View Full Version : Rom 2.7.1: Build able Resources


gregac
Aug 11, 2009, 11:46 PM
Rom 2.9 Build-able Resources:
My Mod Site (http://gregoryda.info/mods/mods.htm)
Includes 63 new building types
Includes a building for every Rom 2.8.1 Resource
Removes all resources from game map

New Building: Resource buildings
Resources requiring water needed to be in coastal city with exception of fish
Wool of course requires sheep but building construction gives +2 happy

Update Log:
1.0 release

1.1 release
Created ATF instead of separate buildings for alcohol and tobacco
Reduced Cost of buildings
Fixes resource map removal will remove resources from all maps now

1.2 release
Bug: Scripts not always properly triggering working on it as fast as I can.
Rebalanced everything for a final time: ::::Costings table here::::
Stone now cost production to build
Separate events added to the QAC that trigger at neccessary techs.
QAC now just makes non healthy bonuses nuetral and not +2 to health.

1.3 release
Removed: QAC and ATF, Also there event scripts.
Tested for Compatibility with ROM: 2.8.1 and A new dawn

1.4
Fixed Marble Bug
Adjusted stats for a few buildings (to go with new dawn stuff)

1.5
Decided was shutting down trading in later game.
--> Keep Production cost the same
--> All Buildings are now national wonders can have the max of 1
--> Re-Enabled Map resources Generation
--> No longer needs invalidation
--> 5% maintenance cost for each resource building in a city
--> -10% reduction in trade routes per resource building built in city.
--> Only provides 1 of each resource.

This is compatible with the latest rom version and a new dawn, should be baring any major changes also compatible with future updates, I am leaving modding again so see ya all. Probably be around for civ 5 though.

gregac
Aug 16, 2009, 11:39 PM
Change Log deleted

Chiyochan
Sep 04, 2009, 11:58 AM
Sorry, but i don't think anyone will download this mod without some idea as to what it does, certainly if everyone can build every resource, why not just give them every resource as its relieved by techs?

gregac
Sep 05, 2009, 11:22 PM
Out of date info

Chiyochan
Sep 07, 2009, 07:42 PM
without limits on what resources you have and can build, this mod destroys trade in civilization.

Draakon
Jan 12, 2010, 06:09 AM
Does this work with RoM 2.81 and with AND?

gregac
Mar 01, 2010, 02:55 AM
It's been tested and modified to work with 2.8.1 both in programming and in respect to changes, but also to be more useful under a new dawn. Silly question I haven't looked into if a new dawn has new resources. It appears to work with 2.9 too well the latest modification