Sid Meier's Civilization V

Sid Meier's Civilization V

Resources - Copper buff
52 Comments
grognardgary 7 Oct, 2020 @ 5:25pm 
To those complaining that you only get one gold for copper remember that gold and silver are even better electrical conductors than copper and produce less heat in to the bargain Gold has been used in the wiring of satellites for some time now.
Maitre Supreme 7 May, 2016 @ 9:50am 
Great mod - THX
More's the Sniper 30 Nov, 2015 @ 11:32am 
It would be interesting to make copper a requirement for electronics.
Senator Red 6 Oct, 2015 @ 10:59am 
Great mod
Venusaisha 31 May, 2015 @ 5:19am 
awesome
Nacho Man Randy Cabbage 10 Dec, 2014 @ 3:46pm 
I actually agree with the balance reasoning, a lot, actually, but the meta reasoning is iffy. While it's not afforded as much value as silver and gold, it's far more widely used for far more important things, and even in terms of coinage it is (at least eventually) used more than either. What I think should happen, now that I've thought about it a bit more, is that the Mint and Forge should add their respective bonuses as you have them now, but either the Forge or another relevant building should add +1 Gold to Copper come a certain technology, probably in the Atomic Age or something. That would be both balanced and relevant to real-world meta, right?
MegaBearsFan  [author] 10 Dec, 2014 @ 11:07am 
And just to clarify my thinking for this mod, I made copper worth less with the Mint for 2 reasons:

1.) meta reasoning: Copper has traditionally been less valuable than silver or gold.
2.) game-balance reasoning: having the +1 production and +2 Gold makes Copper too strong of a luxury resource. That would give Copper 4 production and 4 gold, compared to silver or gold (not buffed by Forge) having 3 production and 4 gold.
MegaBearsFan  [author] 10 Dec, 2014 @ 11:03am 
@Jammy Roostler:

As I understand it, mod scripts are loaded and run in the order in which they are enabled in the in-game mod browser.

I think that if you enable this mod first, and then enable BlouBlou's mod second, then his Mint functionality will overwrite this mod's Mint functionality. So that would (hopefully) retain the Forge buffs from this mod AND grant the additional gold from BlouBlou's Mint mod. Give it a try and see if it works. If it causes problems, or causes any unintended side effects, then you can always disable one or both mods.

Please let me know if you have any other feedback.
Nacho Man Randy Cabbage 8 Dec, 2014 @ 9:23pm 
Sorry for two messages, but this wouldn't fit with the other comment. Bloody character limit...

I realize it'd probably be more expedient to just ask you to make the Mint produce +2 gold instead and use your mod, but BlouBlou's shown that he keeps a close eye on and maintains mods he works on, so my thinking goes that
A) You both can compare scripts and figure out how to optimize things
B) You can both have credit on the mod while BlouBlou takes the work in maintaining it with his usual careful attention.

This is totally just a suggestion, but my point from before still stands that I'd like to see the best of both worlds in this.
Nacho Man Randy Cabbage 8 Dec, 2014 @ 9:19pm 
I'm downloading this because it sounds really nice and evenly helpful, but I'm going to hold off on actually using it until I can confirm that it does not conflict with or ideally can work alongside BlouBlou's "Resource - Mint Includes Copper" mod. Considering that mod adds +2 gold to copper resources I imagine it would.

Is there any chance you could work with him to establish one that gives the best of both worlds? I like his view of +2 gold for Copper with a Mint (since it's arguably just as if not more important than both resources) but I also like your idea of including the Forge usage as well, for which +1 Production seems legitimate.
Nexus Quasar 6 Nov, 2014 @ 10:57pm 
@MegaBearsFan:

I did a little research. No, unfortunately there is no mod which making copper into a strategic resource. Maybe i'll try to make such mod by my self but i have no idea how to do that yet.

O'k thanks a lot for your answer. If ever you come to create such a modification i would be very grateful. :-)
MegaBearsFan  [author] 5 Nov, 2014 @ 3:12pm 
@Nexus Quasar:

Making copper into a strategic resource is possible, but this mod does not do that. I think there are other mods on the Steam Workshop that do change copper into a strategic resource. I would recommend that you search the Steam Workshop for other copper mods and see if you can find any.
Nexus Quasar 5 Nov, 2014 @ 12:19am 
@MegaBearsFan: Hi! First of all i apologise for offtopic and my bad English. I thought that in Civ 5 the creation of units like spearman should require copper as well as the creation of the swordman require iron. Because the spears and shields are made of bronze. I whish to copper still was the luxury item and strategic resource at the same time. Because it is a historical fact! :Diplomat:
Is it possible at all?
Anyway, thank you for this mod!
jccohen 21 Jun, 2014 @ 12:10pm 
Thank you, this make things make a lot more sense in game...
Toddasaurus Rex 31 Mar, 2014 @ 5:53am 
Just started using this, Pretty fantastic! Good work bro!
batch1 21 Feb, 2014 @ 1:15pm 
The +1 gold for the mint is a feature that should be in the game anyways with or without a mod
MegaBearsFan  [author] 30 Dec, 2013 @ 12:34pm 
The mod should automatically update. However, I've heard that some people have issues with Civ V not updating mods in certain cases. Take a look through this forum and see if it has a solution to your problem: http://forums.civfanatics.com/showthread.php?t=469369 .

Best of luck.
MightyMouse 23 Dec, 2013 @ 5:34am 
Where do I find version 2? My copy of this isn't updating.
MegaBearsFan  [author] 16 Sep, 2013 @ 10:04am 
Yes, Jason is my name. Do I know you, Lost Izalith?
Rykhath 14 Sep, 2013 @ 2:27am 
Mega are you same person as Jason?
MegaBearsFan  [author] 21 Aug, 2013 @ 10:43am 
@eds_117: I have not tested it with any other mods. I think it would depend on which order you enable the mods, as the second mod would likely overwrite the changes made by the first. I would suggest that you try it out and let me know if you run into any issues.
eds_117 21 Aug, 2013 @ 9:17am 
@MegaBearsFan Maybe an odd question or notion, but is this mod compatible with Ressource - Mint Include Copper? In my mind, that one and yours could work together, at least conceptually (with some tweaking?) if not coding-wise.
MegaBearsFan  [author] 1 Aug, 2013 @ 11:45am 
Thanks capperz412! :)
capperz412 1 Aug, 2013 @ 9:00am 
I just tested it; it works just fine :D
MegaBearsFan  [author] 23 Jul, 2013 @ 8:25am 
@bourqueclaude: I have not tested it with BNW yet. I would assume that it is compatible, since BNW did not make any changes to the Mint, Forge, or Copper that I am aware of. Please try it out, and let me know if you have any issues!
SilverHead 22 Jul, 2013 @ 7:04pm 
Is it compatible with BNW?
Falkenstein 12 Jul, 2013 @ 11:22pm 
it's a luxury ressource
Don Parmesan 10 Jun, 2013 @ 4:17pm 
besides, what is copper used for without the mod?!
HerrKaiser 25 May, 2013 @ 10:19am 
sweet dude! this makes copper acutally somewhat worth it :P
MegaBearsFan  [author] 24 May, 2013 @ 8:04pm 
Thanks for the feedback everybody! Glad to see that this mod is popular!

I apologize to those of you who had problems with the glitch that prevented the Forge from being built if you didn't have Iron. Thanks kevinjk for pointing out the flaw in the code.

I have updated the mod and re-published. The Forge should now be working properly in Version 2. Updating the mod should not cause issues with your save files, and you *should* be able to build the Forge in legal cities in saved games after updating the mod.
Keukotis 22 May, 2013 @ 2:59pm 
@SpazzyMcGee
All luxury resources have a +2 total bonus except for gems (which have +3). Copper isn't special in that regard.

@MegaBearsFan
This mod isn't quite working right. Cities are now required to have both Copper and Iron in order to build the Forge, rather than just one or the other being required. Additionally, go ahead and make the Mint bonus +2 Gold for copper like it is for silver and gold. It really isn't too strong and the Mint is already a very limited-use building.

To fix the "copper and iron" requirement, you need to delete the iron requirement from the "and" list and add it to the "or" list for this building. Here's that code, although it will lose tab formatting when I post it here:

<Building_LocalResourceAnds>
<Delete BuildingType="BUILDING_FORGE" />
</Building_LocalResourceAnds>
<Building_LocalResourceOrs>
<Row>
<BuildingType>BUILDING_FORGE</BuildingType>
<ResourceType>RESOURCE_IRON</ResourceType>
</Row>
</Building_LocalResourceOrs>
Major Cohones 21 May, 2013 @ 1:57pm 
although copper to gold not possible .. like the upgrade pssibilities
SpazzyMcGee 20 May, 2013 @ 7:54pm 
Copper already has a +1 hammer and +1 gold, more than most other resources. I don't think it needs any more buffing.
Kalderasch 20 May, 2013 @ 1:05pm 
I've got the same problem as Hoagithor. I very much like the idea of the mod, but will deactivate it until you have found the bug with the forge.
Hoagie 20 May, 2013 @ 12:50pm 
having an issue with the forge, i'm consistenly not being able to build it at all, regardless of iron or copper nearby
Jmotta 20 May, 2013 @ 11:24am 
soup
Gorhaax 20 May, 2013 @ 7:11am 
I approve this change. Makes sense since copper was used as a cheap currency and was used in war,
The Sand Man 19 May, 2013 @ 3:34pm 
Useful!
Diz 19 May, 2013 @ 6:17am 
awesome!
Comrade Weebman 18 May, 2013 @ 5:08pm 
It makes sense for both, considering some coinage is made from copper alloys.
SirValence 18 May, 2013 @ 1:44pm 
I support this change for the forge, but not for the mint.
AesDraconis 18 May, 2013 @ 12:47pm 
Very thoughtful addition. Copper has been just as useful (in its own ways) as gold, silver, and aluminum.
Sj316 18 May, 2013 @ 12:28am 
nice
Whirling Dervish 17 May, 2013 @ 12:34am 
Copper played a more important technological role than most other luxuries, and this reflects that. Perfect!
General Phoenix 16 May, 2013 @ 8:12pm 
just a thought, a copper mine should warrant its own specilised building the wire factory (or some thing of that nature) that boosts the production in any city that particular resource is connected to (via trad routes and civ trading.)
Zenith 16 May, 2013 @ 1:48pm 
I don't think the Mint bonus needs to be reduced. Compared to Gold and Silver Copper would still be weak because there's no pantheon belief that boosts it.
guys 15 May, 2013 @ 9:34pm 
I think it is fine the way it is, atm Copper can reach 4 P 3 G (on hill no river), compared to gold and silvers potential 3P 4G 1C 1F (even without the pantheon the yeild is still around the same).
Insanemonkey EDF 15 May, 2013 @ 8:49pm 
That mihght woirk yea try that.
MegaBearsFan  [author] 15 May, 2013 @ 8:05pm 
I fear this mod might make copper *too* valuable though. I'm considering reducing the base yield of Copper from +2 gold to +1 gold. Thoughts?
Uber dem Nebelmeer 14 May, 2013 @ 4:26pm 
This is a brillaint and historically accurate idea.