Sid Meier's Civilization V

Sid Meier's Civilization V

Gods and Kings Electricity Mod
30 Comments
Emperor of Awesomeness  [author] 24 Nov, 2019 @ 2:28pm 
Tikiisgod:
Go for it. :steamhappy:
Tikiisgod(tristan beal) 22 Nov, 2019 @ 2:10pm 
Your eminence, I am trying to make a mod around the electric power resource and some new related buildings etc for vox populi/CBP can I use content from your electricity mod if I give you credit?
phlippy.g 11 Sep, 2018 @ 9:41am 
Have both G&K and BNW,it works for me
Jabber 20 Oct, 2016 @ 12:08am 
No uniqe icon for electricity resource?
Emperor of Awesomeness  [author] 6 Jul, 2015 @ 11:23am 
gmdaoust:
Sometimes when governments setup hyrdodams they flood sizable areas regardless of the communities and/or archaeological sites there. This I doesn't quite happen in North America but in China when they built the Three Girges Dam they basically told the residents to get out or else (supposedly without compensation) and flooded a mess of dig sites and cities.

Also, at some point I wanted this mod to make all electricty buildings have kinda of a bonus and a disadvantage.
yappy118 6 Jul, 2015 @ 9:47am 
Hi. You produce great mods. Congratulations! I'd like to know why the Hydro Plant reduces culture by 2%? Would you care to explain? I frankly can't see the link between a hydro plant and loss of culture for the life of me.
roberto tomás 4 Mar, 2015 @ 10:40am 
I have both .. BNW I got second so my splash screens, etc, all have that.
Emperor of Awesomeness  [author] 3 Mar, 2015 @ 7:02pm 
roberto tomas: no just G&Ks
roberto tomás 3 Mar, 2015 @ 11:51am 
I don't know if this is a dumb question, but .. is this compatible with BNW too?
Emperor of Awesomeness  [author] 21 Aug, 2014 @ 6:27pm 
Mr.GoldenGlasses: yeah thats a good idea but I'll unforunatly not be doing anything with this mod for a while just on account of being a bit busy and working on some other modding stuff but I do hope to eventually do a new update for this and it'll probably include a fusion power plant.
BigMeat 20 Aug, 2014 @ 9:59am 
you should add in a Fusion Power plant at Nuclear Fusion.
Emperor of Awesomeness  [author] 22 Jul, 2014 @ 3:04pm 
NocturnalEye: no just G&Ks
NocturnalEye 21 Jul, 2014 @ 10:04pm 
BNW?
Kaboom 25 Jan, 2014 @ 7:04am 
Could you produce "engines" for mechanized units (Tanks, Planes, Ironclads/Subs, Mech Infantry..etc)? Same way for Industrial Steel is produced?
hayes.hayward94 25 Jun, 2013 @ 2:32pm 
units should require electricity too like jets should require aluminum and electricity
Aurelius 14 May, 2013 @ 12:25pm 
Just a suggestion that you add a building for nuclear fusion, because energy in the fairly near future (and other things) will undoubtly be shaped by nuclear fusion.
rogershrubber 11 May, 2013 @ 7:09am 
Also:

Third, I think it would be interesting if each power source came with some downside to make the decision between them more interesting. For example, the pollution from coal power plants results in a penalty to food production.
rogershrubber 11 May, 2013 @ 7:09am 
Good work. I like the idea, but I have a few suggestions. First, I think you should add an Oil Power Plant at Power Generation that is similar to the Coal Plant. Oil was a popular source of electricity while it was plentiful, but I can see players destroying their oil power plants when they need to build units and can build better power plants.

Second, I think that Hydro should not come at the same time as Solar because they were invented many decades apart. I would put Hydro with Plastics (as Civ V and IV) or Electronics (Civ III). I think Solar is just fine with Ecology, but I would consider making it less expensive and produce less electricity, and then adding Wind and Biomass Plants (requiring a city on a hill and with many forests respectively). I think this would capture the feel of a "green" power grid with many small, diverse power sources.
Moe Lester 16 Mar, 2013 @ 10:09am 
@Darkness try the really advance setup mod
Moe Lester 16 Mar, 2013 @ 10:08am 
nice
Faysal 13 Mar, 2013 @ 11:17am 
No electricity on maps.
Jabber 4 Jan, 2013 @ 12:45pm 
Moreover, would be nice if one could build electric transmission lines to redistribute electricity between cities (like roads)
Jabber 3 Jan, 2013 @ 4:04pm 
The idea in generally is awesome, however making an electricity as a resourse seems not really good to me. Electricity looks more like Food or Culture for each city wich work as a rstriction for uilding certaing buildings of Inductrial and later eras. If there is a need of come resource that can "generate" elecricity i beileve it's Coal and Natural Gas. So you can build Power stations.
Jabber 2 Jan, 2013 @ 6:11pm 
Will be nice if you do a custom icon for Electricity (as far as it stands along food, production and gold now...) and if it will show in economy rview for each city and everything...
Jabber 2 Jan, 2013 @ 6:09pm 
Interasting. Worth a try
Emperor of Awesomeness  [author] 28 Dec, 2012 @ 6:08pm 
Darkness I've recently updated this mod and now the coal plant is no longer required for other power plants
InsertWeirdNameHere 27 Dec, 2012 @ 11:45am 
Can someone please make a mod that allows you to build other plants without the coal plant. I never have coal near me!
Emperor of Awesomeness  [author] 22 Dec, 2012 @ 3:34pm 
Overkill99 anytime I've played it I've never had that problem but I can think of a few things that might cause the problem. If you're playing without Gods and Kings or with another mod it could cause the new techs to be unconnected. Or if you're using other DLC (besides Gods and Kings) that could be the issue if they change the tech tree, which I don't know if they do cause I don't have them.
Sophie 21 Dec, 2012 @ 5:13pm 
This is the one thing that was missing from the original. I hope this mod makes it into the base game and gets used in Civ 6, Civ 7 and Civ 8 etc. My one request is that you make it work with vanilla Civ 5
Pumba70 14 Dec, 2012 @ 6:20pm 
Can you possibly elaborate more on the mod/add pics of it in-game?