Sid Meier's Civilization V

Sid Meier's Civilization V

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Modern Side Park's Chrono Buildings
   
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16 Dec @ 5:05am
16 Dec @ 5:14am
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Modern Side Park's Chrono Buildings

Description
English in this text has been primarily written with the help of a translator. Please forgive any awkward phrasing.

This mod supports both Korean and English.

Hello, fellow Civilization fans! It’s been a while. This is Modern Side Park.

Today, December 16, 2025, marks the 11th anniversary of the global launch of SimCity BuildIt. Personally, I had wanted to release this mod on February 2 of next year, which will be the 37th anniversary of the original SimCity, but I felt that the transition of the SimCity series to smartphones was a significant milestone, so I decided to release it now.

Since I previously called this a ‘SimCity BuildIt release commemorative’ mod, some of you might expect that it brings something directly from SimCity into Civilization V. However, this mod actually incorporates buildings from various management simulation games—including the Civilization series, SimCity, and even Kairosoft games—into Civilization V in a way that fits the game. So in a sense, it’s closer to an infrastructure-building mod.

After installing this mod, you will be able to add the following buildings. Each building lists its effects and the game it originally appeared in.

1. Kiln: +1 Production in this City and +1 Culture in this City. (Civilization VII)
2. Inn: The Inn provides +1 Happiness. It adds 50% of the Culture generated by World Wonders, Natural Wonders, and tile improvements (such as Landmarks, Moai, French Chateaux) as Tourism in the city. It also increases city Food production by 3. (Civilization VII)
3. Bathhouse: 20% of Food is retained after a new Citizen is born. +2 Culture. Requires a City to have an Aqueduct. (Civilization VII)
4. City Hall: +1 Happiness, +1 Culture. +2 Gold. City gains +15% Production. (Civilization VII)
5. Post Office: For every 2 citizens, Science increases by 1; the production of forest tiles around the city increases by 1; and the gold generated from cattle and horse tiles near the city increases by 1. (SimCity BuildIt)
6. Jail: Reduces the chance of enemy spies stealing technology by 10%. Unoccupied cities experience a 3% decrease in unhappiness from citizens. (Civilization IV)
7. Publishing House: Increases the city's Science and grants +1 Production on Forest tiles. (Civilization IV: Colonization)
8. Pavilion: +25% Culture in the city where the Pavilion is built. +1 Happiness. (Civilization VII)
9. Residential Area: Additionally, building constructions in the city receive a 10% Production bonus. Even after a new citizen is born, 30% of the Food is retained. (Civilization VI)
10. Sewage Treatment Plant: After a new Citizen is born, 40% of the consumed Food is retained. This building can be constructed up to 5 times across your empire. (Humankind)
11. Oil Refinery: Requires 1 Oil, but provides 3 Oil. This building can be constructed up to 6 times across your empire. (Civilization: Call to Power)
12. Fire Station: Increases a city's Defense by 5 and HP by 25. Also increases Production. (SimCity series)
13. Supermarket: Nearby Cattle, Fish, Wheat, and Spices tiles yield +1 Food. Allows this city to send Food to other cities in your civilization via Trade Routes. (Civilization II)
14. Movie Theater: It cannot provide more Happiness than there are Citizens in the city. City must have an Opera House. (Humankind)
15. Rail Station: Provides +5% Production for each trade route with a City-State. When connected to another civilization’s city via a trade route, cities with a Rail Station gain +1 Gold, and cities connected by road also gain +1 Gold. (Civilization VII)
16. Department Store: Increases a city's Gold output and provides additional Happiness. It also provides 2 Merchant specialist slots, increasing the rate at which Great Merchants are generated. (Civilization VII)
17. Superhighways: Increases the range of land trade routes by 50%. If connected to another civilization via a trade route, this city generates +2 Gold. Reduces the Culture and Gold cost to acquire nearby tiles by 25%. (Civilization II)
18. Public Transport: Public Transport increases city Production. +1 Production for every 2 Citizens. (Civilization I & III)
19. Telephone Office: +2 Gold for every 2 Citizens. +2 Science from worked Aluminum and Copper tiles. (Virtual Seoul, released in 1999 and inspired by the SimCity series)
20. Travel Agency: 50% of the Culture from World Wonders, Natural Wonders, and tile Improvements (such as Landmarks, Moai, and Chateaux) is added to the city's Tourism output. Tourism from Great Works is increased by 50%. (Kairosoft)
21. Shopping Mall: Grants +4 Tourism. The amount of Happiness cannot exceed the number of Citizens in the city. (Civilization VI)

Every time I release this mod, I realize that the buildings included are often obvious ideas, so there may be some overlap with someone else’s mod. However, I want to emphasize that this mod is not intended to plagiarize or undermine anyone’s ideas.

Implementing buildings and wonders has always been a challenge for me. I tried to align each building’s features and effects with the Civilization series by studying how they were implemented in their original games, but I know there are still areas for improvement. This mod was originally made for personal use, so I hope you’ll view it kindly.

Once again, happy 11th anniversary to SimCity BuildIt! And thank you always for your warm support.

Image Source: Microsoft. SimCity™ 4 Deluxe Edition. Microsoft Store. Accessed December 16, 2025. https://apps.microsoft.com/detail/9ngdqghwzx13?hl=ko-KR&gl=KR