Sid Meier's Civilization V

Sid Meier's Civilization V

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Unit Iron and Oil Requirements
   
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Apr 6, 2014 @ 6:50pm
Apr 29, 2014 @ 8:03pm
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Unit Iron and Oil Requirements

Description
Adds Iron and Oil as a requirement to many units that did not require it before. Industrial and later Naval Units will all require Iron and Oil to build. Land units of Indistrial and later eras will generally require Iron, and armored units will require both Oil and Iron in addition to any other requirements they may have had.

Seemed silly to me that Naval Units and Land units of the more modern eras required no Iron, and many required no OIl.

Knight-class units will now require Iron as well as Horses.
Ironclads will require Iron and Coal.
Missile Cruisers, Destroyers, Submarines, Carriers will all require 1 Iron and 1 Oil.
Nuclear Submarines will now require 1 Iron and 1 Uranium.
Mechanized Infantry will now require 1 Iron and 1 Oil.
Tanks, Panzers, and WWI Landships will require 1 Iron in addition to the usual Oil requirements.
Modern Armor units will require 1 Iron and 1 Oil in addition to thier normal Aluminum requirements.
Jet Fighters and Stealth Bombers will now require 1 Oil in addition to the normal Aluminum requirement.
Battleships will now require 2 Iron and 1 Oil.
GDR and X-COM will now also require 1 Iron.

You should really only subscribe to this mod if you are looking for a slightly different game-play experience. It will tend to make Iron and Oil far more important mid-to-late game than they were previously.

Seeing as how most of the feedback so far has been of the sort towards making the mod more of a "core" mod that a player will always want to enable, I am taking all that into consideration and will start looking into specific details of how I can make this more of a "core-gameplay" sort of a mod.

Please bear in mind that I originally offered this mod as an altered-gameplay-experience mod. Something to change things around just enough to spice up the ho-hum same-as-it-ever-was effect that you can sometimes get when every game play-through starts to feel like every other game play-through. I wanted it therefore to be a mod that added a challenge and a new dynamic.

I tried upping the amount of Iron an Iron Resource on the map will give, but so far it's no go. So as a temporary expediant I've added Iron and Oil "gifting" to buildings.

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Changes to Version 2:

1) Siege Units, Anti-Aircraft Guns, and Anti-Tank Guns no longer require Iron. This change was made to help ensure that players who are resource-poor in Iron can at least conduct a defensive war.
2) Jet Fighters and Stealth Bombers require Oil. GDR and X-COM require Iron.
3) Iron stocks are now increased by Forges, Workshops / Longhouses, and Factories. No other changes have been made to these buildings. Forges add 3 Iron, and Workshops, Longhouses, and Factories all add 1 Iron.
4) Oil Stocks are now increased by Recycling Centers. They now give 2 free Oil in addition to the 2 free Aluminum. I figured since they magically squeeze out Aluminum they could also add a little Oil.
5) A new building called an Oil Processing Plant has been added to the game. It does the following:
-- Adds 4 Oil to the Empire's reserves. So it essentially acts as an additional Oil map resource in cities that already have at least one nearby.
-- Costs 5 Food in the city where built. This is mitigated to 3 Food by the discovery of the Ecology tech. The food effect, in my mind, is how you pay for the free Oil. Mousing over an Oil Processing Plant in-game will show Food +- 5. This is a limitation of the game. It doesn't really understand negative yields. But the effect is operating as I intended.
-- Adds 2 Production and 1 Science. Adds 1 Gold to Oil resources in the working range of the city, and has a specialist slot for an Engineer.
-- Becomes available with Biology. So as soon as you can see Oil on the map, and build Wells, you can build Oil Processing Plants.
-- Cost slightly less than a Factory to build. I also made it immune to nuke attacks. It is always captured when a city is conquered, and it doubles the gold plundered.
-- Requires an improved source of Oil within the working range of the city.
-- Only major civilizations can build Oil Processing PLants.

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Mod conflicts:

This mod's civilopedia entry for the Longhouse will probably now conflict with Krajzen's Buff Collection mod. Whichever mod is loaded last by the game will be the one to write to the civilopedia. This will ONLY affect the Civilopedia. Gameplay function will not conflict with Krajzen's mod.

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Looking over the Steam Workshop in the last few days I see that there are one or two mods that are similar in structure or intent to one degree or another to this mod. If I had been aware the other mods were on the workshop I likely would not have posted this mod. The other mods seem to add either Iron or Oil requirements to units, but not both, as this mod does. In any event it was never my intent to steal any other mod author's "thunder", and I deeply appologize to anyone who feels that way.

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Direct Download Via the SteamWorkshop Downloader
Steam Workshop Downloader Link[steamworkshopdownloader.com]
1. Copy or drag the xxxx.civ5mod file from your downbloads folder to your Documents/My Games/Sid Meier's Civilization 5/MODS/ folder.
2. The start the game and go into the MODS menu.
3. Wait about 30 seconds and the mod should unpack itself from the zipped form and be ready to use.

42 Comments
lshipp  [author] Nov 25, 2014 @ 4:13pm 
@ redtiger338,
Link to V1 without the buildings: {LINK REMOVED}
lshipp  [author] Nov 22, 2014 @ 5:36pm 
@ redtiger338,
The 1st version of the mod was like that. I'll dig it out if I still have an unchanged copy of it and post a link to a mediafire space where you can download. If I still have that version. You'd have to not subscribe to the mod though, because I think steam would keep telling you to update, and doing so would wipe V1 with the current version, I think.
Rifleman Nov 1, 2014 @ 12:28pm 
I will use it for sure. One of mybiggest complaints was how useless Oil and Iron were in the game.
lshipp  [author] Sep 30, 2014 @ 6:34pm 
Glad you like it. It's been long enough since anyone had left any coments I was beginning to think the mod had gone a little necro
Murphy Sep 30, 2014 @ 6:22pm 
This is a really good idea, normally later in-game units would only need oil but this is useful for old resources like coal and iron.
Aquizar Jun 24, 2014 @ 10:04am 
thanks for forgetting lol.
lshipp  [author] Jun 24, 2014 @ 9:52am 
@ Aquizar,
The Keskik only has the standard Horsse requirement as made by Firaxis. In fact, I forgot the Keshik when adding iron requirements to Knight-class units. Oops. Or in your case, not Oops.
Aquizar Jun 23, 2014 @ 6:14pm 
Do Mongol keshiks need iron? I prefer it tobe an exception..
Smokey Phoenix Jun 2, 2014 @ 10:54am 
sounds cool
Amazing_Adam May 4, 2014 @ 11:01am 
thanks now iron has a better use mid-late game