Sid Meier's Civilization V

Sid Meier's Civilization V

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A guide to Resources Gone Wild II(Civ 5 mod)
By TurboPickle
This is my guide to the mod "Resources Gone Wild II" by Uncivilizedguy. If you need help with this mod and can't find it here is where to look, and if you don't have the mod look it, you will be impressed(Hopefully) by how much is in it.
   
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Introduction
Hello this is my guide to uncivilizedguy's "Resources Gone Wild II" mod. This mod is very hard to master at the begining but adds a whole new layer of fun to Civ 5. If you have not got this mod yet, please do look it up. This mod requires BnW. This guide is subject to change as the mod is updated.

This is a beginner's guide only
so that I don't ruin the exploration
of this mod for you
Resources
I will have ONLY some of the begining resources listed and why they are important.

1.Stone-Required for many buildings and wonders and is used to make other resources produced by quarries and stone yards

2.Wood-used for some units and several buildings,produced by lumber mills and lumber yards

3.Furniture-A luxery resource, produced at a furniture workshop

4.Manuscripts-A luxery resource and used for some wonders, produced at a scriptorium

5.Statues-A luxery resource and used for a wonders- produced at a stone carver's cottage

6.Building material-Used for about every building in the game, debateably the most important resource in the game, produced by several buildings

7.Cheese-A luxery resource, produced at a Dairy

8.Jewelry-A luxery resource, produced at a jeweler

9.Olive Oil-A luxery resource, produced at an olive oil press

10.Tin- A stratigic resource, used for some wonders and at a bronze forge, produced by mines
Best research route
This is the best research route in the beginning I've found so far. This will be represented in lists of what the tech is call and what it gives, and after what it gives it will say why it is important

-1 Agriculture

*Tax Collector- this building produces alot of money and it changes based on population although it increases unhappiness.

*Farm improvement-need food for your people right?

*Chop Down Forest-Allows you to chop down forests(don't chop them all though)

-2 Woodworking

*Carpenters Workshop-allows you to make building material and transport production on trade routes(requires 1 lumber)

*Charcoal Burner's Hut-Increases production by 15% and is a prerequisite for future buildings

*Lumber yard-multiplies the amount of lumber in your stocks(requires 1 lumber)

*Lumber mill improvement-allows you to produce 1 lumber

*Furniture Workshop-+1 gold +5% gold output, makes furniture(luxery item)


From then on you can choose what you want to research
Begining construction
This part of the guide is entirely my opinion you can choose what you want to do, this is only a sugestion

-First when I start a new game and settle my city, I choose to make a worker first. This is so that soon after I finish researching agriculture I can start building farms and when I'm done researching woodworking I can make lumber mills.

-Second, inside the city, after the worker is done I usually produce a tax collector. These amazing buildings we all know and hate provide additional gold from the city based on population but the drawback is that they increase unhappiness.

-Third, I have to make lumber yards to multiply the amount of lumber I have(This is a requirement).

-Fourth, I then produce a carpenter's workshop so that I can both transport production along trade routes and so I can make building material with the lumber.

-Fifth I make a charcoal burner's hut to increase production by 15%

-Sixth, if I have stone nearby(which you nearly always will) I will produce a stone yard to multiply the amount of stone in my stocks.

The rest from this point on is for you to choose.
Done for now
This is the guide I have for beginners, I will add more to this as time goes on, but this is what I have to present to you now

I will probably upload videos on youtube for a tutorial throughout the entire game