Petroleum

Amylion

Chieftain
Joined
Feb 20, 2011
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Petroleum VI

by Amylion

Special Thanks to Randy W.,
and Ryan F. Mercer for SaveUtils.
Credits to iter.org for the ITER image



Three new extremely powerful buildings can transform oil into:
- Food :c5food: (Agricultural Industry)
- Gold :c5gold: (Service Society)
- Production :c5production: (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.

Additional modifications:
- Nuclear meltdowns and uranium mines produce fall-out.
- Nuclear fusion and the ITER Project unlock hot fusion reactors.
- Coal-to-Liquid facilities.
- Cold Fusion.
- Unhappiness :c5unhappy: per city set to 3.
- One additional happiness :c5happy: for each additional luxury resource.
- Units stronger than Cavalry will use 1 oil resource if nothing else, except for Guided Missile.
- Public School gets 4 :c5happy:.
 
Version VI

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.
Save games of different versions are not expected to work properly. It may crash the game, or reset the oil reserves...
For a compatibility list scroll down or click here: http://forums.civfanatics.com/showpost.php?p=10467948&postcount=17

Oil consumption

The mod has its own representation of oil amount, independently from the number of resources that the original game is using. The reserve per spring can range from 4000 to 30000, depending on game speed. Oil consuming industry will give a yield bonus relatively to inhabitants and / or yield already produced by city without including boni from buildings. This value will be multiplicated by the oil consumption factor and detracted from the first available oil source reserve (beginning with the Coal-to-Liquid reserve).
If you want to stop the oil processing in a city, you can raze the refinery. The oil industries will stop giving a bonus and stop consuming oil, but the high maintenance will remain. Sidenote: The AI will get maintenance refunded.

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 is half empty, its resource amount will be reduced by 1, and if it 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.
- To counter the non-dynamic AI, it has some little help, but only to prevent unbalanced situations.

General changes

- 1 :c5happy: per extra luxury
- 3 :c5unhappy: per city
- Production costs of every (even from other mods) buildings and units, maintenance costs and technology costs are automatically balanced.
- 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. Some premodern units using a strategic resource don't get obsolete. This means: No Carpet of Doom.
- Non-communist nations will sabotage the development of Cold Fusion (-10% after 50% reached).
- 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

Coal-to-Liquid Facility (to Oil Reserve)
- Tech: Coal-to-Liquid
- Cost: 520
- Maintenance: 8
- Needs 4 coal to build, and coal in the vicinity
- It will produce 200 oil reserve units per round, storing up to 1000. The oil industry will use this storage first (from everywhere).
- Specialist: 1 engineer

Coal-to-Liquid Facility (+ 3 Oil Resources)
- Tech: Coal-to-Liquid
- Cost: 520
- Maintenance: 8
- Needs 4 coal to build, and coal in the vicinity
- Gives 3 additional oil resources
- Specialist: 1 engineer

Oil Refinery
- Tech: Steam Power
- Cost: 130
- Maintenance: 1
- Needs 1 oil to build.
- Every city needs an oil refinery to build oil-processing industry!
- Specialist: 1 engineer

Agricultural Industry
- Tech: Combustion
- Cost: 390
- Maintenance: 7
- Yield :c5food:: city food yield + 7
- Oil consumption: 4 per :c5food:, from the mods internal accounting of oil reserves (about 4000 - 12000 on standard depending on geographic distribution)

Service Society
- Tech: Telegraph
- Cost: 390
- Maintenance: 9
- Yield :c5gold:: 3 x number of inhabitants + 5
- Oil consumption: 2 per :c5gold:, from the mods internal accounting of oil reserves
- Specialists: 3 merchants

Petrichemical Industry
- Tech: Plastic
- Cost: 570
- Maintenance: 9
- Yield :c5production:: city production + number of inhabitants + 5
- Oil consumption: 3 per :c5production:, from the mods internal accounting of oil reserves
- Specialists: 3 engineers

ITER Project
- Tech: Nuclear Fusion
- Cost: 3000
- Unlocks Technology Fusion Reactor for all
- + 30 status with city states
- Specialists: 3 scientists

Nuclear Fusion Plant
- Tech: Fusion Reactor
- Cost: 600
- Maintenance: 12
- :c5food: + 20%
- :c5production: + 40%
- :c5gold: + 10%
- Specialists: 2 engineers

Cold Fusion
- Tech: Cold Fusion
- Cost: 15
- Maintenance: 0
- :c5food: + 20%
- :c5production: + 10%
- :c5gold: + 70%
- Specialists: 2 engineers

Changes to Buildings

Colosseum
- Happiness: 2

Theatre
- Happiness: 6
- Maintenance: 5

Stadium
- Happiness: 9 :c5happy:
- Maintenance: 9

University
- Cost: 350
- Happiness: 1 :c5happy:
- Maintenance: 4

Public School
- Cost: 450
- Happiness: 4 :c5happy:
- Maintenance: 7

Nuclear Plant
- Risk of meltdowns
- Cost: 342 :c5production:
- +50% city production
- +5 hammers (unaltered)
- +10% gold
- Maintenance: 9 gold

-----------------

Archive: Version 2

Spoiler :
General changes

- 1 :c5happy: per extra luxury
- 3 :c5unhappy: 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 food: city food yield + 7
- Oil consumption: 4 per food, 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 :c5gold:: 3 x number of inhabitants + 5
- Oil consumption: 2 per :c5gold:, from the mods internal accounting of oil reserves

Petrichemical Industry
- Tech: Plastic
- Cost: 450
- Maintenance: 7
- Yield Prod: city production + number of inhabitants + 5
- Oil consumption: 3 per prod, 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 :c5production:
- Maintenance: 1
- :c5food: + 30%
- :c5production: + 50%
- :c5gold: + 70%

Changes to Buildings

Colosseum
- Happiness: 2

Theatre
- Happiness: 6
- Maintenance: 5 :c5gold:

Stadium
- Happiness: 9
- Maintenance: 9

University
- Cost: 350
- Happiness: 1
- Maintenance: 4

Public School
- Cost: 450 :c5production:
- Happiness: 4 :c5happy:
- Maintenance: 7 :c5gold:

Nuclear Plant
- Risk of meltdowns
- +50% city production
- +4 hammers (unaltered)
- +20% gold
- Maintenance: 7 gold

-----------------


I hope you don't run into any nasty bug and wish you an exciting game experience.

Yours,

Amylion.
 
it sounds good but if for every unit after cavalry you need oil then i'll have like 7 or 8 troops, not even including buildings
 
it sounds good but if for every unit after cavalry you need oil then i'll have like 7 or 8 troops, not even including buildings

Yes, that is the plan, since it makes no sense to have immensely large armies with 1UpT.
Don't forget that you can build many units using aluminium and uranium, so you can get to a big army if you want to - just don't pump out all the oil... ;)

PS:
This is version 1 of my mod. It's just meant to deliver the basics without breaking the game. This said, I expect additional changes to be made. The idea behind making every modern military unit using some sort of resource was to prevent that someone is building an insane amount of units via the Petrochemical Industry + Fusion Reactor.

[Edit:
[If you need more oil, just mod the Resource database table of the game.]
That's wrong! Actually its hardcoded...
But the "abundant" option may be enough.]

Actually the plan was to make it modular from the beginning (a stable core with all the essential stuff and little mods to the mod for taste matters).
 
THAT is what i've been looking (in general) for since the very first game i've played; Depletion of Oil & Uranium - indirectly, vanilla or not!
Thanks, immediate integration into LeoPaRd.

But, this isn't a ModComponent... but a *real* ModPack by its own rights.
 
THAT is what i've been looking (in general) for since the very first game i've played; Depletion of Oil & Uranium - indirectly, vanilla or not!
Thanks, immediate integration into LeoPaRd.

But, this isn't a ModComponent... but a *real* ModPack by its own rights.

I hope you enjoy my solution!
Please give me feedback if you find some bugs, problems or whatever.

I have made some changes already and uploaded V. 2.
Version management seems to be buggy - Uninstall V. 1 before playing!

Quick overview of changes in V2:
- There is only a 10% chance of a full nuclear meltdown in a nuclear plant when an "incident" happens. Partial meltdowns will pollute the surroundings similar to uranium mines.
- Nuclear plant has now +50% :c5production:, +4 :c5production:, +20% :c5gold: and 7 :c5gold: maintenance.
- I boosted the starting oil resource from 3 to 6 - 11 depending on world size.
- There is a message giving the total oil consumption at the end of each round.
- AI will handle oil scarcity and, if available oil resources drop under 0, get rid of every refinery except of the one in the oldest city with a refinery.
- Sidenote: Assigning resources to units isn't done automatically, new modern units won't be affected. At the moment Guided Missiles don't need any resources, and this is fitting my design.

Have fun!

Amylion.
 
Played a duel map, US-American against Mongols. There was no problem with lack of strategic resources. The design worked out pretty well as intended, leaving the player many decisions to make.

But that leads to the real problem: the messy state the AI is in.
It seems almost as if the flawed design of the original (no matter what you do, it doesn't really matter) was somehow related to the inability of the AI to prevent mistakes. There is a nasty bug, where the AI is unable to cope with pillaged improvements, because at some point in history it just doesn't care for building workers.

This goes on and on.
Bottomline: The more exciting (aka sophisticated) the game itself, the more mistakes the AI will make. This is something that a mod can't fix, and honestly it's not our job, but of those we have paid for the game (if you did xD).

Yours,
Amylion.
 
Absolutely solid context!

Launched an American-SS against Suleiman & Montezuma on Archipelago_Tiny from an Industrial start in 156 turns for 4600+points.
Both had stockpiles of Units as usual and were hesitant to attack since i had kept just close enough to prevent a Diplo voting with 3 CS only. Even if Ottoman snatched the UN from me by a single turn.

Oil consumption was a bit hard to follow since the only reference is the banner rather than some top-panel figures (or anywhere else - left of mini-map or even an Info-Corner addon maybe?). Built the ITER project and had Fusion Plants in 8/9 cities by the end while Future-Tech #2 was about to register. Production was booming to say the least.

All that's missing now in this superb stuff is a somehow similar system for Aluminum & Uranium (maybe more, btw!) -- and you're good to go with a great concept.

;)

PS; And please moderators - move this thread to ModPacks. It belongs there without questions!
 
Hi Zyxpsilon!

Thanks for your feedback, it's very appreciated!
Since it's still in some sort of beta stage. It's working as intended, but I still have to find out if my intentions were all good. :D

The Concept
I'll try to sum up the core of the concept, so it's easier to test the outcome.
First, there is a serious lack of inclusion of the resource of oil in the original which has to be fixed. So I implemented three buildings transforming oil into the main yields (gold, food, production). To adjust the framework of economy, costs of buildings, units and technologies are raised by 20%, 60% and 90% in the Industrial and later eras. To make the additional food a viable route of strategy, I added some happiness for these ages (Public School, Stadium).
Now there must be finetuning to prevent game-breaking disparities. The final benchmarks are the victory conditions:
  1. Diplomatic Victory: Too easy with all the money. Therefore gold gift efficiency reduced to 30% and votes needed raised to 79%.
  2. Score Victory: A game about world history which in any case ends in 2050? That was silly or in fact cynical even 20 years ago. Set to 2250.
  3. Conquest Victory: To prevent unit spamming all modern units need a strategic resource.
  4. Cultural Victory: Doesn't need balancing, because is only indirectly affected by oil. The advantage of getting slightly more cultural buildings and more specialists is offset by the lack of oil having only a small reign making defending itself a problem.
  5. Spaceship Victory: Most influenced by oil, but the severe rise of cost in building and research should balance it quite well.
Last not least the expansion of the empire - getting all the oil you can grab - poses a problem and could result in the most powerful, overkilling option in every circumstance. So the happiness cost per city was set to three, and an additional happiness is given for each new resource. To make each city a longterm investment, I reduced the happiness from the Colosseum (from then 4, now 3) to 2, and raised Theatre's to 6. It makes no sense how the original game is handling buildings which build on another building in the city. Such buildings should have a drastically improved effect compared to the precursor, not just a slight increase measured in percents.

Beyond that I added some flavor to the game. I wanted to drastically show the dependency on oil and the lack of reliable information about it. So the lack of information is not a bug, but a feature. I think the best incentive to replay the game is the feeling to have learned something new you wanna test in the "next history". Playing my mod you will have plenty of opportunities to get new insights into the "mysterious" mechanics. ^^

To be fair to renewable energy, I (re)implemented the nuclear meltdown from Civilization I, and to be accurate pollution from uranium mines too.
To give the poor human players some light at the end of the tunnel I showed the possibility to satisfy our hunger of energy with fusion reactors.

Issues
- If available oil resources drop under zero, oil consuming industries should stop, but they don't at this stage (V2).
- The biggest problem is the AI, but I have some ideas I am going to implement. First, no oil will be processed anymore if there are no "number of oil resources" left. Second, the AI will not pump out all the oil from the last remaining oil source. This way each AI should have a significant army at any time of the end game, even more if it has access to uranium and aluminium. This will increase gameplay significantly.
- Leader traits are sorta unbalanced:
  • Gandhi: 6 unhappiness per city is damn heavy...
  • Alexander: City states lost significance in the early game.
  • Ramkhamhaeng: More difficult to ally with city states.
  • Harun Al Rashid: Gets twice as much from oil resources.
Hint
Yesterday I've played an intriguing game on a small map (6 civs) on King testing conquest mode. I was afraid of having broken city state diplomacy but quite contrary, because eliminating the "cheating gold gift" turned out to be way more fun than before. I had to work for my city state friends and when they allied with me it made really sense. Ok, I can't begin with all the story, maybe too many spoilers the player should figure out himself. Let's just say I was in widely control of my continent with only Harun on the other isle as a formidable opponent left. His research rate was amazing in my eyes and his score was close behind me. I began to worry and planned a massive air-assisted campaign against him which turned to be a massive overkill: The Arabs had only got a single oil spring! And I spent thousands of gold to steal away Haruns city states delivering him the black gold. So at some point he ran out of oil and his army was only 50% effective...

Or finally to my hint: If you wanna see a fair endgame, please enable "Strategic balance" in the advanced map options! :)

Outlook
- Going to improve AI to handle oil consumption intelligently.
- Warnings if sources reach 50% and 25% of typical amount of reserve, with a loss of 1 "original resource unit" at each threshold.
- Oil spring reserve allocation will get smarter by choosing sources of allies first, and sparing the nearest sources. There is already a data structure for letting the player choose himself, but this is not first priority.
- Introducing of Coal to Liquid techniques which will transform coal into oil for either units or buildings.
- Longterm: The mod is designed with an open framework in mind to easily implement new resource consuming buildings (there is an SQL-table already for oil consuming industries: "Building_OilDependentIndustry".) This concrete mod here is a concrete instantiation of oil as a depleting resource - and the only one for now, since in reality the depletion of the other resources like coal, uranium, iron and so on is still at least 50 years from now on, so a typical Civ game won't reach the depletion before the game is won.


Yours,

Amylion.

PS: Of course petroleum is not going to really deplete in this century. We spent about half of Earth's reserves, which is the point the demand is exceeding supply and to simulate this critical change of material substratum of economy is the aim of the mod. That is the reason why in the current mod each source will always give at least one "original unit of resource".
 
PS; And please moderators - move this thread to ModPacks. It belongs there without questions!

Sorry, I am actually afraid this is not possible, since I no longer have the publishing rights. This mod is only available through the internal mod browser of the game.
 
hahaha

Gandhi just won a test game AI vs. AI. His score has always been at 1/4th of the others, he only had 2 cities, he completed both the "Faith" and "Rationalism" branch, and the best thing: He put a Great Artist landmark on the big fat oil tile with 7 resources!

xD

Guess my AI tweaks show some nice effect...
Oh, rest assured, my tweaks didn't consist of the things mentioned above.
But thanks to my advice Gandhi saved up his other fat oil well to keep an army to push off his neighbour Harun al-Rashid.
It was just a matter of timing...
 
Thank you for this great mod!

Is it compatible with:

http://civmodding.wordpress.com/

?

Hi!

Thanks for beta-testing it! :D

No, really, I appreciate your feedback, please come back for more, since with version 3 - which will be uploaded soon - the mod has reached a state of complexity (including dynamic data-structures) I am too lazy to calculate a priori but can't test all the special cases alone anymore. (And I am am bit sick too, not being able to express myself in clear English, sorry.)

Regarding to mods compability:
  1. There is a lot of German debug spamming from the Petroleum mod, since it's still in beta. There should be no "runtime error" messages *[edit] whatsoever in the Firaxis Live Tuner console if you run a game. If you see one, my mod won't work at all or limit some functions. *[EDIT: from my mod! the original game will produce runtime error messages without affecting gameplay...]
  2. The mod will do SQL operations on all the database entries for buildings, units, and techs, so when activated last it will balance the whole database automatically. An exception to this is the "resources needed by units" database table, which I've adjusted manually.
  3. Mods which remove techs: Combustion, Steam Engine, Telegraphy, Plastic, Nuclear Fusion, Chemistry (V3), Scientific Theory will break my mod.
  4. I am running out of ideas how to break my mod. :D
    Of course, removing the oil resource would be bad, but I am getting silly -> Bottom line: I designed it with the maximum of compability in mind. Therefore the lack of UI. Compability was more important in my eyes.

Version 3
  • Version 3 is done. It's got some dynamic data structures not that easy to bug test and requiring lots of concentration to code flawlessly.
  • AI will be smarter with oil management (probably better than the average human player *g*, but still not perfect).
  • New technology Coal Liquefaction allows transforming of coal into oil for either military or industry.
  • ITER will grant Fusion Reactor tech to all the world making many friends.
  • Code optimizations, and many minor changes like adjustment of building upkeep costs.

May the Bug spare you,

Amylion.
 
BUG in V1 and V2

  • Found a bug while testing V3: I didn't know that you can't build offshore platforms on atolls, so sorry to those who ended up with their bonus oil source put on an atoll...

State of V3
  • Tested every victory condition on King or Emperor. Seems pretty well balanced except for nonmoddable flaws like bad AI combat behaviour which makes going for domination feel like cheating. Still, the game is exciting anyways.
  • I will finish my current game first, then send the corrected (atoll bug) version through some AI autoplay games and hopefully the mod will be ready for upload afterwards.
 
Uploaded Version 3

  • Coal to Liquid facilities.
  • Raised building, unit, tech costs, so modern era will last longer. Remember, "new end time" is 2250, so don't worry if you get close to 2050.
  • Many little changes, like the processing of the oil industry is done at the end of the round now (so the effect of an oil transforming building will be seen one round later). If all oil of a source is consumed, the yield boost will be capped. This is important for the new coal liquefaction facility. If you change worker allocation in the city screen, the bonus from the capped building won't go over the momentary limit. This makes it easier to see the effects in a city with only access to oil from a CtL facility (E.g. the first oil industry will get all the oil it needs, but the second one will only be able to use let's say 20% of its potential). The oil of an CtL facility can be used in every city of your homeland. You can't use CtL-oil from an ally.
  • You'll get a warning if you have no oil sources left, even if you got a CtL facility in a city delivering oil to your industry (This city will have a "(Coal-to-Liquid)" after its name to remind you). The CtL is designed to only provide enough for barely one city.
  • There is no oil or coal processing if the amount of available resources is negative.
  • AI changes: This is the best improvement, even if not directly visible. The AI has a special building class of oil refinery which is limited to 5 per civ. This will prevent that the AI will build refineries in every single town even if there is almost no oil left. The razing of refineries will work way better now compared to Version 2. In V2 the AI just kept building new refineries - now the AI will spend the rest available oil for military units. Looks like the AI makes flawless use of the oil buildings now! Be warned! ;)

Known inconsistency
Allied city states will grant you as many oil resources as they had when you allied with them, even if their oil springs lost productivity in the meantime.

Have a nice day!

Yours,

Amylion.
 
Compatibility (V. 6)

The mod will not work properly, if following database entries are missing:
  • Colosseum
  • Theatre
  • Stadium
  • University
  • Public School
  • Nuclear Plant
  • Hydro Plant
  • Laboratory
  • Medical Lab
  • Solar Plant
  • Future Tech
  • Steam Power
  • Combustion
  • Biology
  • Plastic
  • Chemistry
  • Scientific Theory
  • Oil
  • Coal
  • Mechanized Infantry
  • Anti Tank Gun
  • Anti Aircraft Gun
  • Submarine
  • Artillery
  • Paratrooper
  • Mobile SAM
  • Infantry
  • French Foreignlegion
  • Destroyer
  • Frigate
  • English ShipoftheLine
  • German Panzer
  • Fallout
  • Worker
  • Offshore Platform
  • Well
  • Mine
  • Atoll
  • Uranium
  • Ocean
  • Nuclear Fusion
  • Arabia
  • Battleship
  • American B17
  • Bomber
  • Fighter
  • Tank
  • Telegraphy
  • Iron
  • Scientist
  • Globalization
  • Communism
  • Refrigeration

These grids in the tech tree are occupied by the mod:
  • X: 9, Y: 7
  • X: 16, Y: 5
  • X: 15, Y: 2

It's not guaranteed to work with an unpatched version of the game.
 
I do not understand the spill calculation.

- Does each oil resource has a ceration reserve?
- Does this mean that spills can run out from reserve?
- In this case what will happens with building that dependent from oil spills?
- How can I chack how much reserve I have?

Is is not a problem for gameplay that building can't be turn off?
 
I do not understand the spill calculation.

- Does each oil resource has a ceration reserve?
- Does this mean that spills can run out from reserve?
- In this case what will happens with building that dependent from oil spills?
- How can I chack how much reserve I have?

Is is not a problem for gameplay that building can't be turn off?

Hi!

First, I have to clarify the original game mechanic: Each tile with an oil resource on it has a value: the number of oil resources you get from that tile. This can't go beyond 128. That's the reason my mod introduces another value for each tile with an oil resource: The number of oil-"units" the oil source has. I just call it "unit", since the only measure is the consumption of the oil industry (i.e. 4 oil units for 1 food produced by the Agricultural Industry). This "reserve value" will be consumed each round by the oil industry, and yes, it will run dry. Since V3, the number of resources (the original game mechanic!) will get reduced by 1 when the oil spring drops under 50% and again at 25%. If the oil source reserve value drops to / under zero, the oil resource number of the tile is set to 1.

Yes, the oil industry will "collapse" and cease to produce any benefits - besides specialist slots - if there are no more oil sources with positive oil reserve values left! This doesn't necessarily mean, that you are really out of oil, maybe an enemy has blocked your wells, maybe you lost an ally with an oil spring. In this case it's up to you to figure out how much oil sources there are left! And of course to plan accordingly!
It's your choice if you wanna go the route of an awesome kickstart of your economy but running out of oil before your opponents and having less oil for your army, or if you wanna spare your oil to overwhelm your oppenent, when he has run out of oil.

The mod will tell you each round how many oil springs there are, and how much oil you're consuming. It won't tell you the exact amount of oil reserves for several reasons, the most important being, that you will get hang of it really quickly and intuitively know how much you still got left. This learning effect will greatly enhance game experience, whereas it would be boring if you had to look at an exact number each round. I know some may not understand this design decision, but trust me, it's way better this way, cause I can compare both styles. ;)

Generally there is no need for a separate display of your available oil sources. The oil resource counter gives you a good hint in every situation: If you're over 10, you're good, if you drop under 10, you have to reconsider your strategy.

This decisively includes the razing of oil consuming buildings in cities which aren't worth it! For example it may make sense to quickly push a city to high inhabitant numbers with an Agricultural Industry, but only to a certain point. It's a hard decision, I know, but this mod is meant to introduce many meaningful decisions into the original game never been in Civilization before. On a sidenote I should mention big games sharing this mechanic: "Die Siedler" ("The Settlers") and of course "Starcraft" / "Warcraft".

If you just wanna stop the oil industry for some rounds (which should be prevented, this means you made some unwise strategic decisions), you can just raze the Oil Refinery. In this case the mod will tell you each round exactly where you have such an emergency situation, so you don't have to check each city manually.

In my game testing I didn't bother at all that "I had to remove buildings from my city". See it more like the political systems (civics) in previous Civs: There are pros and cons, and on top of that they are extremely dynamic, so you have to reconsider your previous choices.

But, and this is important, as I played my games, I never had the impression that it was mindnumbing micromanagement like in previous civs, where you had to reconsider your strategy each round. Quite the opposite! Just play as you see fit, and save now and then. You will see the arising of big problems early enough. If not, you will learn much just by playing and experimenting and this will be fun even if you fail. This is mostly the case because the oil will amplify each of your decisions you were able to do without the mod. That means that there is no dumb calculating of effects and trying to get some tenth of a percent here and some there, making your "decisions" just a mockery. No, with this mod, every decision will have tremendous effects on your empire. It's actually no classic Civilization anymore.

Just a note to that point: This mod will introduce an extreme dynamic not typical for Civilization. You will see many very distinct phases in your games; and you can somewhat plan these phases. The first phase is the ancient start up era, where your expansion is limited by luxury resources (trade & diplomacy). The reigns will stay small, until you get the Theatre. Then you will experience a great wave of expansion, just because you and the AI can. After the discovery of coal and oil these expansions will get extremely meaningful; from design there should be still some empty spots on the map with extremely valueable resources left. With the invention of the oil industry you will have multiple "phases" absolutely in your control; you will have to govern the boom phases yourselves. Your opponents will do the same of course, and the mystery about their real state is something that will extremely influence your way through history. You will see great empires with an extremely powerful economy, but being at the end of their boom phase meaning having a small or crippled army. At the same time you can have an inferior looking opponent but with a huge potential once he got his oil industry up and running. Obviously you have to decide if to attack him before he gets there, or to let him grow and fight other civs through "diplomatic arts" or if you wanna try to ally and wait till his boom is over...

You got the picture.
To conclude I can give you a hint about the reserve per oil source: On Standard game speed there are 32000 units per Major Civilization distributed over the map. You can count on about 6000 to 12000 per oil spring, depending of course on the geological position and number of total oil resource tiles.

Have fun,

Yours,

Amylion.
 
Hullo!

I want to leave a message to inform you that my mod may already be dated.

This concerns the technology of Nuclear Fusion.
I chose to implement the hot fusion, because cold fusion is still a mystery.

Nonetheless it seems probable, that an Italian engineer was able to construct a device producing great amount of energy just out of hydrogen (reacting with nickel producing copper) - safe, clean (almost no radiation) and extremely cheap energy!

The first commercial application is being built right now in the USA and will start to produce 1 MW in October of 2011, in Athens (Greece).

http://en.wikipedia.org/wiki/Energy_Catalyzer

There are some suspicious facts, some previous frauds Sig. Rossi was involved in, he admits to not knowing the exact theory of its own device, and he showed some lack of knowledge when demonstrating his work to scientists of the university of Bologna. Nonetheless from my understanding of nuclear physics this device could work (that's the reason I put this technology in my mod after all). If it works, then we will see the end of nuclear fission plants all over the world, cheap energy for everyone produced in decentralized power plants or even at home. Since the efficiency of this prototype is extremely limited by safety concerns (it's more a proof of concept), the "limit is the sky". Even mobile reactors are plausible, driving cars or even personal airplanes, just consuming some grams of hydrogen.

We will see!

Yours,

Amylion.
 
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