Sid Meier's Civilization V

Sid Meier's Civilization V

Useful Oil Mod
107 Comments
Fry McFly 4 Jan, 2022 @ 3:21am 
Now all what's missing is a Usefull Iron Mod.
PeanutButterHoosky 3 Jul, 2020 @ 4:44pm 
This mod is slick
Fry McFly 9 Mar, 2017 @ 3:06am 
I can remember a mod that adds buildings who require oil and provide a food or production boost. Maybe a gold boost also.
Was that this mod or another one?
Fry McFly 8 Mar, 2017 @ 2:53pm 
So if your mod is compatible with bnw just add the "bravenewworld" tag. That could help 2 find your mod easier.
Ace Zeddex 14 Feb, 2017 @ 4:57pm 
This really adds a feel of balance to the game- to the point you'd think they should have implemented it this way from the start. This mod is a necessity to play and enjoy the game. :steamhappy:
Venusaisha 3 Nov, 2015 @ 1:26am 
LaBandaRoja :
depends on wethier u want to gain oil without need of other buildings from other mods, mods that have refinary /refinary ethier subject to new alter or crash the game..
---------------------------------------------------------------------------------------------------------------------------------
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=307456073&searchtext=resource

i think will work with Useful Oil Mod since dose not have oil connection. :steamhappy:
Cyberknight 20 Jul, 2015 @ 7:04pm 
Exactly what i wanted!
Venusaisha 31 May, 2015 @ 5:26am 
vegable oil, olive oil, carrot oil,tomatoe oil,conola oil ect...... OIL!
JohnConnor 31 Mar, 2015 @ 1:38pm 
Hi, nice mod. So, firt of all, if I also use another mod that adds resource requirements to build units, this wouldstack, right?


Assuming the above assumtion is true, I'd like to use the part for the refineries of your mod. Not the addition of resources required for units, since I'm also using the mod "Realistic Unit Resource Consumption". That mod, in addition to oil requirements, also adds iron/aluminum/coal/uranium requirements when necessary. However, you end up with low amounts of oil. is there a file I can delete to remove your oil requirements for units, or can you make a mod that complements the other one

Thanks
SILENCER 7 16 Jun, 2014 @ 2:36pm 
Thank god. NOW my games are more realistic. Let the oil wars begin!
hootie420 14 Jun, 2014 @ 11:30am 
does it work for vannila
salami 13 May, 2014 @ 3:34pm 
does it need BNW or G&K and does it work for multiplayer?
lshipp 28 Apr, 2014 @ 5:56pm 
When a mod-creator puts a real whole number in for "NumBuildingNeeded" under the "Building_PrereqBuildingClasses" table the game automatically doubles the number entered, so "5" becomes "10". I suspect the problems being reported with completing the 10 Oil Refineries required by the game and the game still insisting there need to be more Oil Refineries may be due to a wierd concatenative effect between all the buildings required to build Oil Refineries, and the varying commands of "MaxPlayerInstances". I say suspect because I've never tried this exact sort of thing as is being done in this mod, so I can't give more certain advice one way or another.
Mike 28 Mar, 2014 @ 6:39pm 
Unless I'm reading something wrong, there's a conflict with the Deep Drilling Platform. The description states that you must have built 5 Refineries, but it shows up requiring 10? Then it seems to miscount, I'm at 10 and it still shows I need 3.
Jash 23 Feb, 2014 @ 9:13am 
It only builds or shows ONLY the first three - Geological Survey
- Oil Fields - Oil Pipeline
It never shows the - Oil Refinery - Deep Drilling Platform
or the
NEW WONDER:
- OPEC world wonder
Spetsnaz 1 Feb, 2014 @ 1:48pm 
Great mod but why nuclear submarine need nothing, must add uranium and oil no?
誰がwombat 31 Jan, 2014 @ 11:59am 
I DRINK. YOUR. MILKSHAKE!
hayes.hayward94 25 Jan, 2014 @ 8:48pm 
this actually made oil useless to me
BY AZURA BY AZURA BY AZURA 7 Jan, 2014 @ 1:56pm 
it costs 700+ to build an oil building? you do realize that is more then 80% of the wonders in this game, right? this mod sounds cool, but im not gonna wait 10-20 turns, in late game, when i have high production, just to build a building. sorry:(
knightthorne 5 Jan, 2014 @ 12:06pm 
Question to drilling platform.I built in 5 cities the oil field, in each city the research lab but when i wanted to built the drilling platform, i cant cause i still need 8 city oil fields?????? is it a bug, cause so i need 13 cities before i can build the platform.
Deadlyman89 4 Dec, 2013 @ 12:02pm 
This actually makes oil less important in some regards, as I don't even need to be oil to get oil.
Pillow Lizard 26 Nov, 2013 @ 4:32pm 
I feel like the point of making oil more important is undercut by making it so much easier to get. I'd love a version that didn't include the buildings.
Oatesy93 24 Nov, 2013 @ 3:45pm 
Does this work on vanilla?
Opps 1 Nov, 2013 @ 6:49am 
this mod makes the game somehow unbalanced. I've got suggestions:
1. Oild pipelines require a nearby oil resource (within two tiles)
2. Oil refinery add 5 more oil.
Munancho 24 Oct, 2013 @ 3:38pm 
mobile sams need to use oil too
BLÀde 12 Oct, 2013 @ 7:38pm 
is it possible to make it so you need to do a geo survey in the city before you can build an oil well in it's tiles?
Scotchy98 9 Oct, 2013 @ 3:33pm 
Great mod, subscribed :P
snackerfork 15 Sep, 2013 @ 3:52pm 
Getting weird crashes after the Industrial era - not sure if they're related to this mod since I'm running quite a few. How do I send you a debug log?
swatmp5  [author] 7 Sep, 2013 @ 2:38pm 
@Calculator: replace where it says "OIL_REFINERY" to "OIL_FIELDS" for required buildings in the DDP
EarthHuman1981 1 Sep, 2013 @ 5:49am 
Swat, I've finally nailed it down... the issue is with the Deep Drilling Platform, its what's causing the oil problem with the refineries.

This code in particular from the DeepDrillingPlatform.xml is the issue:
<Building_ResourceQuantity>
<Row>
<BuildingType>BUILDING_OIL_REFINERY</BuildingType>
<ResourceType>RESOURCE_OIL</ResourceType>
<Quantity>10</Quantity>
</Row>
</Building_ResourceQuantity>

I tried to simply make it look like this:
<Building_ResourceQuantity>
<Row>
<BuildingType>BUILDING_OIL_FIELDS</BuildingType>
<ResourceType>RESOURCE_OIL</ResourceType>
<Quantity>10</Quantity>
</Row>
</Building_ResourceQuantity>

However... that isn't working. Instead, when I place the DDP with that edit in place, it just doesn't provide the oil. How can I make the DDP need 5 Oil Fields in my various cities rather than 5 Refineries?
EarthHuman1981 28 Aug, 2013 @ 6:30am 
The only way I can make this Refinery not give me +9 oil, is to make the Oil cost 10.

Ideally, I want it to cost 1 to make, but produce 2 when built. As a workaround, I've just set the cost to 8, which gives me +2 when I build it, however I don't know what effect this has for the AI building them, nor is it the proper fix...

I should actually be typing this to that mods author, so I'm going to begin that since I've isolated it to his mod not yours.

Thanks for the replies tho and any thoughts are still appreciated
EarthHuman1981 28 Aug, 2013 @ 6:18am 
<Building_Flavors>
<Row>
<BuildingType>BUILDING_OIL_REFINERY</BuildingType>
<FlavorType>FLAVOR_GROWTH</FlavorType>
<Flavor>4</Flavor>
</Row>
<Row>
<BuildingType>BUILDING_OIL_REFINERY</BuildingType>
<FlavorType>FLAVOR_PRODUCTION</FlavorType>
<Flavor>30</Flavor>
</Row>
</Building_Flavors>
<Building_ResourceQuantityRequirements>
<Row>
<BuildingType>BUILDING_OIL_REFINERY</BuildingType>
<ResourceType>RESOURCE_OIL</ResourceType>
<Cost>1</Cost>
</Row>
</Building_ResourceQuantityRequirements>
<Building_YieldChanges>
<Row>
<BuildingType>BUILDING_OIL_REFINERY</BuildingType>
<YieldType>YIELD_PRODUCTION</YieldType>
<Yield>4</Yield>
</Row>
</Building_YieldChanges>
EarthHuman1981 28 Aug, 2013 @ 6:18am 
<Row>
<Type>BUILDING_OIL_REFINERY</Type>
<BuildingClass>BUILDINGCLASS_OIL_REFINERY</BuildingClass>
<Cost>600</Cost>
<GoldMaintenance>4</GoldMaintenance>
<PrereqTech>TECH_COMBUSTION</PrereqTech>
<Help>TXT_KEY_BUILDING_OIL_REFINERY_HELP</Help>
<Description>TXT_KEY_BUILDING_OIL_REFINERY_DESC</Description>
<Civilopedia>TXT_KEY_CIV5_BUILDINGS_OIL_REFINERY_TEXT</Civilopedia>
<Strategy>TXT_KEY_BUILDING_OIL_REFINERY_STRATEGY</Strategy>
<MutuallyExclusiveGroup>2</MutuallyExclusiveGroup>
<ArtDefineTag>ART_DEF_BUILDING_FACTORY</ArtDefineTag>
<SpecialistType>SPECIALIST_ENGINEER</SpecialistType>
<SpecialistCount>1</SpecialistCount>
<MinAreaSize>-1</MinAreaSize>
<ConquestProb>33</ConquestProb>
<HurryCostModifier>0</HurryCostModifier>
<ArtInfoRandomVariation>true</ArtInfoRandomVariation>
<IconAtlas>CIV_COLOR_ATLAS_BTF</IconAtlas>
<PortraitIndex>19</PortraitIndex>
</Row>
EarthHuman1981 28 Aug, 2013 @ 6:18am 
This is the code for the Oil Refinery in the "Beyond the Future" mod, edited by me for my desired cost/benefit, and yet I STILL get +9 oil when I create one as a test with IGE when I begin a new game :(

The only difference for the code below is that its not in its own building file, but rather in a file called CIV5Buildings.xml, which has the code for all the buildings created in that mod. Nothing I can find in it references the Oil Refinery and a gain to oil resources.

cont'd again /sigh
EarthHuman1981 28 Aug, 2013 @ 6:17am 
I can't figure out how to PM you.

So... I got my mod to work. the .modinfo just wasn't activating the .xml, so I also discovered I could just de-activiate your UnitResource.xml, easy peasy.

Now for the Refinery...

Without "Beyond the Future" activated, the +9 doesn't happen. For some reason, the Oil Refinery in that mod completely overwrites yours, tech placement, cost, bonuses, etc.

So... I simply edited that Mod, copied the lines of code I needed from yours into that to have the Oil Refinery as I desire it... de-activated yours from your .modinfo so its gone completely.

cont'd
EarthHuman1981 28 Aug, 2013 @ 4:48am 
@Swat. No, definitely the Oil Refinery providing +9 oil.

For reasons unknown to me, editing UnitResourceUpdate.xml (with notepad) does not apply the changes into the game, either a loaded game, or a new one. When I made the range change to your ICBM mod from 110 to 50, I edited that (with notepad) successfully.

I'd already added the text for the nuclear submarine before I posted my comment the other day, it had no effect. I'm at a loss to explain why.

I need to just do some reading I think. I'd tried making a new mod yesterday, one that would just add oil to units. I started a new project in ModBuddy, copied line for line the code found in UnitResouceUpdate.xml, saved it, started a new game and loaded only the mod I'd just created, and it didn't work...
swatmp5  [author] 27 Aug, 2013 @ 9:27pm 
@Calculator: the refinery actually provides +3 oil I believe. Could it be some other building you're talking about?

It's no problem, this is how to change the resource quantities: just go to UnitResourceUpdate.xml

There, you'll see a bunch of units with their resources under the Unit_ResourceQuantityRequirements like so:

<Unit_ResourceQuantityRequirements>
<Row>
<UnitType>UNIT_MISSILE_CRUISER</UnitType>
<ResourceType>RESOURCE_OIL</ResourceType>
</Row>

Just add these few lines of code in between the <Unit_ResourceQuantityRequirements> tags:
<Row>
<UnitType>UNIT_NUCLEAR_SUBMARINE</UnitType>
<ResourceType>RESOURCE_OIL</ResourceType>
</Row>
and save. that oughta do it
EarthHuman1981 27 Aug, 2013 @ 12:56am 
@Swat: Also, could you perhaps private msg me a way to make those resource changes to the units? I'd like my nuclear sub to require oil and uranium, as they do have a diesel/electric backup I believe, and require oil in the many other parts not directly connected to the power generator. I'd also like to make use of Iron in late game by making tanks and whatnot need it as if it were steel.
EarthHuman1981 27 Aug, 2013 @ 12:56am 
@Swat: Indeed, they do have a nuclear reactor, but they currently don't require any resource, so I just tried to add the oil as the simplest of edits to the mod.

After some investigation, I discovered that the Oil Refinery from this mod was being overwritten by the Oil Refinery from the "Beyond the Future" mod. I changed the filename of the one in your mod to make it completely inactive, but still had the issue of gaining +9 per refinery from the other mod. The mod states that this Refinery uses 1 Oil and gives +10% Production and +4 Production. Somewhere in the code there is a +10 to oil that I can't see. There are only two lines in the code where the number 10 is used, and editing either doesn't decrease the oil generated upon build. However, increasing the cost from 1 to 10, did give a net increase of 0 when built, but that shouldn't be how to fix it.



swatmp5  [author] 26 Aug, 2013 @ 6:05pm 
@Calculator: these are very strange happenings, I'll look into them. For nuclear submarines, I didn't make oil a requirement as they have a nuclear reactor which provides power (rather than oil-based power)
EarthHuman1981 25 Aug, 2013 @ 11:13pm 
In addition to the +9 Oil from each Refinery issue I mentioned just before, I'd also like to know why I can't add Nuclear Submarine to the needing oil list, as you forgot it. I've edited other MOD's for basic details such as unit range, so I'dve thought that adding Nuclear Submarine into this mod would be as easy as:

<Row>
<UnitType>UNIT_SUBMARINE</UnitType>
<ResourceType>RESOURCE_OIL</ResourceType>
</Row>
<Row>
<UnitType>UNIT_NUCLEAR_SUBMARINE</UnitType>
<ResourceType>RESOURCE_OIL</ResourceType>
</Row>
<Row>
<UnitType>UNIT_DESTROYER</UnitType>
<ResourceType>RESOURCE_OIL</ResourceType>
</Row>


inserting that line of text into your already existing code. However, upon saving the file and restarting Civ5, the change had no effect, good or bad.

Any advice here would be great. I haven't had the time to dig into tutorials on making mods yet, so I'd like to tweak this Mod until I know how to put my own together that provides what I desire.
EarthHuman1981 25 Aug, 2013 @ 9:40pm 
Each Refinery I build increases my Oil by +9...
expito 15 Aug, 2013 @ 6:44am 
@DCG_Anubis thanks for your advice
Kinetic Energy Productions 12 Aug, 2013 @ 1:41am 
I wish I had BNW. These mods are great for editing and programming, nonetheless. You guys are awesome and inspiring. Drill, baby, drill!
DCG_Anubis 9 Aug, 2013 @ 2:54am 
"the executioner" there is an other mods that solves your problem its callad "Industrial Steel"
Anakin_the_Green 6 Aug, 2013 @ 7:15pm 
wanted to be sure and I do not believe oil makes Lazors
swatmp5  [author] 6 Aug, 2013 @ 7:09pm 
@Anakin: the XCOM squads do not require oil. I assume they use some kind of advanced energy system..
Anakin_the_Green 6 Aug, 2013 @ 5:36pm 
looks like you have BNW now. one ? does XCOM squads now require oil they do sorta use lasers instead.
Kinetic Energy Productions 6 Aug, 2013 @ 9:02am 
Brave New World. The newest expansion pack for Civilization V.
SavageHedgehog 5 Aug, 2013 @ 5:08pm 
What is BNW?