Sid Meier's Civilization V

Sid Meier's Civilization V

743 ratings
More Luxuries
File Size
3.536 MB
Aug 6, 2013 @ 8:57pm
Oct 29, 2014 @ 11:54am
19 Change Notes ( view )
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More Luxuries

In 1 collection by Barathor
More Luxuries Collection
2 items

Adds nine more luxuries to the game and an additional Mercantile city-state luxury. Overall, they function the same as the existing luxuries and utilize the same placement and balancing methods.

Also, this mod fixes a few bugs found in the main map creation files and optimizes many other things within it that pertain to resources.


Requires Brave New World.


Incompatible Map Scripts:
Amazon, Amazon Plus, Great Plains, Great Plains Plus, Boreal, Rainforest, Arborea, Frontier, Tilted Axis

Terra “is” compatible, as a tweaked version is included within this mod. The extra luxuries work really well with the larger-sized terra maps.

Please ensure that any other mods you use alongside this one aren't overriding AssignStartingPlots.lua (or any of its contents that I've modified, if it's a map script). The order in which you enable mods matters. So, most times, make sure this one is enabled last, after any mods you suspect may have conflicting files, so that this mod does the overriding. Though, sometimes, you’ll find that things work when you enable another mod after this one. This usually means that an unimportant and probably unmodified part of this mod was overriding an important part of another mod.

Also, most mods which add more city-state luxuries shouldn’t cause problems with this mod. Just enable this one last so it initially cleans out any luxuries which may cause a conflict (or that are just plain redundant and have a different name… ex. Cocoa vs. Cacao vs. Chocolate) before it adds in the new ones.


While this mod is enabled, don't load existing games played before installing the mod. Also, when the mod is updated and errors are being experienced, sometimes it helps to start a fresh new game instead of loading a save from the previous version.

Sometimes it helps to clear out your temporary cache and ModUserData folders after disabling any other mods. The game will recreate new files the next time you run it. You can find these folders in …\Documents\My Games\Sid Meier's Civilization 5.

Also, sometimes it helps to delete all subscribed mods within the MODS folder located in …\Documents\My Games\Sid Meier's Civilization 5. When you run the game again, it will download fresh versions of all subscribed mods again; just be patient and let it finish. This mod in particular contains a lot of terrain graphic and icon art files, so its size is larger than most others.

Also, verify your game's files via Steam to make sure there are no corrupted files.

To avoid difficulties with mods and resolve them, see this checklist created by Thalassicus:

If you'd like to enable the game to log information, you can greatly help in solving errors on your end. See whoward69's tutorial on how to easily set this up:

If you need further assistance or want to report a possible error you’ve found, feel free to email me at Please give me as much information as you can, especially: other mods used, the order you’ve enabled them in, map type, and map size. Also, any other settings you were using; the more you share the easier it is to help. In most cases, attaching your log files helps immensely to pinpoint any conflicts as well.
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Barathor  [author] Oct 6 @ 9:14pm 
Just like in the unmodded game, the different luxury types that can appear each game is all random. As in, some games you may not see any coffee, gold, etc. Other games you may not see any perfume, truffles, etc.

Totals are basically the same; this mod doesn't throw more onto the map and tries to maintain the original balance. The only difference is that when it comes to each civ's regional luxury type around their capital, the unmodded game stops at 8 and this mod stops at 16. So, in the unmodded game, if you played on a standard map with 10 civs, 2 of those civs will copy an existing luxury type from 2 of the others. In this mod, all 10 will have a unique luxury to share with the world.
Iolaus ☺ Oct 6 @ 2:51pm 
If I install this, will there be a certain amount of unique luxuries in every game, or will there be more uniques than usual?
Monsieur Bambi ⊙ω⊙ Oct 1 @ 7:21am 
I would LOVE if this mod didnt have .lua files in it, then I could play it multiplayer with my friend :c This is byfar the best mod out there!

Sadly I have no clue about MODDING so if its possible or not.

Chicken Bear Sep 20 @ 11:00pm 
Love this mod and plays well with one called Civ Advanced, but when I add this mod suddenly Peaches and Apples lose their icons. Both in the tech tree and on the tiles. Here's the link to his mod if it helps you:
Galgus Sep 16 @ 11:12am 
Natural Wonder Overhaul, though a similar mod I used earlier may also have caused it.

All I know is that with it disabled, I'm seeing the new luxuries again.
Barathor  [author] Sep 16 @ 5:27am 
Galgus, which one are you using which does that? I'm just curious to see how they modded it because it shouldn't affect the functions of this mod.
Galgus Sep 15 @ 10:50pm 
I think I found what was causing a mod conflict for me for a long time.

Mods that alter Natural Wonder placement seem to conflict with this one.

Just posting this here in case anyone else has such an issue.
KingTiger1945 Sep 14 @ 11:52am 
Thanks for the quick response. Yeah, I discovered that the Longer Eras mod was the source of the increase of happiness. I had it enabled but wasnt using standard game speed.
Barathor  [author] Sep 12 @ 7:46pm 
1. Sorry, that's not from this mod.

2. Yes.
KingTiger1945 Sep 12 @ 6:21pm 
First off, the mod is great! I am actually quite surprised that some of the resources in the mod weren't included in the vanilla game. Some of them were extremely influential in actual history.
However, I have 2 questions for you:

1. I noticed that when playing games with this mod, most happiness buildings (such as the colosseum, zoo, circus, etc.) now add +3 happiness instead of +2. Now, I have over 50 mods running, but this one seems like the only mod that modifies happiness. Also I saw this in the description:
"Also, this mod fixes a few bugs found in the main map creation files and optimizes many other things within it that pertain to resources."
So, my question is, is the +3 happiness an intentional feature of this mod? If so, why?

2. Is this mod compatable with the tectonic map generation script from this mod:
This is my favorite map script and I would really like to know if this mod works with it.