Naval XP Buildings

Mynex

Warlord
Joined
Sep 30, 2010
Messages
287
Requested on these Forums (Sorry can't find that thread now)
This uses the 4 land 'baracks' images, but it's for sea units.
Each one grants the same +15 XP as it's land counterpart.
Each new building requires the previous building, just as the 'baracks' line does
Production and Maint Costs are the same as their land counterparts
Abydos Yards - Require Sailing
Dockyards - Require Engineering
Shipyards - Require Steam Power
Naval Complex - Requires Radar

(yes I know that dockyars/shipyards/naval complex are essentially the same thing, but I had to come up with some names now didn't I? :p)

Tested, working, civpedia entrails, er, entries included. :)

Enjoy!
 
Yeah I really think the harbor is, at it's current implementation, useless. It's only good for islands and such.
 
yup, there's barely any situations where its worth it, basically useless building, like nearly half of them in civ5. I miss the days of civ4 where pretty much all building were worth constructing at some point, it was the order that mattered most. Now the order barely matters and half of them are useless anyways.
 
I would suggest as other modding the 3 naval buildings already in the game to give XP. There are already enough buildings to worry about building in each city without having to add a lot more given the very low production rate of cities typically.
 
Well, I hadn't really thought about it... I just made them from a request on these forums...

But thinking about it, I could use the Lighthouse, Harbor and Seaport, adding in only the Naval Complex...

But... you run into mod compatibility problems... There's a few mods that update all of those buildings in one way or the other... and 'stacking' mods doesn't work very well...

Although I suppose I could make a second mod that updates the existing items... that way people can choose if they have some conflicting mods.

meh, I'll work on that one when I get a few spare minutes. :)
 
I liked them :) Used them in Pillars. Saved me making them myself for my extra techs.

On a side note shouldnt this be in the Mod or Modcomp forum took me a while to find this thread :)
 
problem is the default AI is very weak on naval unless it has islands/continents/large amount of hexes near that AIs city/cities. now adding more buildings with their own flavors or whatever directives for AI building just means these XP things are just for the player to use with the aside of the off hand chance the random number generator makes a computer player build one

the suggestion of adding xp through lighthouse/harbor/seaport, etc is pretty darn good IMO and should of been in from the start... heck you got a lighthouse great place to hold trireme exercises lol
 
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