Sid Meier's Civilization V

Sid Meier's Civilization V

Food Resources
42 Comments
mazrados 1 Jun, 2020 @ 2:20am 
I would change one thing. For grocery requirements I would add some alternatives. Cattle is not as common and in my current gameplay I have none of that available. I would add for this deer at the very least. Maybe also fish or something else?
Bukubukuchagama 31 Jan, 2020 @ 8:38pm 
latest update broke mod idk how but it ruins few other vanilla buildings and makes them produce nothing
mazrados 22 Nov, 2018 @ 12:44am 
This mod is great. Hoping to see more features. For example something that needs only fish. I have a lot of fish but not much cattle. I can build several grocery stores but don't have anything to use this huge amount of fish. It has great potential for future development.
Mk Z  [author] 12 Apr, 2015 @ 3:22am 
ok thanks i will check the scripts again
jeszcze coś zjem i możemygrać 11 Apr, 2015 @ 3:33am 
BTW they made poland so OP it's ridiculous :)
jeszcze coś zjem i możemygrać 11 Apr, 2015 @ 3:31am 
No, i got that, but the problem was you coded it wrong, or mayby the game downloaded some old files or something, but that was the case for me. With the watermill as I described you delete the whole database entry associated with water mill, so later when you update the value of watermill's production to 2 there is no record in the database to put that value into, you have to either insert a new database entry for watermill production yield to be stored in, or do what I did, which is updating values to 0 instead of deleting the whole database entry. With the caravans I think there were some sql spelling mistakes, so it didn't add the change to the database correctly.
Mk Z  [author] 9 Apr, 2015 @ 11:10pm 
jeszcze coś zjem i możemygrać, food caravans should be allowed with monuments yes... I did such an update to this mod after BNW came out. Water wheel gives productions you can see it in the city's production popup (production from buildings). You dont see bonus production in the civilopedia because you play a localized game (polish i assume).
jeszcze coś zjem i możemygrać 5 Apr, 2015 @ 11:44am 
[Food Caravans With Monument Solution]

Replace the content of ModLocation\SQL\FoodCaravans.sql with this string:

UPDATE Buildings SET AllowsFoodTradeRoutes = 1 WHERE BuildingClass = "BUILDINGCLASS_MONUMENT";
jeszcze coś zjem i możemygrać 5 Apr, 2015 @ 11:05am 
[Water Mill No Yield Solution]

So basicly you update a row that you previously deleted, to repair this open the file ModLocation\SQL\FRM_ChangeBuildings.sql and replace the second line starting with "DELETE FROM Building_YieldChanges" with this string:

UPDATE Building_YieldChanges SET Yield = 0 WHERE BuildingType = "BUILDING_HOSPITAL" OR BuildingType = "BUILDING_WATERMILL";
jeszcze coś zjem i możemygrać 4 Apr, 2015 @ 10:45am 
For some reason the food caravanas don't work for me, and it changes thethe Water Mill making it a 1 maintenance building with no yield
Mk Z  [author] 13 Oct, 2013 @ 1:29am 
Its problem of the game that you can enter modern era in 16th century not of the mod. Oil requirement would be too severe. You need rare resources like bananas to build supermarket already. it is our history in which supermarkets became available at the same time with petrol engine powered vechicles. I think without oil foods (and other goods) still could be transported by other means, e.g. electromobiles.
Elevator is available with Railroad. Combustion is a tech which improves its yield.
SuperGrover 12 Oct, 2013 @ 11:40pm 
I looked at the pictures then thought: Supermarket by 1590AD: Seems a little too early. Supermarket is a very large Grocery but irl you need a large distribution chain of trucks to supply it every day of the year. Suggest available only with oil. Grain elevator, ditto (or maybe a few techs earlier, e.g. railroad). You need to transport the stuff out of the grain elevator to the factory, otherwise it would spoil and defeat the point of building a large silo (to supply industry). I am from the part of the UK where the industrial revolution began: it started because of water power, waterwheels running factories and canal barges transporting these goods. Then the James Watt steam engine came along which made all these facilities bigger and more efficient. Food distribution, and Textile production in the (water & steam powered) Mills.
Mk Z  [author] 7 Oct, 2013 @ 7:20pm 
if the last update will cause problems in GnK, locate [My Documents]\Games\Civilization V\Mods\Food Resources\SQL\FoodCaravans.sql, open with notepad, delete the text and save.
Mk Z  [author] 7 Oct, 2013 @ 7:17pm 
Minor change:
food caravans are enabled with Monument instead of Granary
(as you wont have Granary in every city with this mod)
Mk Z  [author] 1 Oct, 2013 @ 11:48am 
Hallelujah!
Thanks for your patience benilh
I hope you'll enjoy the mod
Benilh 1 Oct, 2013 @ 5:33am 
i dont know why, but now the mod works!
Benilh 30 Sep, 2013 @ 10:28pm 
i did try that like, a million times before commenting :/
Mk Z  [author] 30 Sep, 2013 @ 9:19am 
benilh, not sure about that. I dont see any trace of GnK in the source files. I have re-uploaded the mod, please try to re-download it (unsubscribe and then subscribe again).
Benilh 30 Sep, 2013 @ 6:17am 
i think i know what the problem is, i dont hvae gods and kings, is that why it doesnt work?
Benilh 22 Sep, 2013 @ 9:19am 
when i go into the "mods" screen, the mod just, doesnt show up, all of my other mods are there, but not this one.
Mk Z  [author] 22 Sep, 2013 @ 7:42am 
benilh, what exact problem do you have? buildings dont show up, they have wrong effects or what?

tried the mod today, all seems to work properly
Benilh 21 Sep, 2013 @ 3:55am 
dosent work for me :(
CivMaster 27 May, 2013 @ 10:04am 
well i tested it with a different town. it applies to the base yield of the town hex. meaning it is production from terrain. so it does work i dunno why i didnt see it that day
Mk Z  [author] 27 May, 2013 @ 9:38am 
Panthera pardus, it should belong to "production from buildings"
CivMaster 25 May, 2013 @ 4:53am 
somehow i cant seem to find the 2 production from the water wheel. i bulid it in a city with 16 base production and it was still 16 base production. or does it show up in the buff area with all those percentages?
Dimmy 11 May, 2013 @ 8:32am 
Oh thanks for the insight! In my local language version, there's nothing telling that ingame...
Great mod, thanks!
Mk Z  [author] 11 May, 2013 @ 3:13am 
Dietch, Wheel gives +2 production and Hospital keeps food like Aqueduct and Med Lab.
Dimmy 11 May, 2013 @ 1:14am 
So what does the hospital and water whell do now?
Just nothing?
Why not making them a +X% food growth bonus in the city? Like 10 & 5 respectively?
Great mod and great ideas beside that.
Starfoth The Burgundy Silk Rug 26 Apr, 2013 @ 6:03pm 
I liek everything bt the hospital mod. I will have to manually remove dat.
Mk Z  [author] 21 Apr, 2013 @ 11:26am 
Sir Chodelot I, i've made supermarket and elevator icons by myself and got the grocery icon from the game's unused assets.
♛BIG_PAPA_JUAN_DEAG♛ 21 Apr, 2013 @ 8:30am 
Did you do the 2d art for the buildings? It's really hard to make it look good, but that looks like it came from the vanilla game! Really nice job.
Templar 9 Apr, 2013 @ 11:37am 
If logic was your concern then I would have thought you would have made units that required iron unbuildable until a forge was built. There are many different things about Civilization in general that don't make a whole lot of sense upon close inspection, and are embraced for the sake of simplicity and the ability to appeal to a wider audience. The opening of the game to the workshop allows players on a more advanced (or overtly particular) level to embrace those ideas that were left out for the sake of the wider audience that is less willing to grapple with incredibly complex mechanics. I LIKE your mod because it highlights that very fact, and your desire to implicate a wider system of food management is laudible. But I feel in your quest for a more 'logical' system of food management, part of the spirit of the game is cast off for the sake of mechanics.
Broken Sky 8 Apr, 2013 @ 8:04am 
The mod is good, but I don't like the grain requirement's exclusivity for grain or the cow/fish one for grocery store. Understand why A food requirement is in, and completely agree with this idea, but my problem is the neccecity that it be grain. Could you make it such that graneries, groceries and grain elevators require each one of a number of food resources eg cattle, fish grain etc. Maybe rename the Grain Elevator to something like modern granary or something because of the lack of grain requirement.

The point of this is to represent the growing of food in one part of the empire and having it moved to another part, eg North Africa -> Rome with wheat, right? But surely this should be applicable to other food types?

This is just a suggestion, but I would like you to consider it.
Mk Z  [author] 7 Apr, 2013 @ 2:14am 
TEMPLAR, nope food isnt growth. food is food and growth is growth, there are growth modifiers in the game that apply to surplus food (some policies and beliefs effects), food yields (granary and hospital) and modifiers (ToA wonder) and food-kept-after-growth modifiers (aqueduct and med lab). Granary is a food building and it gives food, both in unmodded GnK and in my mod. Only difference - the rules of how food is provided. Unmodded hospital gives food, and you could be right if aqueduct and med lab were giving food too, but they increase the percentage of food kept after growth... so giving a hospital the same effect with other sanitary buildings makes more sense imo. devs wanted some food building in the industrial era so they made hospital. in my mod there's a grain elevator playing this role so i have made hospital keeping food (and thus increasing growth) putting it in line with other similar buildings which i think makes the game more logical
Templar 4 Apr, 2013 @ 5:22am 
I like the idea, but I think you're misunderstanding the idea behind 'food' in Civilization Five. "Food" is a broad term for "growth". A hospital is not a farm, and does not produce food on the kind of level that the game would trick you into thinking; rather, it expands the growth of the population by increasing the life expectancy of the population with access to it. This expansion of life expectancy would be complex to model as a seperate game mechanic and is, therefore, simplified by translating into a 'food production' boost. The same could be said for a granary or an aqueduct which provide a more stable food supply and reliable fresh water, respectively. Again, I think your idea is inventive and interesting, but unnecesarily complicates the streamlined mechanics of the game.
Behemoth 3 Apr, 2013 @ 11:51am 
A very good idea. I've often thought about this myself. When ever someone points out that Egypt was the granary of Rome I often think to myself, why this aspect isn't portrayed in Civilization. I have a look at this for sure. Thank you in advance.
Gegenzeit 3 Apr, 2013 @ 7:57am 
I'll definetly give this a try in my next game! That food can't be transported in the vanilla verison is quite ridiculous :) It also kind of flattens the game strategically - I'd like to be able to conquer the bredbasket of an enemy civ.
Doctor G 2 Apr, 2013 @ 8:29pm 
You need to make mod 2 of this

wine is made from grapes... wine is not a reasorce... the grapes are as well as any fruiting plant to be made into booze, food, chemicals, medication or fertizer

oranges are a MASSIVE resource and can ONLY be grown in a small strip of the world that never freezes. Oranges are one of the largest resources after oil on the planet.

Tomatos are another one... so are Peppers...

Potatos, sugar beets, Maple Surp and cabbages should be allowed to be grown in tundra areas, Russa, Canada and Alaska.... for example

Then fish farming such as crabs, shrimp, carp and salmon are left out as well

I totally agree with your consept

Growing food is 1st part of civ... civs have nothing to do with writting to start... It is how much food you can produce in order to have the free time to invent paper, scrolls or hides or mud fire bricks need to draw on... in order to make a written language

Buster Noggins 2 Apr, 2013 @ 6:15am 
I'd like to find a mod that would extend a cities reachadility to surrounding resources including but not limited to food, mines, and wheat etc. I'm a big fan of one city challenge and the 3 space limit is not enough for me.
SquishyScot 30 Mar, 2013 @ 3:56pm 
will give this a try going to download a lot of mods and mess around and see if i like or not
Mk Z  [author] 29 Mar, 2013 @ 2:38pm 
i'm glad you like it!