View Full Version : Petroleum
Amylion
04-02-2011, 06:18 PM
Petroleum
by Amylion
Special Thanks to Randy W. and
to Ryan F. Mercer for SaveUtils.
Three new extremely powerful buildings can transform oil into:
- Food (Agricultural Industry)
- Gold (Service Society)
- Production (Petrochemical Industry)
... as long as there is flowing a constant supply of oil!
Lifelike, oil springs will run dry sooner or later...
Major balancing adjustments are applied to the cost of every building, unit and technology of industrial era and beyond, so this mod should be activated last.
Major additional modifications:
- Nuclear meltdowns and uranium mines produce fall-out.
- Nuclear fusion and the ITER Project unlock fusion reactors.
- Unhappiness per city set to 3.
- One additional happiness for extra resources of the same type.
- Units stronger than Cavalry will use 1 oil resource if nothing else, except Guided Missile.
- Colosseum happiness reduced to 2.
- Theater happiness raised to 6.
- University now has 1 happiness.
- Public School gets 4 happiness.
Amylion
04-02-2011, 06:19 PM
Version 2
Uninstall previous versions from the mod browser!
There must be only ONE Petroleum mod in the list!
For some weird reason different versions will interfere with each other, even if only one version is activated.
Oil consumption
The mod has its own representation of oil amount, independently from the number of resources that the original game is using.
Distribution of oil
Every start location will get an additional oil resource of 6 to 11 units, depending on world size.
The internal accounting of oil ammount will distribute (on standard) 32000 units of oil per major civilization over all the oil springs. The more springs on a spot the less oil they will contain. This should be pretty balanced.
When an oil spring runs dry, its number is set to 1. The hover tooltip won't update before you reload the game, but the second tooltip with more concrete information about the plot will show the accurate number, or more precisely in this case no number at all, just "oil".
You can use the oil of allied city states - just as they can build oil consuming industries. Since the AI doesn't build offshore platforms (bug), the mod will grant it to them for free as soon as they get the technology.
Of course you (or the AI for that matter) can't access oil sources being blockaded.
AI
- The AI is "aware" of all the changes and will make use of the benefits.
- It will have problems to deal with scarcity of oil (more a bug of Civ V). I implemented a work around (slight performance hit). AI will raze refineries if available oil resources drop under zero.
- It will act very "human" in a sense that it will drive itself into demise from time to time (like building too many nuclear plants).
General changes
- 1 happiness per extra luxury
- 3 unhappiness per city
- Diplomatic Victory: 79% of votes needed
- Score Victory: The game should end in 2250. [not tested!]
- Every modern unit is using some sort of strategic resource, with one exception: Guided Missile.
- Gold gift to city states reduced to 30% effectiveness.
- Fall Out feature: -9 on gold, production and food
- Removing fall out by workers costs 500 gold (on standard).
- Nuclear plants have a risk of an incident / accident of some percents per round depending on game speed. In such a case, there is a 10% chance of a total nuclear meltdown with massive fall out around the city. Otherwise 1 - 3 tiles will be contaminated.
- Uranium mines will pollute their environment occasionally. Pillaging mines will triple chances.
New Buildings
Oil Refinery
- Tech: Steam Power
- Cost: 120
- Maintenance: 1
- Needs 1 oil to build.
Agricultural Industry
- Tech: Combustion
- Cost: 360
- Maintenance: 7
- Yield : city food yield + 7
- Oil consumption: 4 per food produced, from the mods internal accounting of oil reserves (about 4000 - 12000 on standard depending on geographic distribution)
Service Society
- Tech: Telegraph
- Cost: 360
- Maintenance: 9
- Yield : 3 x number of inhabitants + 5
- Oil consumption: 2 per gold produced, from the mods internal accounting of oil reserves
Petrichemical Industry
- Tech: Plastic
- Cost: 450
- Maintenance: 7
- Yield : city production + number of inhabitants + 5
- Oil consumption: 3 per hammer produced, from the mods internal accounting of oil reserves
ITER Project
- Tech: Nuclear Fusion
- Cost: 1900
- Unlocks Technology Fusion Reactor
Nuclear Fusion Plant
- Tech: Fusion Reactor
- Cost: 760
- Maintenance: 1
- Food: + 30%
- Production: + 50%
- Gold: + 70%
Changes to Buildings
Colosseum
- Happiness: 2
Theatre
- Happiness: 6
- Maintenance: 5
Stadium
- Happiness: 9
- Maintenance: 9
University
- Cost: 350
- Happiness: 1
- Maintenance: 4
Public School
- Cost: 450
- Happiness: 4
- Maintenance: 7
Nuclear Plant
- Risk of meltdowns
- +50% city production
- +4 hammers (unaltered)
- +20% gold
- Maintenance: 7 gold
Amylion
03-26-2012, 04:52 PM
Beyond the Petroleum Era
(Petroleum V4)
I had to rename the mod because of a new 10-letter-limit of the title.
What is new?
Cold Fusion: After Globalization there is a new technology Cold Fusion which grants cheap Nuclear Fusion devices for everyone. Capitalist corporations (oil-industry, nuclear industry) will sabotage this development. The Cold Fusion devices boost gold by +70%, food by +20% and production by +10%.
Random generator: The random generators on nuclear fission meltdown and uranium mines contamination will not reset after reloading the game.
No more obsolete units after Industrial era: You can still build units like Cannons later in the game.
Nuclear (Hot) Fusion Reactor: 12 gold maintenance, only +10% gold boost (+40% production, +20% food).
Amylion
03-27-2012, 10:47 AM
Version 5:
Improved AI dealing better with corporations issues.
With modern era and beyond, only units using a resource are available.