View Full Version : not all resources are equal (tea)


Chiyochan
Jul 09, 2009, 04:49 AM
with the final addition of tea, i was a little flabbergasted at the absolute 0 health boost it gives, RoM already has resources that where unequal, so i thought it was time to shake things up a bit more and give tea its rightful place
it adds +2 to health from plantation, along with the +1 happiness
and switches the +1 happiness bonuses from building to health,

Sarkyn
Jul 09, 2009, 05:26 AM
Bonjour,

The promotion of tea-drinking is an excellent idea.

However, 2 points of feedback-

~ Tea appears too rarely and too late in the game. Does your mod fix this?

~ Is it possible you can make your mod modular? With so many modmods to choose from, I'm very reluctant to modify the core mod anymore. Especially when there is a viable alternative. :)

Chiyochan
Jul 09, 2009, 08:53 AM
i should also like to point out that brewery gives bad health as well, a lot of people here don't have a very good grasp of history, I'm no expert, but even i know that drinking 'fresh' water was very bad for you back in the day, and anything that could clean it up was welcome, even if it did have consequences for your liver later on, the benefit was much greater, you didn't catch and spread diseases among your friends, people seem to look back on history with their mods and assume that everything worked the way it does now, but theres a reason why a lot of these things where invented back then, they didn't have much better to keep themselves healthy,

as for my 'mod' the only thing that really needs changing is the XML, its not compatible with any XML editing mods, but the XML is very easy to mod if you have a good mastery of the quick find feature in a generic text editor.
I didn't mess with the rarity of the tea itself because I'm not sure what would be a good number, i tend to play on prebuilt maps so it wasn't an issue with me

generalstaff
Jul 09, 2009, 01:19 PM
Bonjour,
~ Tea appears too rarely and too late in the game.

Historically tea was one of the rare resources, only being traded from China, and later, was transplanted to India. However, I agree tea should appear earlier in the game.

Sarkyn
Jul 09, 2009, 01:26 PM
Historically tea was one of the rare resources, only being traded from China, and later, was transplanted to India. However, I agree tea should appear earlier in the game.

That's a compelling argument for having it earlier in the game.

In the real world, the Chinese drank it for Millennia before it ever got exported to Europe and further and became the backbone of the British empire. But it should really appear in the game when the Chinese started drinking it, right?

Dancing Hoskuld
Jul 09, 2009, 09:22 PM
I am not certain I have made all the changes Chiyochan wanted but attached is a modular version of this mod. It also has a small change bazzars can be built if you have incense like the other optional resources for this building.

It goes in the Modules/Projects folder. I put it there because it changes both bonuses and buildings.

JaeChunDaeSung
Nov 10, 2009, 09:20 AM
It'd only make sense that tea would be available and cultivatable earlier, since Silk has been given that treatment with silk farms, why not allow something along the same lines for tea? Also, just because tea was such a highly valued trade good, what if it were worth just +1 more :gold: ?

Dancing Hoskuld
Nov 10, 2009, 01:24 PM
The module for this is now in my modular thread. I forgot to upgrade the code here.