Sid Meier's Civilization V

Sid Meier's Civilization V

Resource Buildings
89 Comments
ian_fected 30 Jul @ 6:09pm 
Mints are state run, so it makes sense that your civilization can produce them. Most of the resource buildings in this mod, though, are not. That's why they are not options in the vanilla game. Instead, I think the Mint bonus needs to be repurposed: nobody can trade their own GPT for foreign luxury items unless they have the Mint bonus resource building. And maybe during the modern period, add oil as an item that also allows GPT to be used during trade. This makes sense. Your civilization's credit is nothing more than monopoly money to a neighboring civilization, so why would they want your GPT unless they can melt it down?
wb2kum 23 Jun, 2022 @ 5:36am 
not sure if this is causing anything-but it seems that when using this 'iron' does not get improved until after all these resources get improved. and for some reason harbours do not seem to be giving me connection with the capital.
renzino 25 Nov, 2021 @ 5:11pm 
Good day ! all is working but the olives don't give acces to the thermopolium.
DJSHenninger  [author] 25 Dec, 2018 @ 6:39am 
Thanks, links updated.
Mambokanetannhauser 25 Dec, 2018 @ 1:59am 
Hey. Both the dropbox links are dead. I can't download the one with More Luxuries support. :/
AnormaL 20 Feb, 2018 @ 11:16am 
Awesome!
TY 23 Jan, 2018 @ 4:26am 
To make it compatible with Omnibus, could you please change the art for the sculptor and change the name for the tannery and chocolatier? Other than that small problem, this mod's great
sarasosio 7 Feb, 2017 @ 6:13pm 
After reading this through a few times, I've concluded that this is very well thought out, especially with the More Luxuries inclusions. I'm debating whether or not I should use Jason Grade's Copper Buff with this, as it also includes a mint and forge bonus. Time to install and try this sucker out.
DJSHenninger  [author] 19 Jul, 2016 @ 9:26am 
@Moonman I don't know; I'm not familiar with all the methods used to enable mods for multiplayer. I think it's compatible.
Vermin Supreme 19 Jul, 2016 @ 9:06am 
Is this multiplayer compatible?
MC24hc 15 Jul, 2016 @ 3:53am 
Dear DJSHenninger,

I just researched 'Guilds' and the convert production to gold is there...


ps: Anyway im liking this mod... :P
DJSHenninger  [author] 15 Jul, 2016 @ 3:09am 
@MichaelCheng24 I doubt it, there's nothing fancy about this mod and in particular the buildings unlocked when Currency is researched - they all use methods inherently supported by the game (XML tags). It might be either another mod or a mod conflict, unless this is the only mod you've activated.
MC24hc 15 Jul, 2016 @ 3:02am 
There is one big problem, when i researched 'currency' the 'convert production to gold' option is gone, i cannot choose this in my cities...Is this the mod's doing??
Tobi 4 Jan, 2016 @ 1:08pm 
Ty for this beautiful mod!Pls add more buildings!!! :(
DJSHenninger  [author] 25 Nov, 2015 @ 2:10am 
There's a mod somewhere on the workshop called something like "Dynamic Culture Overview" that should fix that. It's an inherent flaw with modding Great Work of Art slots. Maybe I can integrate that mod into this one, too.
Doogie H, MD 24 Nov, 2015 @ 2:14pm 
I was just playing a game where I had a lot of perfume and had some perfumeries. As I was trying to swap my artwork, I realized I had multiple pieces of art that I couldn't find in my culture page. Then when looking in my cities, I found that art got automatically placed in the perfumeries of my cities, but there was no added column for the perfumeries in the culture page, so I couldn't switch them around.
DJSHenninger  [author] 12 Nov, 2015 @ 3:06am 
@nicovellejos Oh, that's too bad :p I might update this mod eventually, add some new art and such. Maybe I'll look into it, but I can't just adjust to every other building mod in the workshop.
nicovallejos 12 Nov, 2015 @ 1:21am 
I'm afraid this mod might conflict with Tommy Wiseau's mod Civ Advanced .1 (whom his mod has been inactive as of now). Such new buildings such as the Tannery, Perfumery, Sculptor's Guild (this will clash with Sculptor's Workshop), and finally the luxury resources might end up clashing badly.
Venusaisha 2 Nov, 2015 @ 3:09am 
resource buildings mods
Venusaisha 2 Nov, 2015 @ 3:05am 
had 3 along with other mods testing had no problems. thou fiqured need not to use kels Strategic Resource Buildings and never subed to civ v advanced mod. so am now using awesomejj101 Resource Buildings+ mod and and yours.:steamhappy:
DJSHenninger  [author] 2 Nov, 2015 @ 2:41am 
I'm sorry, what's your point, exactly?
GrayNC 11 Aug, 2015 @ 2:58pm 
░░░░░▄▄▄░░▄██▄░░░
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░░░▌░▄▄▄▐▌▀▀▀░░ THIS IS A SPOOKY SCARY SKELETON
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▀█▌░░░▄░▀█▀░▀ ░░ COPY AND PASTE HIM,
░░░░░░░▄▄▐▌▄▄░░░ SO, HE CAN TAKE
░░░░░░░▀███▀█░▄░░ OVER THE WORKSHOP!
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DJSHenninger  [author] 10 Aug, 2015 @ 7:56am 
Links updated.
Build 8 Aug, 2015 @ 2:14pm 
Steam Deleted your direct download links.
Chungusism 5 Mar, 2015 @ 12:59pm 
i dont think you stole anything i just wanted to point it out
DJSHenninger  [author] 26 Feb, 2015 @ 5:02am 
Oh, never knew that, but it's fine. If you think I stole art or something, read that mod's description. If you just wanted to let me know, then thanks.
DJSHenninger  [author] 24 Feb, 2015 @ 2:57pm 
What is civ v advanced mod?
Chungusism 24 Feb, 2015 @ 2:21pm 
This mod's art looks alot like civ v advanced mod's art
RePoMaN 30 Jan, 2015 @ 1:47pm 
@davey_henninger Nevermind, I think it was a separate mod causing this issue. Disregard.
DJSHenninger  [author] 30 Jan, 2015 @ 1:32pm 
@RePoMaN Do you 1) have this problem every time when you research Guilds and not just a single saved game and do you 2) have this problem when you activate just my mod and not anything else? The not-being-able-to-select-Production glitch is rather common, that's why I need to know.
RePoMaN 30 Jan, 2015 @ 1:06pm 
I have a glitch when I research Guild technology. Once I do I can no longer select City production. I think it may be due to the changes to the Tailor building. I used IGE mod to remove Guilds and I could select City production once again.
DJSHenninger  [author] 10 Jan, 2015 @ 2:03pm 
@Bart thanks for letting me know. Kind of a pain, since all similar files of my mods are called that.
Bart 10 Jan, 2015 @ 12:05pm 
I've been working on making a Modded client(from This Guide: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=233428613 ) of civ 5 for me and my friends to play. I'm able to use mods that don't use LUA scripting and I what to use this mod of yours. Now I’ve had i strange bug where all icons in the game dependent on a texture atlas was going bug nuts and i zeroed it down to this mod. After a few hours of debugging (to the best of what I can do with just the files and not the project) I discovered that I was because of naming of: “CIV5IconTextureAtlases.xml”, because I was using the BNW DLC dir as the place to inject the mods, all the BNW related icon went nuts. I fixed it simply by renaming the xml file. I know it’s not a bug that affects normal users of your mod but is there a chance that you could “hot Fix” this? (I don’t need the fix, but just to save others from trying to find the problem).
With kind regards Bart.
Doktor Vic Tim 7 Nov, 2014 @ 4:49am 
Nothing killed them. Of course this is extreme theory crafting, but I saw them in action, and it was terrifying. While mods aren't compatible with multiplayer yet, I could see that building becoming the monster building. But fun times, fun times.
Doktor Vic Tim 7 Nov, 2014 @ 4:49am 
Wow, it's really ncie to see such swift action taken! I am impressed! Now, the Tailor building works, more often than not adding that nice extra turn of golden ages to begin with. The ritual Site is stil la realyl good building, and I suppose I should give you a crazy example I had just yesteday as Sweden (didn't run into any Lapis, Amber or Jade).

We all know Caroleans, right? Heals every turn thanks to March. Add Medic and Medic II, and one will heal 15HP outside friendly territory by himself. If next to an identical Carolean, They both heal 25HP each. With the previous +15HP healed, they could heal 40HP every turn when produced from the right city! This also goes for any other units that gets MArch and MEdic II, but Caroleans gets it the fastest. And since I was REALLY lucky, I wound up close to Fountain of Youth and settled next to it, granting another extra 10HP. 50HP healed every turn, and this sticks with each upgrade.
DJSHenninger  [author] 3 Nov, 2014 @ 2:54pm 
I've updated it today, but Doktor Vic Tim reported a bug with Lapis Lazuli, Amber and Jade. The leatherworker bug should be fixed.
DJSHenninger  [author] 3 Nov, 2014 @ 8:40am 
OK thanks for the bug reports, really appreciate it! I've fixed them, except for the Lapis, Amber and Jade bug. I cannot see the problem; the code is right. Maybe you didn't copy/paste the xml (if you've done it manually)? Does the description mention the resources? Or maybe you're using an older version. I've checked mine with v. 154.
DJSHenninger  [author] 2 Nov, 2014 @ 2:14am 
Clarify the part that 'my mod is the problem'. You should look for the mod that actually adds that promotion. To be honest, I actually don't know what the problem is you're talking about. The promotion you're referring to doesn't even do anything. In short, I just don't understand what you're trying to say.
DJSHenninger  [author] 1 Nov, 2014 @ 4:36pm 
I happen to know that that's from the Unit Created Event mod by Machiavelli. Any modder is allowed to use that lua code. This mod does not use lua. It is not mine. Are you saying the leatherworker bug is related to the created promotion?
DJSHenninger  [author] 1 Nov, 2014 @ 2:01pm 
Thanks, I'll take a look later.
Doktor Vic Tim 1 Nov, 2014 @ 1:59pm 
This was quite a nice mod! I really like buildings that improces resources! Here is some feedback.

The Tailor building's "Longer golden age" doesn't seem to work. Even a normal Golden Age should've lasted at least 11 turns on standard speed.

It says the Gem MErchant will improve Lapis Lazuli, Amber and Jade, but I cannot build it if I have those resources. Only if I have gems. Might be intended.

The extra HP healed from the Ritual Site is crazy. It can really add up once you get MEdic II and March.

Again, I really love this mod.
DJSHenninger  [author] 1 Nov, 2014 @ 1:12am 
@richtruscott It's just the text. It does require a Mint. And read the description, please.
MarsEco 1 Nov, 2014 @ 12:06am 
Also, with Barathor's mod, you forgot to include the Coral Resource. I'd love it if you could add that too.
MarsEco 1 Nov, 2014 @ 12:03am 
In game, gilder does not say it requires mint. FYI, might wanna do a quicky fixy on that.
DJSHenninger  [author] 29 Oct, 2014 @ 3:53pm 
@FFR Illustriousconquer-Lafayett Honestly, I don't know. If you really value that save game, I wouldn't take my chances.
Illustriousconqueror 29 Oct, 2014 @ 3:51pm 
Hey, I downloaded this mod and really enjoy it. I started a game and did quite a few turns in it. I realized I forgot to add Barathor's More Luxuries. If I add it, would it ruin the game I am currently doing and would I have to start over?
Chris Sauce 77 27 Oct, 2014 @ 1:12pm 
Also, I really like the Gilder and Sculptor's Workshop in particular. Getting those built in your cap (where the National Wonders usually mostly exist) can help out with getting those Great Artists and other Great People for Cultural-focused campaigns.

I use this with other mods, especially those that add more Great Works and Great People. With the Gilder and Sculptor's Workshop way of speeding up Great People generation, the game usually doesn't run out of named GAs until very late into it.

I'd love more Great People-related specialist slot buildings, in some later version, in addition to my wish for Bonus (and Strategic) buildings.

Again, thanks so much for this. It has definitely increased the fun in the Sim City-ish vein of the game.
Chris Sauce 77 27 Oct, 2014 @ 12:58pm 
You're welcome.

I haven't fired up the game yet to check, but from what I'm reading on message boards, they're both from the Conquest Deluxe DLC. So Bison is actually a bonus according to what I'm reading, and Cocoa's a lux.

I'd love to see bonus resource buildings as well, if that's possible!

One of the things that the game doesn't generate well enough is diversity in tile yields ... they stick to hard and fast rules about placement, but from messing around with map editors, there's way more options on resource-planting than what typically generates.

That's why I really like your mod ... the yields get affected in significant and fun ways. And the AIs use them, from what I can tell. Good stuff.