Overview:
Mine resources in the neutral territory - as expensive and dangerous as it might be! Gods and Kings, Vanilla compatible.
Adds two new units: Contractor and Factory Ship. They allow you to build mines, plantations, oil platforms, fishing boats outside your borders, to connect luxury and strategic resources to your empire's network.
The main purpose is to avoid building a little miserable city just to get access to much-needed Aluminum or some other resource when the only nearby deposit of it is in the Antarctic.
But the situation could be more interesting: the resource which you really want could be close to other nation's borders, in which case you want to prevent that nation from expanding borders. This makes a particular patch of land of strategic importance, and gives you new reasons for going to war.
Finally, you can gather luxury resources and then sell them to other civs for profit!
How it works:
A Contractor is a worker who can build a mine, plantation or an oil well outside your borders. Once built, an installation needs to be constantly operated by contractor. Click "operate" in contractor's builds menu and he will start operating the mine or oilwell. Starting from next turn, the resource will become connected to your empire's network. Contractor requires Currency tech. Also, it has 3 moves considering that it might need to cover significant distance through the wilderness.
A Factory Ship is a workboat which can build an offshore platform or fishing boats outside your borders. This doesn't consume the Factory Ship. After it is built, the Factory Ship needs to operate the installation in the same way as with the Contractor. Factory Ship requires Navigation tech.
A Contractor and a Factory Ship can repair improvements in case they are pillaged.
If any nation's borders expand to include the remote installation, it is converted into an ordinary mine/oilwell/offshore platform in possession of that nation. Your contractor loses the ability to operate it.
Costs involved: building a remote installation costs a single payment of 80
, a Contractor has an extra upkeep of 10
per turn, and factory ship - 6
per turn.
Why these units are expensive:
If you want to change costs:
Open the folder with mod's source files: \MyDocuments\My Games\Sid Meier's Civilization 5\MODS\RemoteMining (v XX)
Contractor/Factory Ship upkeep can be changed in RemoteMining\XML\Units.xml:
line 24: <ExtraMaintenanceCost>10</ExtraMaintenanceCost> for Contractor - these numbers roughly correspond to the increase in gold-per-turn unit maintenance that you will incur
line 48: <ExtraMaintenanceCost>6</ExtraMaintenanceCost> for Factory Ship
One-off installation building cost in RemoteMining\XML\Builds.xml:
line 10: <Cost>80</Cost> for Remote Mine
... and so on ...
Compatibility:
- Compatible with G&K, Vanilla.
- Modifies save files.
- Properly handles saving/loading, uses SaveUtils by Whys.
Version History:
Version 2.3:
- Made compatible with G&K, latest patches
- Reduced maintenance cost of contractors and drillships
Version 2.1:
- Contractors can build a remote Plantation.
- 8
refunds for contractors/factory ships operating Luxury resources. Gathering luxury resources is still not free, but now they can be sold to other civs with profit.
- One-off cost of building a remote installation is reduced to 80
- Factory Ship requires Navigation instead of Refrigeration.
Version 2.2:
- Fixed the improvement icons in the Contractor build menu and Tech Tree.
Credits:
Special thanks to whoward69 for his code and know-how.
Where to Get:
- attached to this post
- on Steam Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=84039760
Mine resources in the neutral territory - as expensive and dangerous as it might be! Gods and Kings, Vanilla compatible.
Adds two new units: Contractor and Factory Ship. They allow you to build mines, plantations, oil platforms, fishing boats outside your borders, to connect luxury and strategic resources to your empire's network.
The main purpose is to avoid building a little miserable city just to get access to much-needed Aluminum or some other resource when the only nearby deposit of it is in the Antarctic.
Spoiler :

But the situation could be more interesting: the resource which you really want could be close to other nation's borders, in which case you want to prevent that nation from expanding borders. This makes a particular patch of land of strategic importance, and gives you new reasons for going to war.
Spoiler :

Finally, you can gather luxury resources and then sell them to other civs for profit!
How it works:
A Contractor is a worker who can build a mine, plantation or an oil well outside your borders. Once built, an installation needs to be constantly operated by contractor. Click "operate" in contractor's builds menu and he will start operating the mine or oilwell. Starting from next turn, the resource will become connected to your empire's network. Contractor requires Currency tech. Also, it has 3 moves considering that it might need to cover significant distance through the wilderness.
A Factory Ship is a workboat which can build an offshore platform or fishing boats outside your borders. This doesn't consume the Factory Ship. After it is built, the Factory Ship needs to operate the installation in the same way as with the Contractor. Factory Ship requires Navigation tech.
A Contractor and a Factory Ship can repair improvements in case they are pillaged.
If any nation's borders expand to include the remote installation, it is converted into an ordinary mine/oilwell/offshore platform in possession of that nation. Your contractor loses the ability to operate it.
Costs involved: building a remote installation costs a single payment of 80



Why these units are expensive:
Spoiler :
Initial idea behind this mod was to allow connecting vital strategic resources which are close to your borders, but in a very unattractive terrain, so you (or any other player) wouldn't want to build a city there. Building a city costs you happiness/culture, so I decided to allow to instead pay gold for getting that resource. Because of high cost, you wouldn't be able to easily build mines all over the map. Over 30 turns a contractor will cost 80
for building a mine plus a significant upkeep (about 300 - 450
, but could be higher for a big empire).
If you use a Contractor / Factory Ship to operate on luxury resources, you get 8
back each turn. This makes a strategy of colonizing remote luxury resources with a purpose of selling them to other civs viable.


If you use a Contractor / Factory Ship to operate on luxury resources, you get 8

If you want to change costs:
Spoiler :
Open the folder with mod's source files: \MyDocuments\My Games\Sid Meier's Civilization 5\MODS\RemoteMining (v XX)
Contractor/Factory Ship upkeep can be changed in RemoteMining\XML\Units.xml:
line 24: <ExtraMaintenanceCost>10</ExtraMaintenanceCost> for Contractor - these numbers roughly correspond to the increase in gold-per-turn unit maintenance that you will incur
line 48: <ExtraMaintenanceCost>6</ExtraMaintenanceCost> for Factory Ship
One-off installation building cost in RemoteMining\XML\Builds.xml:
line 10: <Cost>80</Cost> for Remote Mine
... and so on ...
Compatibility:
- Compatible with G&K, Vanilla.
- Modifies save files.
- Properly handles saving/loading, uses SaveUtils by Whys.
Version History:
Spoiler :
Version 2.3:
- Made compatible with G&K, latest patches
- Reduced maintenance cost of contractors and drillships
Version 2.1:
- Contractors can build a remote Plantation.
- 8

- One-off cost of building a remote installation is reduced to 80

- Factory Ship requires Navigation instead of Refrigeration.
Version 2.2:
- Fixed the improvement icons in the Contractor build menu and Tech Tree.
Credits:
Special thanks to whoward69 for his code and know-how.
Where to Get:
- attached to this post
- on Steam Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=84039760