Sid Meier's Civilization V

Sid Meier's Civilization V

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Edward's Economy Revision GnK
   
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1.076 MB
23 Oct, 2012 @ 8:01pm
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Edward's Economy Revision GnK

Description
This is an update of the original Edward's Economy Update so that it works with Gods and Kings. I make no claim of ownership to this mod. The original mod thread can be found here: http://forums.civfanatics.com/showthread.php?t=456738

Edward's Economy Revision is a mod that seeks to give the player more financial options as well as add buildings and game mechanics that help the player make more out of the resources they have in their hands.

Currently featuring
- 3 new Buildings
- 1 new World Wonder
- Multiple minor tweaks



Specifics:
Three new buildings
Brewery
+1 Gold from nearby Wheat and +2 Gold from nearby Wine
+2 Happiness
Requires Calendar
Hunting Lodge
+1 Gold from Furs, +2 Gold from Ivory, and +1 Food from Deer
Requires Trapping
Tailor
+1 Gold from Sheep and Cotton, +2 Gold from Silk and Dye
+2 Happiness
Requires Civil Service
One new World Wonder
Wall Street
+50% Gold in the city
Requires Electricity
Modified buildings
Market and Bazaar
No longer provide +2 Gold, but instead give +1 Gold from nearby Bananas, Fish, Cattle, Salt and Citrus, and +2 Gold from nearby Incense, Spices and Truffles.
Granary
Now gives +1 Food from nearby Cattle and Sheep as well as Wheat and Bananas (No bonus from Deer as it now receives Food bonus from the Hunting Lodge)
Mint
Renamed as Jeweler
Now gives +2 Gold from Gems and Pearls as well as Gold and Silver and +1 Gold to Copper.
Lighthouse
Now gives +1 Food from nearby Whales and Crabs as well as Fish
Stable
Now gives +1 Production from Deer instead of Sheep
Other game mechanic changes
Trading Posts and Customs Houses now give +1 Gold after researching Currency. However, Custom Houses' base Gold output has been lowered by one
Trading Posts and Custom Houses now give +1 Gold when on Road or Railroad and when next to a River
Fishing Boats now give +1 Gold on Whales and Pearls in addition to +1 Food
Mines now give +1 Production when on Railroad
Lumbermills now give +1 Production when next to a River
Camps now give +1 Food from Deer instead of +1 Production
Plantations now also give +1 Food on Sugar in addition to +1 Gold
21 Comments
Joekster 26 Dec, 2013 @ 12:02pm 
Could you be able to do this for BNW?
Kayden 28 Oct, 2013 @ 4:47pm 
is there a mod of this that works with BNW ?
Vahko 18 May, 2013 @ 9:38am 
Among my favorite mods. However, is there any place besides here that I could obtain it. I've been having non-stop problems with Steam Workshop forgetting my mods. Tired of losing games due to this.
runy.mmorpg 2 May, 2013 @ 1:55am 
really nice mod, the only one i choose for economic revision :)
my coments at the beginning of a new game with my new mod collection
stables : no change on the help but agree with zaxel (i will verify)
brewery : it would be nice to construct it even without wheat or wine
Xeno426  [author] 21 Jan, 2013 @ 3:26pm 
It was probably a way to represent cases like the Laplanders. In any event I just converted this to G&K, that's it.
zexel 21 Jan, 2013 @ 3:02pm 
Balancing aside, why would Stables benefit from deer? When's the last time you saw domesticated deer? Petting zoos don't count, those fuckers are vicious, haha. But seriously - Stables have nothing to do with deer.
MYndscAPE 4 Nov, 2012 @ 3:25pm 
nice try, makes fun!
FinePhenomena 2 Nov, 2012 @ 12:06am 
@psyal69 *facepalm*
studibakre 29 Oct, 2012 @ 5:04pm 
to everyone who said "deers", you need second grade english.deer IS plural.
Xeno426  [author] 28 Oct, 2012 @ 12:26pm 
I'm not sure how I would do that, but I'm pretty sure the quarry uses its own improvement model, and I don't know how that would work with a different resource. Besides, quarries are open-pit, and most salt mining is done in actual mines.