Sid Meier's Civilization V

Sid Meier's Civilization V

63 ratings
Food Resources
   
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498.453 KB
Mar 25, 2013 @ 8:22pm
Oct 7, 2013 @ 7:15pm
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Food Resources

Description
This mod allows the player some kind of food distribution and thus deeper city specialization. Granary gives 6 food but requires Wheat resource to be built (in the same manner how Factory requires Coal) and another 3 new food buildings utilizing different food resources are available as well, while Water Wheel's and Hospital's food bonuses were taken away. The player should connect food resources of different types in order to build food buildings in the cities of his choise.

In BNW, food caravans are enabled with Monument instead of Granary
42 Comments
mazrados Jun 1, 2020 @ 2:20am 
I would change one thing. For grocery requirements I would add some alternatives. Cattle is not as common and in my current gameplay I have none of that available. I would add for this deer at the very least. Maybe also fish or something else?
Takt O Destiny Jan 31, 2020 @ 8:38pm 
latest update broke mod idk how but it ruins few other vanilla buildings and makes them produce nothing
mazrados Nov 22, 2018 @ 12:44am 
This mod is great. Hoping to see more features. For example something that needs only fish. I have a lot of fish but not much cattle. I can build several grocery stores but don't have anything to use this huge amount of fish. It has great potential for future development.
Mk Z  [author] Apr 12, 2015 @ 3:22am 
ok thanks i will check the scripts again
jeszcze coś zjem i możemygrać Apr 11, 2015 @ 3:33am 
BTW they made poland so OP it's ridiculous :)
jeszcze coś zjem i możemygrać Apr 11, 2015 @ 3:31am 
No, i got that, but the problem was you coded it wrong, or mayby the game downloaded some old files or something, but that was the case for me. With the watermill as I described you delete the whole database entry associated with water mill, so later when you update the value of watermill's production to 2 there is no record in the database to put that value into, you have to either insert a new database entry for watermill production yield to be stored in, or do what I did, which is updating values to 0 instead of deleting the whole database entry. With the caravans I think there were some sql spelling mistakes, so it didn't add the change to the database correctly.
Mk Z  [author] Apr 9, 2015 @ 11:10pm 
jeszcze coś zjem i możemygrać, food caravans should be allowed with monuments yes... I did such an update to this mod after BNW came out. Water wheel gives productions you can see it in the city's production popup (production from buildings). You dont see bonus production in the civilopedia because you play a localized game (polish i assume).
jeszcze coś zjem i możemygrać Apr 5, 2015 @ 11:44am 
[Food Caravans With Monument Solution]

Replace the content of ModLocation\SQL\FoodCaravans.sql with this string:

UPDATE Buildings SET AllowsFoodTradeRoutes = 1 WHERE BuildingClass = "BUILDINGCLASS_MONUMENT";
jeszcze coś zjem i możemygrać Apr 5, 2015 @ 11:05am 
[Water Mill No Yield Solution]

So basicly you update a row that you previously deleted, to repair this open the file ModLocation\SQL\FRM_ChangeBuildings.sql and replace the second line starting with "DELETE FROM Building_YieldChanges" with this string:

UPDATE Building_YieldChanges SET Yield = 0 WHERE BuildingType = "BUILDING_HOSPITAL" OR BuildingType = "BUILDING_WATERMILL";
jeszcze coś zjem i możemygrać Apr 4, 2015 @ 10:45am 
For some reason the food caravanas don't work for me, and it changes thethe Water Mill making it a 1 maintenance building with no yield