Sid Meier's Civilization V

Sid Meier's Civilization V

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Renewable Energy
   
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354.844 KB
7 Nov, 2014 @ 11:36am
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Renewable Energy

In 1 collection by TofuSojo
Immersion and Balance Mods
19 items
Description
This mod is meant to be a more realistic alternative to my Solar Plant Fix mod.

-Instead of the Desert restriction, Solar Plant cannot be built on or next to Snow or Tundra tiles
This simulates their impracticality near the poles where they would get a lot less sunlight and helps to limit them as the Desert tile restriction used to, but no where near as badly.

-Solar Plant requires Aluminum
Realistic and helps to limit them, so they aren't the obvious choice if you would rather spend your Uranium on something other than Nuclear Plants...you know, like nuclear powered toaster ovens.

-Solar Plants are half as powerful as Nuclear Plants
For realism and because of the inclusion of the following building.

-New building: Wind Farm (at Ecology)
Requires Solar Plant. Together they are as strong as a Nuclear Plant, but cost more to build and maintain.


--Compatibiliy--
-Requires BNW
-Alternative to Solar Plant Fix, so can't have both:
http://steamproxy.net/sharedfiles/filedetails/?id=329991093
-Works well with Nuclear Plants Can Meltdown, if you want even more realism:
http://steamproxy.net/sharedfiles/filedetails/?id=334658791
-Built into Techtree Overhaul, though with some adjustments:
http://steamproxy.net/sharedfiles/filedetails/?id=329862394

--Direct Download--
For direct download if Steam is acting up or you are a Mac user:
https://dl.dropboxusercontent.com/u/3597242/Renewable%20Energy.zip
Just open the zip file and copy/paste or move the folder inside to your Civ 5 Mods folder alongside your other mods and it should appear in your mod list in game.
42 Comments
blackrave 4 Nov, 2023 @ 3:33pm 
"-Solar Plants are half as powerful as Nuclear Plants
For realism and because of the inclusion of the following building."
Please for the sake of sanity replace word "realism" with "balance"
Because it's so wrong I don't know where even begin.
💖 Officer Hotpants 💖 31 Aug, 2023 @ 3:14am 
Ah. Wait. I just saw it in the screenshots. Still mutually exclusive. Cool.

(Don't mod games 3 hours past your bed time, kids.)
💖 Officer Hotpants 💖 31 Aug, 2023 @ 3:09am 
My apologies if you've already answered this (didn't see an answer anywhere) but does this maintain the mutually exclusive nature of solar fields & nuclear plants?
Designer225 21 Dec, 2020 @ 3:15am 
Uncoupling the solar plant from the wind farm would be great. Even if the two are (in gameplay) meant to be combined, the wind farm should be allowed to stand alone as an all-terrain (and lower bonus) alternative to the solar plant. Just use Building_LockedBuildingClasses to mutually exclude wind farms and nuclear plants from being used together and tie the wind plant to factories (like every other power source in the game), for balancing reasons of course.
Rea Ann's Husband 28 Mar, 2019 @ 4:50am 
I am curious whether the Solar and Wind Farms should be buildings or Improvements. Personally I would think making them as improvements sounds interesting. Just speaking my mind.

If you need someone to model them, I'd be happy to do that.
TofuSojo  [author] 22 Apr, 2018 @ 7:59am 
@Akinaba It's purely for gameplay reasons. The Solar Plant and Windfarm combined are the ecological alternative for the Nuclear Plant
Tweaky 22 Apr, 2018 @ 5:00am 
See no reason why Wind Farm would require a solar plant. Frankly it can be built even at the most nothern areas. The only realy life regirement is that the region must have strong and constant winds. So... Maybe untie those two one from another? Also, what with the Tidal Electro Plants?
TofuSojo  [author] 27 Jan, 2017 @ 4:16pm 
@Rakdar Sorry mate, but at this point I need to point out that the foundation of your argument isn't true. I never claimed this more was "realistic" as you simply put it. The first line of the OP is and was when you started posting: "This mod is meant to be a more realistic alternative to my Solar Plant Fix mod. " It was my opinion that this implementation was more realistic that my other mod, nothing more.
TetsuTetsu 16 Jan, 2017 @ 1:20pm 
@the element WEll it started off because i didnt like how this was branded as realistic, so i did some research, got some faulty numbers which were then pointed out, and sicne i dont like to make mistakes i went and redid the research and published it again. And as opposed to rebutting me he said i was biased. So yeah. thats about the why of it and the tldr of everything to now.

So yeah. Mod is unrealistic, yet is branded as realistic
Roadsidebandito 16 Jan, 2017 @ 11:16am 
why are you people arguing about this?