Sid Meier's Civilization V

Sid Meier's Civilization V

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Resources Gone Wild
   
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1.610 MB
2013年11月17日 22時37分
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Resources Gone Wild

解説
Your entire military now needs resources. Even your Caravans and Cargo Ships require resources. I know, I'm evil!

Copper is no longer a luxury resource. Ancient Era and Classical Era units can choose between Copper and Iron.

Special buildings to produce man-made resources.

Research cost of Iron Working reduced so that Civs with Copper don't have too much of a jump start.

Rare strategic resources are reproduced in abundance by the Civs that have them. This way these Civs are motivated to trade the excess resources away. I have tested it and it seems to work.

Let me know if there are any bugs or text errors so that I can correct things asap. I made rough calculations of how much of the strategic resources the world needs based on the Eras with the highest demand. The idea is to be forced to trade or go to war if need be, to acquire most of the resources. Let me know if there is too much or too little of something and I will take a look at it. This is meant to be a challenge.

New Resources
- Copper Ore
- Iron Ore
- Cloth
- Timber
- Gunpowder
- Explosive
- Elephants
- Industrial Steel

New Buildings
- Copper Smelter: converts Copper Ore to Copper
- Iron Smelter: converts Iron Ore to Iron
- Corral: produces more Horses
- Elephant Breeder: produces more Elephants
- Weaver's Workshop: converts Cotton to Cloth
- Alchemist's Workshop: converts Stone to Gunpowder
- Lumber Yard: produces Timber
- Steel Mill: converts Iron to Industrial Steel

Old Buildings with new abilities
- Stone Works: produces Stone
- Research Lab: converts Gunpowder to Explosive
- Lumber Mill improvement produces 1 Timber...pretty cool!

New Units
- Iron Age and Bronze Age versions of Ancient and Classical Era units
- Catapults and Trebuchets use either Iron or Stone
- Bronze Cannon
- Steam Powered Cargo Ship, Destroyer, Battleship
- Cargo Ship and Caravan must be upgraded to Coal and Oil power

Mods included whole or partially
- Industrial Steel
- TimberMod
- Iron Buff
- Strategic Resource Buildings

This should be compatible with most mods...I hope!

Note: there is a flaw with the trade unit mechanics. If another civ connects to your civ via trade route, a horse is subtracted from your total. Not sure what is causing this. I'm curious to know if the same type of problem exists with modern caravans. Feedback is appreciated.

Future plans
Version 2: Most buildings will require resources
Version 3: As many Luxury resources that I can find
This mod is just the beginning of a mega mod that I have planned. Wish me luck!
94 件のコメント
Merlex 2018年11月23日 14時13分 
Could you pleasw fix cotton, I would love to play this mod?
UncivilizedGuy  [作成者] 2018年8月31日 17時00分 
@escobarleaf This was my very first mod I ever created. I don't remember everything I did with this. But I do know that I changed Cotton into a bonus resource in my Saga of Man mod for this very reason. Apparently I didn't do this here.
escobarleaf 2018年8月29日 22時38分 
pretty good, I like it. but playing a game with no cotton on board. no civ can make ships or cargo boats, its been a challenge
UncivilizedGuy  [作成者] 2016年3月22日 17時58分 
This was my first mod and I guess I couldn't resist.
Johnny Green Face 2016年3月22日 0時57分 
I love the mob but. why the clickbait I know at least 1 person clicked on this to see Civ V porn
roberto tomás 2015年3月9日 6時05分 
is there a complete list of resources and corresponding units/buildings requirements? Also, for those of us who use combat balance mods, can we eliminate the new Iron and Bronze age units?
Dark 2014年9月30日 17時30分 
ya that would really suck
UncivilizedGuy  [作成者] 2014年9月30日 16時53分 
After you change the value make sure you save the XML file otherwise your change will not be applied.
UncivilizedGuy  [作成者] 2014年9月30日 16時49分 
Correction. There is no IA_SWORDSMAN. That unit is the regular Swordsman. You would have to give the BA_SWORDSMAN a lesser value.
Dark 2014年9月30日 16時48分 
gotcha thanks alot