructed by Great People (Minor Works)
Foundry (Iron W.; Engineer, 8 turns, 160p) +3 production
Academy (Philosophy; Sage, 8 turns, 160p) +3 science
Festival (Calendar; Artist, 8 turns, 160g) +3 culture
Temple (Pantheism or Theism; Devout, 8 turns, 160p) +1c; +2 mana or divine favor
-- constructed by Great People (Great Works)
Cathedral (Architecture; Priest, 25 turns, 200p) +2c1h; +mod divine favor
Trade House (Mercantilism policy; Merchant, 25 turns, 200g) +mod% gold for foreign trade routes to this city
Military Academy (Professional Army policy; Warrior, 25 turns, 200p) +mod xp for land units produced in this city
Naval Academy (Ship Building; Sea Warrior, 25 turns, 200p) +mod xp for naval units produced in this city
*Health reduces the chance of disease or plague in very large cities; it has no effect on small to mid-sized cities (< 10 population)