Sid Meier's Civilization V

Sid Meier's Civilization V

MineScience
47 Comments
Nigerian Astronaut 8 Mar, 2017 @ 5:32pm 
succ yeah
axatoramus 30 Jul, 2015 @ 3:34am 
Interesting, but 23r0 Gaming has a point... u could give fishing boats a science boost too, following this reasoning.

Then again...religion was around for thousands of years obscuring peoples insight/understanding, and made it possible to live for milennia right on top of things which they could otherwise see.
Z3r0_ 1 Jun, 2015 @ 2:49pm 
You know that line of thinking does make sense. Hell by that logic farms should give one science too, because through agriculture humanity learned the foundations of modern biology, botany, and even genetics and modern medicine.
Rerem115 19 Jan, 2015 @ 6:50pm 
Dang. That makes mines a legitimate choice, rather than my usual strategy of spamming Manufacturies.
goldenfiberwheat238 12 Sep, 2014 @ 2:29pm 
shut up kraken
76561198089589407 28 Mar, 2014 @ 9:04am 
I love this idea, especially since it's a great way to combat the stupid Trading Post spam, but it seems a bit of a game-breaker in the early game, so maybe the science boost has a tech prerequisite?

Thanks again for making this!
SuperRiceBoi 28 Dec, 2013 @ 2:03am 
Nice, never thought of this.
Llama 4 Dec, 2013 @ 8:30am 
I know this is a stupid question but if i install this mod to my game and host a game with the mod loaded will my friends download while joning the server or will they not be able to connect untill they install it, I wanted to get a few mods like this and i was wondering if they needed to download through steam workshop or will they end up downloading while joining the game
ThePolishFury 2 Aug, 2013 @ 5:29am 
this is a nice thought!!! i love the idea
Arkadus 13 Jul, 2013 @ 4:46pm 
Fully compatible with BNW
silver osrs 24 Apr, 2013 @ 4:06pm 
i think there should be a mod that gives you a extreme amount of science and or culture.
Mikhail 12 Sep, 2012 @ 4:53pm 
I get where you're coming from but I don't see why mines would be the only improvement that would generate science. No matter what your people are doing - farming, mining, fishing, etc. - they're constantly learning about the world. Maybe you can make a mod that gives +1 science per every 3 or 4 worked improvements?
Sol 23 Jul, 2012 @ 1:00pm 
one thing i like doing is testing, i play to play and i don't really care if i win or not. i will give it a try, and see what happens :)
FantomFx  [author] 23 Jul, 2012 @ 10:45am 
@Thadian

I will quickly mark up a couple beta versions of these ideas and give them a go to see how they play out. I've sent you a friend request - perhaps you can help me beta test them?

To all others - send me a friend request and ask me if you would like to beta test some of the ideas I'm thinking about implementing, if you are willing to provide constructive feedback. THANKS!
Sol 23 Jul, 2012 @ 10:28am 
"it makes sense considering mines work well with the workshop with the +% on production."

I like things that work together, and add synchronocity ( i spelled it wrong probably). However, i was thinking that attatching it to the mines, as you said, leaves tech open for military, "bottom tree" civ's. This also allows the workshop to become the "university" of production, whereas it used to be the "library". (university - bonus + specialist. library - just a small bonus, no specialist). Workshop just seems intuitive to me.

However, if you want to have some capacity of this availible on the opening of the game, you could make "mines on top of resources" give +1 science at tech Mining, then give +1 science to all mines with a workshop in town. If you did this, it would be better for these bonuses to overlap and not stack - because you wouldn't want a Copper Mine to give +2 science on top of what a copper mine already gives.
FantomFx  [author] 23 Jul, 2012 @ 9:40am 
I've been trying to figure out a good way to implement this with these considerations in mind - if added to the university it would make the university too powerful - but also the tech boost seems too powerful when applied to mines immediately after researching mining. The advantage for a civ that starts near lots of mining resources is noticable early in the game - they will have a very early tech advantage. But adding the science bonus to the workshop will delay this bonus and probably make it a much more interesting mid game. Thank you for your suggestion Thadian. I'm working towards an update to this mod where this idea is implemented (or something very similar).
FantomFx  [author] 23 Jul, 2012 @ 9:40am 
Great idea Thadian, it makes sense considering mines work well with the workshop with the +% on production. This is also good since you can get a decent science boost in the mid game by teching the bottom half of the tree first, making military civs a bit more formidable and rely less on balancing the bottom half with the top half for science conversion.
Sol 21 Jul, 2012 @ 3:01pm 
Different building maybe, dont want university to be too good, its already mandatory as you have to wait for that until science specialist + jungle science.

Also, mine and jungle do not co-exist - my preferred solution is have Workshop give +1 science on mine improvements. This way there is some "cost" to this effect, and workshop becomes as "good" as university.
Milkmin 5 Jul, 2012 @ 8:58am 
Agree with General Mcmuster
McMuster 4 Jul, 2012 @ 5:28pm 
for the sake of balance you could apply the "Science from mines worked by this city" bonus to the University building. Since the university already provides a similar bonus to jungle tiles
Kaies 4 Jul, 2012 @ 1:08pm 
Perhaps if this was applied to certain types of hill tiles? Like jungle?
Sol 3 Jul, 2012 @ 5:48pm 
I suppose, i kinda feel that mid-game rationalism trade posts on jungles are too good to be real. This also makes sense if you consider how much science occured from studying metals and mining.
FantomFx  [author] 3 Jul, 2012 @ 2:49pm 
no, if they're going to runaway then they're going to runaway even without it. Think of it this way - with the university in the mid game jungles have +2 science, with talents in the mid and late game trading posts and specialists also gain science. With religions some civs will have +2 science for every city connected to a trade route. So +1 science to mines is simply balancing by adding a unique science source to the ancient era
Sol 3 Jul, 2012 @ 8:33am 
Will the science multiply for higher level AI and send them to runaway research?
sbrdy86 1 Jul, 2012 @ 10:37pm 
thanks much-im wandering if because ive got no other mods or updates to game if thats why its not working? just was able to subscribe and see "unnofficial patch" mod ?-anyway thanks for the link i do appreciate it
FantomFx  [author] 1 Jul, 2012 @ 10:31pm 
@sbrdy86
Okay - I've uploaded the file to a mirror site. You can download it here:

{LINK REMOVED}

To install, download the file from the link above and move it into your MODS folder. This is usually found in the follow location:

C:\Users\*Your Name*\Documents\My Games\Sid Meier's Civilization 5\MODS
sbrdy86 1 Jul, 2012 @ 10:22pm 
First thanks perfect discription. i have done that but unfortunately cant see the mod in my mods section --only one i can see actually is the mongol hoard mod .sucks. would really like to use youre mod. think its a great idea. thanks again for the walk thru- will continue to try
FantomFx  [author] 1 Jul, 2012 @ 5:04pm 
@sbrdy86
To download just click on the subscribe button above the mod description. The game will automatically download and install the mod.

To use it in a game, click on the "MODS" button on the main menu in game and you should get a list of your subscribed mods. Click the check mark next to the mods you want to load (if it's green, then its loaded) and click next.

You should be able to start a game normally, like you always would, except the game should use the mod's files instead.

This mod in particular is passive - it doesn't change anything about gameplay, nor does it add units or buildings. It simply adds 1 science for every mine that you have constructed.
sbrdy86 1 Jul, 2012 @ 11:07am 
new to steam and mods- apart form subscribing to this mod how do i download/ use it.? cant seem to figure out how to use. pardon my newbness. any help would be appreciated
Damascus 30 Jun, 2012 @ 1:14pm 
@FantomFx Do it. You can always have this version and a version that requires you to be adds all the goodies you want to introduce.
GΞCKΘ 30 Jun, 2012 @ 8:24am 
yea you should make geologist but problem could be that you need to find names that are great geologist
FantomFx  [author] 30 Jun, 2012 @ 8:02am 
@Daracus - agreed. Was thinking about adding a geology tech or building before the science was added. Was also considering adding a new great person "Great Geologist" haha that gives +production +science. What do you guys think?

@GecK0 - I will have to upload some additional files to make it compatible with multi-player. Even then, all the players must manually replace some of the core files or the game will crash. Let me know if you're still interested.
Damascus 30 Jun, 2012 @ 7:31am 
Makes a lot of sense since from a geology perspective. Defeinitely will try it out as soon as I get home
GΞCKΘ 30 Jun, 2012 @ 5:36am 
Can you use it in multiplater?
PeamBrainRotting 30 Jun, 2012 @ 2:21am 
Ah ok .
A bag of sizzle crisps 29 Jun, 2012 @ 7:48pm 
interesting
Lucky 29 Jun, 2012 @ 6:29pm 
Thank you
FantomFx  [author] 29 Jun, 2012 @ 6:27pm 
@El Coloso - and all DLC
Lucky 29 Jun, 2012 @ 6:17pm 
So I won't be able to use this mod without vanilla or G+K?
FantomFx  [author] 29 Jun, 2012 @ 6:15pm 
it adds a small amount of science output to the bottom half of the tech tree, for those who want to beeline the bottom half - or for those who want more science
FantomFx  [author] 29 Jun, 2012 @ 4:29pm 
@POUL KREBS

Do you mean the mod doesn't work, or that it unbalances the game?
FantomFx  [author] 29 Jun, 2012 @ 4:16pm 
@Hungry Turtle

Hmm... That's actually a good idea. I'll see what I can do
Cro-Magnon 29 Jun, 2012 @ 4:12pm 
Hey you should create a new specialist like a geologist or something. That would explain why mines give science.
FantomFx  [author] 29 Jun, 2012 @ 3:44pm 
@Styl3 indeed.

I actually made this mod for Extended Eras to help with the slow beginning:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=78516377&searchtext=
MarioAce 29 Jun, 2012 @ 3:35pm 
Would fit good to order policy effect.
FantomFx  [author] 29 Jun, 2012 @ 3:11pm 
It adds +1 science to mines, that's it
PeamBrainRotting 29 Jun, 2012 @ 3:07pm 
What is it ?