Sid Meier's Civilization V

Sid Meier's Civilization V

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Era Buildings
   
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5.057 MB
4 Feb, 2016 @ 2:44pm
8 May, 2016 @ 9:06am
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Era Buildings

Description
Adds 9 Building-Lines to the Game with individual buildings within each of these Building-Lines that are appropriate to the Game-Era the player is currently in.

Highlighlights
--A player can construct and use an individual building from within one of these lines of buildings in their cities during a specifc era or couple of eras, but when they progress to a next era they would have to build a 'better' version from the same line of buildings, and the previous building from the earlier era(s) will become obsolete (ie, not function anymore) at some point during that new era.

--Buildings that become available with a new era are unlocked by a dummy tech that is given when the player advances to the next era.

--Buildings that are replaced by newer better versions go obsolete soon after a player enters the era that unlocks the new replacement building, but this obsoleting effect is tied to a specific tech within the new era, thereby giving a player a chance to upgrade to the new version of the building in cities where the old version exists before the effects of the old building dissipate via obsolescence.

--Having the older version of a building-line within an individual city allows the player a discount on the hammer and gold cost of constructing or buying the new version of the building-line within that same city so long as this upgrade is done during the Era in which the newer version is effective.

--As a player progresses through the game's Eras, the effects of the buildings are enhanced.

--Old Versions of the same "Building-Line" go obsolete, as mentioned before, and although there is a slight overlap between when a new version from within the Building-Line becomes available and when the old version goes obsolete, as a general rule there is only ever one building from within a Building-Line active within one city at any one time.

For a more integrated gameplay experience, check out the No More TechTree Beelining mod:
Discussion Thread: No More Tech Tree Beelining at CFC[forums.civfanatics.com]
Steam Workshop Item: No More TechTree Beelining mod

Balance and 'OP'
It might seem like a couple of these buildings are 'OP' in their effects, but just keep in mind what the requirements are to get and keep the effects of the building. The late-era food buildings might seem like they overshadow the Hanging Gardens World Wonder, but if you calculate your total investment in hammers you would have to make in your Capital, for example, to get and keep the Food Building effect within a single city from the Ancient Era to the end of the Information Era, it is not nearly so much an 'OP'. Hanging Gardens has a 'basic' hammers cost of 250, whereas if you build all of the food buildings in your capital city (as an example), by the 'Information Era' you will have invested 920 hammers to give an effect of +4 direct food and between +5% and +16% (depending on policy adoptions) total food yield. You will have to wait until the Renaissance-Era and you upgrade to the Renaissance-Era's Stock Yard before you are on a par for hammers invested and return on those hammers that will roughly compare to the Hanging Gardens.

Until or unless you complete the Aesthetics Policy Branch, the maximum you can get from one of the Happiness Buildings is +3 Happiness. The 'return-on-investment' for completing the Aesthetics Policy-Branch is High in terms of the extra and global happiness this provides for each of the Happiness Buildings you construct, but so is the 'investment' in Social Policy choices.

Full Details: Credits, explanations, etc.
See this thread over at CivFanatics: Era Buildings Discussion Thread[forums.civfanatics.com]

I'm not sure how much of those detailed explanations I can fit into a Workshop Description, hence the direct over to the CFC thread.

Direct Download
Era Buildings CivFanatics Download[forums.civfanatics.com]

Screenshots
The Screenshots are taken from the civilopedia for the 'Happiness' line of buildings, and reflect the available Happiness buildings when this mod and Enlightenment Era mod are both enabled.

I'll be adding more screenshots in near future but at the moment I am have some issues with my computer which makes it a PITA to do screenshots.

Mod Compatibility:
--Compatible with Ultimate Eras Mod

--Compatible with Pouakai's The Enlightenment Era Mod[forums.civfanatics.com]

--Compatible with Novu's Prehistoric Era Reborn (20,000BC) Mod[forums.civfanatics.com]

--Compatible with Bouncymischa's Future Worlds Mod[forums.civfanatics.com]

--Note that while The Enlightenment Era mod and the Prehistoric Era Reborn mod, and Ultimate Eras mod are compatible to this mod, they are not compatible to each other.

--Mods that adjust the text displayed for various technologies might conflict with this mod to the extent that the text added by Era Buildings to techs in the tech tree might get wiped by the other mod, or vice versa. This sort of conflict will not actually have a functional effect on either mod. You just will not get tooltips and text that mention the changes made by both mods.

--Mods that make major changes to the existing Social Policy Branches or the Social Policies within a given branch might conflict in various ways with this mod.

--EUI: At this point I have no idea whether or not Era Builodings will clash with EUI or vice versa, but I cannot imagine why there would be such a conflict if one exists.

DLL Mods:
--'Stale' DLL mods will probably have a breaking effect on Era Buildings. Quite a few DLL mods are now essentially 'orphans', and have not been updated to conform to game patch version ~276. Any DLL mod that has not been updated since approximately Sept 2014 is probably not in conformance to game patch version ~276, and will kill this mod if both are run at the same time.

--Old versions of Civ4 Diplomatic Features will most likely break this mod. (non CP/CPB version: as I understand it there is a version rolled into CP/CPB that conforms).

Putmalk has recently released a new version of Civ4 Diplo Features for BNW, and the new version should not conflict with Era Buildings: Civilization IV Diplomatic Features - Version 11 Update[forums.civfanatics.com]

--Era Buildings might work with the CP/CBP but I do not know for sure one way or the other.

--W.Howard's Various Mods Components (VMC) mod should interact fine with Era Buildings so long as it is VMC version approx #62 or later. W.Howard is now up to V66 or V67 of VMC, so if you are still using an older version you should probably UpDate VMC Mod[www.picknmixmods.com].

Updates:
V12 : (1) added better compatibility to Prehistoric Era Reborn, and (2) added compatibility to Ultimate Eras mod.
V13 (this is the current version of the mod): (1) corrected compatibility to Prehistoric Era Reborn, and (2) adjusted the Seaport building to be a commerce-focused building.
19 Comments
fun guy 13 Jun, 2018 @ 5:35pm 
This mod makes the Ai's that like to have 90 citys totally eclipse me in research.
nokmirt 16 Apr, 2016 @ 3:36pm 
Well I suppose that is to be expected with this AI. However, the mod is a lot of fun and I am enjoying it.
lshipp  [author] 16 Apr, 2016 @ 5:34am 
Yes, the AI create the buildings. They sometimes build them when they should not, really, which is why the section over at the Civfanatics thread on AI issues and what the mod does as a 'fixer' for these.
nokmirt 15 Apr, 2016 @ 8:42pm 
I was trying this. Just wondering does the AI tend to use the buildings as well?
zArkham4269 6 Apr, 2016 @ 11:57am 
Plus, as I've mentioned before, it seems that some of the items (Naval Yard) piggy back too much on the drydock and shipyard. But mostly the hydroponics and adavanced factories seem like they should "skip" an era. Of course I think the "Modern" era needs to be renamed to something like the Age of Nationalism followed by Information followed by Information followed by future. It seems odd that so many techs in the "future" category are simply "modern" techs to us now.
zArkham4269 6 Apr, 2016 @ 11:52am 
Might it be possible to get a version of this mod to be more compatible with the Enlightenment Era mod? The issue I'm seeing is I'm barely into the Atomic Age and I'm already being able to build items which would a few decades later. I noticed this in the late Industrial, early Atomic age where I'm building TV stations before I'm building WW II era things. (con't)
lshipp  [author] 16 Mar, 2016 @ 1:43pm 
@Jake the Dog:

What is your game's version number? You need to have game version 1.0.3.276 or higer.

Also, as mentioned in the description segment on DLL Mods, if you are using a dll mod that has not been updated since approx Oct2014, such a DLL mod will almost certainly conflict with and kill this mod.
Gilded Champ 16 Mar, 2016 @ 10:50am 
I guess one of my many mods (yea I'm bad at mod managing!) is conflicting with this mod. The first buildins show up (ball court) but no others. And I can always build the ball court no matter the tech.
zArkham4269 27 Feb, 2016 @ 5:32pm 
I just realized that it is coming from the Oktoberfest Wonder Mod.
lshipp  [author] 27 Feb, 2016 @ 3:44pm 
there is no Fairgrounds in the non-modded game. I tried as much as possible to avoid names of buildings used in commonly-popular mods for this very confusion-avoidance issue, but it is impossible given the number of mods that have been made for Civ5 to guarantee there will not be another mod that uses the same in-game name as one of the buildings in this mod.

The XML-code-names of the buildings that are actually used by the game's executing programs are distinct enough that for another mod to use the same Xml-code-name is virtually impossible.