Sid Meier's Civilization V

Sid Meier's Civilization V

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Foreign Resource Extraction
   
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24 Jan, 2014 @ 9:28pm
25 Jan, 2014 @ 11:48am
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Foreign Resource Extraction

Description
BNW ONLY

Expanded version of Oil Pipelines used in Improvement Upgrades mod (from which it has now been removed).

Allows for some resources to be extracted from rival civilizations, provided certain criteria are satisfied:

You have an Embassy in their capital,
Been granted open borders,
Attitude towards you is friendly, neutral, or afraid,
They have yet to discover the resource.

When built, the foreign civilization receives the resource in question, with the local one receiving some yield benefits. Access to the resource is lost upon the local civilization discovering the resource, and it's improvement removed.

If a player attempts to replace the relevant improvement for that resource, with an extraction one, the plot is considered pillaged, and no access to the resource is gained in the process - may cause local civilization to frown at that action...

Useable on the following resources:

Oil
Coal
Aluminum
Uranium

Includes tooltip, and in game indicator (located under the standard Top Panel). Both give general indication of civilizations that meet criteria, and have a resource, but not the quantities available.
30 Comments
Major Cat 5 Apr, 2016 @ 9:00am 
Damn I could make a pretty accurate reenactment of the Saddam Hussein conflicts with this
Illuminare 17 Sep, 2015 @ 12:18pm 
Blade I've found a mod that ugrades normal workers to be faster though the eras its called evolving workers, and doesn't conflict with tile improvement mods
Bambaryła 18 Jul, 2014 @ 7:38am 
Why not a mod that allows to extract outside of one's territory? That'd be awesome! :)

Yours is cool too < 3
davii.adams  [author] 11 Mar, 2014 @ 7:23pm 
If there's a specific modern worker unit in that mod, then that unit would need updating to include extraction mines, but to include it as an option for the number of additional resources may be problematic. I'll have a look in the lua code for this mod, to see how specific things are.
BLÀde 10 Mar, 2014 @ 10:25pm 
can you make it so modern workers from this mod can build extraction mines? https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=218741006
davii.adams  [author] 3 Mar, 2014 @ 5:27am 
A gold cost factor can be added, but I'd have to look to see if it can be manipulated according to the circumstances. There is (or was) a database option for improvement maintenance, as a fixed amount, but if it can be done, I'll tag it on to one of the other factors I'm hoping to work in :)
BLÀde 3 Mar, 2014 @ 1:05am 
how about make it so it costs gold per turn to keep the resource and it never expires as long as you keep paying. that's how mining works in real life lol
davii.adams  [author] 2 Mar, 2014 @ 11:06pm 
Yes, as it says in the description. The point is to be able to gain access to resources through superiority, as it stands at the moment, by being ahead in science.

In an updated version, the automatic loss upon the AI discovering the resources will be replaced by checking things like military superiority, so that it's not so arbitrary.
BLÀde 2 Mar, 2014 @ 9:02pm 
so you lose the extractions once the ai has discovered them?? whats the point of them than
davii.adams  [author] 2 Mar, 2014 @ 6:32pm 
It's probably because the AI in question has discovered coal, at which point the extraction improvement is lost. Repeatedly rebuilding the improvement will result in it being removed each time, which can be a pain with automated workers at times.

It's not a perfect situation, but as I mentioned previously, it's a bit of a trade-off with keeping as much compatibility as possible.