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Additional Buildings 1.4

Adds 55 new buildings

  1. Horem

    Horem Chieftain

    Joined:
    Apr 1, 2010
    Messages:
    1,716
    Location:
    Wales, UK

    Ancient Era Buildings:
    • Statue - 1 Culture and 1 Great Artist Point
    • Trappers Hut - 1 Food, Furs and Deer provide +1 Food and +1 Production.
    • Herbalist - 1 Gold, Truffles and Gypsum provide +1 Gold
    • Tavern - 1 Housing, 1 Amenity, 1 Gold, -1 Production, Wheat and Wine provide +1 Gold
    • Training Ground - Military Training, -1 Housing and 2 Maintenace.
    Classical Era Buildings:
    • Scribes Shop - 1 Gold, 1 Science, 1 Amenity and 1 Citezen Slot.
    • Stone Mason - 1 Production, Stone and Marble provide +1 Production.
    • Plaza - 2 Culture, 1 Amenity, 1 Citizen slot and 1 Great Artist Point.
    • Inn - 3 Gold, 2 Housing, 1 Amenity, -1 Production, Sugar and Citrus provide +1 Gold.
    • Apocathery - 1 Gold, -1 Faith, Mercury and Incense provide +1 Gold.
    • Tailor - 1 Gold, 1 Amenity, Sheep, Cloth and Dyes provide +1 Gold.
    • Butcher - 1 Gold, Sheep and Cattle provide +1 Food.
    • Forge - 1 Production, Iron and Copper provide +1 Production.
    • Fish Market - 1 Gold, Fish, Crab and Pearls provide +1 Food.
    • Training Camp - Advanced Training, -2 Housing and 4 Maintenace.
    • Farmstead - 1 Housing, +3 Food and 1 Maintenance
    Medieval Era Buildings:
    • Dungeon - 2 Amenity, -1 Culture, -2 Food, 3 Maintenance.
    • Healers Hut - 1 Gold, -2 Faith, Salt and Spices provide +1 Gold
    • Lodge - 3 Gold, 3 Housing, 1 Amenity, -1 Production, Gypsum and Rice provide +1 Gold
    • Manor - 1 Gold, 1 Production, 1 Citizen Slot, Perals, Diamonds and Silver provide +1 Culture
    • Monastery - 2 Faith, Wine, Wheat and Sugar provide +1 Faith.
    • Cook Shop - 1 Gold, Wheat, Rice and Banana provide +1 Food
    • Smithy - 1 Production, Iron and Coal provide +1 Production.
    • Tinker - 1 Gold, Copper, Jade and Ivory provide +1 Gold.
    • Tournament Ground - Special Training, -3 Housing and 6 Maintenace.
    • Papermill - +1 Production, +1 Production to Lumbermills, must be built next to a river. 2 aintenance.
    Renaissance Era Builldings:
    • Restaurant - +2 Gold, +1 Gold to Farms.
    • Farmers Market - +2 Food, +1 Food to Farms.
    • Jail - +2 Amenities, Garrisoned Units provide additional +1 Amenity.
    • Country Estate - +2 Housing, +2 Citizens, +1 Gold, Production, Culture, Plantations provide +1 Culture. National Wonder Max of 4. 3 Maintenace.
    • Beerhouse - +3 Gold, -1 Production. Adjacent Neighborhoods provide +1 Gold.
    • Fishmonger - +2 Gold, Fishingboats provide +1 Food.
    • Coffeehouse - +2 Gold, +1 Gold on Coffee and Tea.
    • Firehouse - +1 Amenity, extra +1 Amenity if built next to a River. 2 Maintenance.
    • Jeweller - +2 Gold, +1 Culture, +1 Gold on Silver, Pearls and Diamonds.
    • Military Academy - Additional Bonus, Elite Training.
    Industrial Era Buildings
    • Foundry - +2 Production, +1 Production on Coal, Iron, Copper and Aluminum. 2 Maintenance.
    • Doctors House - +3% Growth, +1 Science and Culture.
    • Prision - +3 Amenities, +1 Amenity if built on Coast. 4 Maintenance
    • Police Station - +1 Amenity, +1 Amenity from adjacent Industrial, Commercial, Theater, Entertainment and Neighbourhoods. 3 Maintenance.
    • Fire Station - +1 Amenity, +1 Amenity from adjacent Industrial, Commercial, Aqueduct and Neighbourhoods. 3 Maintenance.
    • Hospice - +7% Growth, +2 Science, +1 Housing, +1 Amenity. 3 Maintenance.
    • Pub - +3 Gold, -2 Production, +1 Gold from adjacent Commercial and Entertainment districts.
    • Hotel - +2 Tourism, +4 Gold, +1 Culture, +6 Housing. National Wonder, max 5.
    • Telegraph Station - +4 Culture, 2 Maintenance.
    Modern Era Buildings
    • Supermarket - +4 Gold and Food.
    • Hospital - +10% Growth, +2 Science, +2 Housing, +1 Amenity. 3 Maintenance.
    • Casino - +2 Housing, +3 Tourism, +6 Gold. National Wonder, max 5.
    • Diner - +2 Food and Gold.
    • Club - +4 Gold, +1 Tourism, -3 Production.
    • College - +5 Science, +2 Citizens. 3 Maintenance.
    Atmoic Era Buildings
    • Television Studio - +2 Amenities, +2 Citizens, +1 Science, +2 Gold, +2 Culture, 2 Great Work Slots. National Wonder, max 4.
    • Eco Center - +4 Culture, +2 Science, +2 Amenities. National Wonder, max 4.
    • Internet Cafe - +3 Gold, +1 Science and Culture.
    • Hadron Collider - +6 Culture, +8 Science, +3 Great Scientist Points, +3 Citizens. 3 Maintenance. National Wonder, max 1.
    Training Ground, Training Camp, Tournament Ground and Military Academy Abilities stack with each other.

    Read more about this resource...

    Compatability

    Not compatible with most mods that add new Buildings.
     
    Last edited: Nov 29, 2016
  2. hungluong

    hungluong Chieftain

    Joined:
    Oct 25, 2016
    Messages:
    13
    If I use this mod with other building mod, is there any ways that I wont lose the building icon of either mods? since both mods seem to modify the building icon file, I am using "Modern Buildings".
     
  3. skodkim

    skodkim Chieftain

    Joined:
    Jan 16, 2004
    Messages:
    2,167
    Location:
    Denmark
    Is this compatible with the Fall patch?

    \Skodkim
     
  4. Horem

    Horem Chieftain

    Joined:
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    Wales, UK
    Got a link to that Mod? I can not seem to find it in the Resource Manager.

    Yup 100% Compatible with Fall Patch.
     
  5. Horem

    Horem Chieftain

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    Wales, UK
    Nevermind I found that mod. Updated OP.
     
    hungluong likes this.
  6. UncivilizedGuy

    UncivilizedGuy Civ is brain candy.

    Joined:
    May 24, 2012
    Messages:
    685
    Location:
    Center of the Universe
    You beat me to it. I'm working on a similar mod right now. Although I'm taking a slightly different approach.

    What is a Tinker by the way?
     
  7. skodkim

    skodkim Chieftain

    Joined:
    Jan 16, 2004
    Messages:
    2,167
    Location:
    Denmark
    Seems there's a problem with the text. It doesn't shows up correctly for me in the game and modding.log shos the following related to the mod:

    [2272892.734] Status: UpdateDatabase - Loading Gameplay/AB_RequirementSets.xml
    [2272892.734] Status: UpdateDatabase - Loading Gameplay/AB_RequirementSetRequirements.xml
    [2272892.735] Status: UpdateDatabase - Loading Gameplay/AB_Requirements.xml
    [2272892.737] Status: UpdateDatabase - Loading Gameplay/AB_RequirementArguments.xml
    [2272892.737] Status: UpdateDatabase - Loading Gameplay/AB_Modifiers.xml
    [2272892.738] Status: UpdateDatabase - Loading Gameplay/AB_ModifierArguments.xml
    [2272892.738] Status: UpdateDatabase - Loading Gameplay/AB_Buildings.xml
    [2272892.741] Status: UpdateDatabase - Loading Gameplay/AB_BuildingModifiers.xml
    [2272892.742] Status: UpdateDatabase - Loading Gameplay/AB_MilitaryBuildings.xml
    [2272892.743] Status: Successfully released save point.
    [2272892.743] Status: Applied component to game.
    [2272892.744] Status: Applying Component - AB_Text
    [2272892.744] Status: Creating database save point.
    [2272892.744] Status: LocalizedText - Loading Text/AB_BuildingText.xml
    [2272892.745] Warning: LocalizedText - Error Loading XML.
    [2272892.745] Status: LocalizedText - Loading Text/AB_AbilityText.xml
    [2272892.745] Status: Successfully released save point.


    \Skodkim
     
  8. UncivilizedGuy

    UncivilizedGuy Civ is brain candy.

    Joined:
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    Completely close the game and try loading it again.
     
  9. Horem

    Horem Chieftain

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    I can not see any issue with that xml file. Try clearing your Cache and rebooting the game. (Works fine this end)
     
  10. Horem

    Horem Chieftain

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    Location:
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  11. Horem

    Horem Chieftain

    Joined:
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    Tinker - a person who makes a living by travelling from place to place mending pans and other metal utensils.

    I had to compromise and make it a building, I could not think of a person that was a pre req to a Jeweller, so settled for Tinker.
     
  12. UncivilizedGuy

    UncivilizedGuy Civ is brain candy.

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    Do you have any insight into how the AI chooses what to build?
     
  13. Enlightened Fox

    Enlightened Fox Civ 6 Addict - TB Mod Collaborator

    Joined:
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    Cool we needed a lot more buildings for sure, apparently you have a lot of updates coming maybe? I see missing Eras there lol ;)

    Next game I will give it a whirl and see how it goes. :D Thanks keep up the great work. Peace
     
  14. Horem

    Horem Chieftain

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    I have not looked into the AI, at a guess though, In part something to do with Advisors which are then linked into some operation (there are no flavors like previouse Civ games)

    I have a planned 24 more Buildings for the other Eras and Techs and Civics to go along with them all, still fleshing out the Techs/Civics hense non have been added.
     
  15. UncivilizedGuy

    UncivilizedGuy Civ is brain candy.

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    Yeah I've been trying to figure it out myself. Nothing seems obvious to me.
     
  16. JackWagon

    JackWagon Chieftain

    Joined:
    Nov 8, 2016
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    9
    Does this work well with Modern Buildings mod?
     
  17. Horem

    Horem Chieftain

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    I do not see why it should not.
     
  18. JackWagon

    JackWagon Chieftain

    Joined:
    Nov 8, 2016
    Messages:
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    They both have Icons_Buildings.xml files ... so which one should I use? Or can they be merged?
     
  19. Horem

    Horem Chieftain

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    Install both then install the compatability file linked in the OP.
     
  20. JackWagon

    JackWagon Chieftain

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    Nov 8, 2016
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    Awesome, thank you :D
     

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