Sid Meier's Civilization V

Sid Meier's Civilization V

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(JEM) Military Testing Site
   
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3 Mar, 2016 @ 6:49am
3 Mar, 2016 @ 6:59am
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(JEM) Military Testing Site

Description
Add's a Military Testing Site, which can be built in any city after reasearching Dynamite.

Description:

+3 Science per turn, changes to +6 science upon researching Atomic Theory, increases science in this city by 25%, and science generated from research agreements by 10%, adds +15 XP for military units built in this city, lowers unit upgrade cost by 11%, and gives a free Range promotion to siege units. Recuits 1 extra spy.(I might remove this) Adds 2 GPT to great scienctist production, and includes two great scientist slots. Can only be 5 in the empire at once.

I am open to suggestions with any of my mods, if you think this building should be different, let me know!
8 Comments
ethanlong 13 May, 2016 @ 9:09pm 
It does sound OP'd. It'd be cool if it was just a city that was alternating black/yellow (hazard oriented colors) that you could build a limited number (say 1 or 2) that allows some boost on nuke production/damage or something & designates the area area as a testing site, like the USA has in the southwest and the Pacific. Just don't let it grow, maybe be just one tile and all the tiles adjacent, so it's not too big. Just some suggestions I thought of!
Aurore 19 Mar, 2016 @ 7:47am 
It may have a chance to explode and create fallout on the neighboring tiles. Like 0.3%/turn.
Amnesiac  [author] 9 Mar, 2016 @ 1:09pm 
Thank you for your input Toheck.

Aurore, yeah it's very overpowered. That much is obvious. I am working on some changes now and I will release a much less OP version soon. :)

Aurore 6 Mar, 2016 @ 12:50pm 
Looking at the description, it seems totally overpowered. Making it a National Wonder would be preferable.
Toheck 4 Mar, 2016 @ 3:32pm 
I definitely know the feeling of wanting to try everything at once. :)

As you said, now that you've made the spy training center, you should remove the spy.

I would recommend thinking about a specific purpose for the building to serve, and then designing its traits around that. Is it a science booster? Does it improve military training? Does it improve the productivity of the city it's built in, or does it provide an empire-wide benefit (that would definitely justify limiting the number you can build)?

As far as first buildings go, I think yours is pretty neat, and I wish you luck in the future.
Amnesiac  [author] 4 Mar, 2016 @ 9:58am 
I know, it has way too many effects. This was my first working building so I wanted to test a lot of them out. What in specifically would you change?

I was thinking -

Remove:

1) The unit upgrade cost reduction.
2) Science from research agreements(Maybe, this one kinda makes sense to me, because maybe it helps when co-op researching stuff with another nation.)
3) The extra spy, since I've moved that to a spy training center building.
4)Either remove the great scientist slots or lower the amount of these buildings allowed to 3, or maybe both.
Toheck 3 Mar, 2016 @ 7:39pm 
This one's a little bit all over the place. It has so many different effects that are only sort of related to each other.

Unless you intentionally meant for the building to be very complicated, I would remove some of the effects, and buff the others to compensate.
Amnesiac  [author] 3 Mar, 2016 @ 9:22am 
I am open to suggestions with any of my mods, if you think this building should be different, let me know!