Sid Meier's Civilization V

Sid Meier's Civilization V

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Palace Additions
   
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Updated
201.937 KB
12 Feb, 2014 @ 7:25pm
4 Mar, 2016 @ 12:30pm
7 Change Notes ( view )

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Palace Additions

Description
New Buildings (25)
Technology
Buildings Unlocked
None
Ruler's Monument
Great People are gained 15% faster and 1 free Social Policy
Noble's Quarters
Houses 1 Noble Specialist (6 Culture)
Palace Balcony
1 Happiness for every 3 Policies
Palace Guard House
4 Defense, +30XP for land units
Palace Park
2 Happiness, 1 Culture
Palace Walls
5 Defense
Throne
25 gold is gained each time a Great Person is expended and 1 free Great Person
Established Rule (NEW)
Magician's Room
4 Faith (4 Culture instead when playing the vanilla version of the game)
Palace Garden
2 Food, Bananas produce +3 Food
Palace Kitchen
2 Food, 15% of food is carried over after a new citizen is born, houses 1 Royal Chef specialist (4 Food)
Palace Workshop
4 Production, 7% Production, houses 1 Royal Engineer Specialist (3 Production)
Servant's Quarters
Houses 2 Servant Specialists (3 Production)
Legitimate Rule (NEW)
Audience Room
2 Happiness, 2 Production
Feasting Hall
2 Food, provides Boastful promo (+5% Combat Strength and +5 Combat Strength VS Cities
Noble Dining Room
1 Culture, 2 Food
Palace Courts
1 Happiness per City, increases Golden Ages length by 10%
Palace Villa
2 Happiness, 2 Gold, 2 Production
Animal Husbandry
King's Fields
2 Food, all animal resources generate +1 Food
Calendar
Palace Chapel
3 Faith, Wheat, Sheep, Wine and Incense produce +1 Faith (8 Culture instead when playing the vanilla version of the game)
Palace Gallery
10% Culture
Writing
Palace Academy
10% Science, one free Technology
Palace Study
Houses 3 Royal Tutors (2 Science)
The Wheel
Palace Guest House
10 Culture
Currency
Palace Markets
15% Gold, houses 2 Merchants
Palace Treasury
Cost of Gold purchases in all cities reduced by 10% and if this city is captured the amount of Gold plundered by the enemy will be increased by 100%
Astronomy
Royal Shipyard
+20% Production when building Naval Units. All newly-trained military naval Units in this City receive a +10% combat Bonus and faster healing in your territory. In BNW sea trade routes originating from the city produce an additional 1 Gold when connecting to another civilization.


Compatibility
Works with all versions of the game. Any buildings that provides Faith will provide Culture in the Vanilla version of the game instead.


Additional Notes
Please post any suggestions and criticism and report any bugs in the comments. Also if you like this mod please give it a thumbs up.
131 Comments
Emperor of Awesomeness  [author] 23 Jun, 2021 @ 5:29pm 
glad it all worked out blair! :steamhappy:
sb.blair 22 Jun, 2021 @ 5:55pm 
My turn to apologize for the late response. After posting I came to realize that a few other mods were also absent. I just noticed yours first because it's the only mod I always use in every game (everyone gets equal access, not OP, actually useful). Advise from a friend walked me through a sort of refresh of my mods file and deleting one particular mod that really didn't play well with others. Glad to say my slightly expanded ancient era and my fabulous palace grounds are doing well. My thanks for your attention and your mod. Cheers.
Emperor of Awesomeness  [author] 4 Jun, 2021 @ 10:20am 
blair sorry for late response and hopefully you see this.

Civ 5's mod workshop is a bit glitchy sometimes and won't show you all of the mods you've subscribed to but anyway, there hasn't really been any updates so aside from some glitch there shouldn't be a reason you can't see the mod.

I uploaded it to google drive so you can download it directly and that should fix the issue.
https://drive.google.com/drive/folders/1oP-8Q_1Sal_O4qghTToWsGvl1dQb72MM?usp=sharing

If you try it let me know if that works or if it doesn't.

If it doesn't I'll try to sort it out. It might take me a bit to do so as I've been sick for a while so I'm a bit less up on this kind of thing but I will probably be able to sort it out eventually if you need. That said, I think if you download the mod from that link it should fix your issue.
sb.blair 23 May, 2021 @ 7:36am 
Among my favorite mods but recently vanished from my game entirely. Tried resubscribing but no help. Looked for it in saved files and it was absent. Can I download it and add to save files myself? Was there some sort of update I missed?
DerigarsChairman 11 Jun, 2016 @ 5:14am 
So yeah changing the ports to not need a capital would be nice, everything else is fine its just it makes a little unbalance on TSL
Emperor of Awesomeness  [author] 10 Jun, 2016 @ 7:44am 
Oh also, the Airbase could be used for extracting the Prez' from the capital in times of danger so mabye a defense bonus would make sense.
Emperor of Awesomeness  [author] 10 Jun, 2016 @ 7:43am 
I hear ya...I normally play on archipelago because I hate not being able to build coastal wonder in my capital.

When I say the buildings shouldn't be exactly the same, the Royal Airbase I think represents having planes ready for leaders to fly to different cities to visit and discuss issues and whatever else whereas the Royal Shipyard represents a structure where ships are constructed to defend the Capital, especially in times of desperation.

That's why I think the Airbase should have tourism or whatever instead of gold from traderoutes. But I do agree they should be equally valuable (actually, the Airbase, more so as it would unlock later in the game)

Also, I'm thinking the buildings should lock each other out so that you can only build 1. Then you'd have to pick the one you want. Not sure on that point though.

I should note that for now I'm focusing on finishing the update to Enhanced Eras but as soon as I'm done with that or if I need a break from it I'll get this done.
DerigarsChairman 10 Jun, 2016 @ 4:43am 
Im playing yanemp and to be fair ive edited the shipyard so that it does not need to be in a capital, since many civs are landlocked it is kinda unfair, everything else is phenomenal though
Emperor of Awesomeness  [author] 31 May, 2016 @ 8:50am 
Emperor Hadrius:
I really like your regional capital idea but it is more than a little over my head tbh.

As to adding a Royal Airbase, that is certainly doable.
I don't know about it having the same benefits though...the Production bonus can stay but not the trade route bonus. Idk if I'll make it give planes a new Promo or not.

I'm thinking instead of Trade Routes a slight Tourism or Culture or Happiness bonus to signify that the leader would use their plane to visit cities and do stuff. I'm thinking Tourism as it is BNW only like how Trade Routes are BNW only.
DerigarsChairman 22 May, 2016 @ 7:36pm 
Regional Capital; Can only be built in a former capital (these are not wonders)
Imperial Barracks
Imperial Seaport
Imperial Airbase

(Regional Capital buildings get no per city bonuses and the gold age/policy modifiers will be like 3% instead of the full, other bonuses will be about 1/2 or 1/3 of the regular cap