Sid Meier's Civilization V

Sid Meier's Civilization V

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Resources Gone Wild
   
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File Size
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1.610 MB
Nov 17, 2013 @ 10:37pm
1 Change Note ( view )

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Resources Gone Wild

Description
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 Comments
Merlex Nov 23, 2018 @ 2:13pm 
Could you pleasw fix cotton, I would love to play this mod?
UncivilizedGuy  [author] Aug 31, 2018 @ 5:00pm 
@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 Aug 29, 2018 @ 10:38pm 
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  [author] Mar 22, 2016 @ 5:58pm 
This was my first mod and I guess I couldn't resist.
Johnny Green Face Mar 22, 2016 @ 12:57am 
I love the mob but. why the clickbait I know at least 1 person clicked on this to see Civ V porn
roberto tomás Mar 9, 2015 @ 6:05am 
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 Sep 30, 2014 @ 5:30pm 
ya that would really suck
UncivilizedGuy  [author] Sep 30, 2014 @ 4:53pm 
After you change the value make sure you save the XML file otherwise your change will not be applied.
UncivilizedGuy  [author] Sep 30, 2014 @ 4:49pm 
Correction. There is no IA_SWORDSMAN. That unit is the regular Swordsman. You would have to give the BA_SWORDSMAN a lesser value.
Dark Sep 30, 2014 @ 4:48pm 
gotcha thanks alot