C2C- Resources Discussion and Ideas

5. Flax is in game but we don't change the important part of the plant over time. Ie we only consider the cloth production and not he linseed production which is more important today. You can't get both from the same plant - if you take the leaves for cloth it wont produce seed and if you try and take the leaves after the seed has set you wont get get good cloth.

I am not sure what precisely you mean here. Nutmeg provides a Nutmeg and a Mace buildings because both spices are produced from the same part of the same plant, by the same processes. the only difference is that the nutmeg is the seed contained in the fruit, while mace is the skin. Both are commercially significant spices. I essentially split the bonuses granted by most spice buildings (+5 gold) between the two buildings, although it does grant 1 more happiness than most spices do, when both buildings are combined.
 
2. The whole idea here is to split up the "spices" resource to make the spice trade more complex. The spices available in India, Indonesia, Mexico, and Jamaica are all completely different, and hugely economically important for different reasons. I feel that it's more important to separate out the spice resources than, say, the fruit resources, as the international fruit trade didn't take off until the modern day. The spice trade, on the other hand, was one of the main reasons colonization even happened.

Well if there is more than one spice we could do the same as gems and make "Spices" given by all spice related buildings and then remove Seasoning resource which currently fills that role of a building made resource.
 
I wouldn't add any promotions due to having a certain dye. Yes, khaki was the first one used but it can be done with mud or dirt. Military camouflage is also a quite recent invention. Single neutral color from 1850 onwards to pattern camo by world war 2. After that no unit is going to fight without proper camo and synthetic dyes can replace any natural ones anyway. I just think it will apply to too few units and result in all modern units getting those promotions for free.
 
Has anyone ever seen fossils on the map? same goes for ancient relics..

Fossils yes. Ancient relics only spawn from city ruins don't they?

Also, in regard to fossils, what map? It depends on whether the map script places them (or the custom map includes them if it's a custom map you're using)
 
Fossils yes. Ancient relics only spawn from city ruins don't they?

Also, in regard to fossils, what map? It depends on whether the map script places them (or the custom map includes them if it's a custom map you're using)

Ancient Relics spawn independent of city ruins, so far as I can tell. They spawn in desert tiles, but do so /very/ rarely. I can provide a save game on a huge map where there is literally one source of Ancient Relics on the entire map. Luckily it spawned right on my borders. Less luckily, I had to declare war on my only ally to get it, because I needed the relics for the Rosetta Stone (easily one of the most powerful wonders in the game. Being able to run Universal Translators from Archaeology is a massive boost).
 
Hm.. I got only few desert tiles. Using mostly continents maps. Do fossiles also only spawn in desserts?
Becasue in the real world one of the biggest site of fossiles in europe is Grube Messel which lies in a mostly forested and slightly hilled area.
 
Hm.. I got only few desert tiles. Using mostly continents maps. Do fossiles also only spawn in desserts?
Becasue in the real world one of the biggest site of fossiles in europe is Grube Messel which lies in a mostly forested and slightly hilled area.

I may be wrong, but I've only ever observed Ancient Relics spawning in desert/dunes tiles, and fossils only seem to spawn in desert/dunes/rocky tiles, from what I've seen. I don't know if those are the only places they can spawn, that's just where I have seen them spawn.
 
will you guys be making\importing weapons resources??

What do you mean? We already have some like Firearms resouce. Its just not fully implemented yet. I am waiting on additional coding to support 3 resource requirements on units. For example Conquistador ...

1. Horses
2. Firearms
3. Spanish

At the moment we have a limit of 2.
 
If I can ask - what is going to be the difference between Firearms and Ammunition? Is it Firearms for earlye gunpowder units, and Ammunition for later ones? I have an idea for a Munitions Factory that would both replace Gunsmith (because it never goes obsolete) and provides a third building to go along with Siege Weapons Workshop and Cannon Forge, for the training of Artillery units.
 
What do you mean? We already have some like Firearms resouce. Its just not fully implemented yet. I am waiting on additional coding to support 3 resource requirements on units. For example Conquistador ...

1. Horses
2. Firearms
3. Spanish

At the moment we have a limit of 2.

yes exactly, i belive u can take most of them from the VIP mod if you'd like
 
the cannery could be updated with all the new resources. i mean the building provides small
bonuses to food resources but after so many (relative compared to the building) new resources were added, it could be boosted
 
@Dancing Hoskuld

Since you requested more than one type of dye resource I made a Murex resource. It is what made Tyrian Purple in ancient times.

Murex
+1 :commerce:
+1 :commerce: (with Fishing Boats)
Revealed Tech: Trap Fishing
Enabled Tech: Boat Fishing
Spawns: Tropical Coast

I plan on doing some more but now we at least cover purple (Murex) and blue (Indigo). This also gives us another sea resource since it is always lacking.
 
@Dancing Hoskuld

Here is a resource I know you have been wanting too ... a Kangaroo resource!! Australia can final have its own unique resource. Included are the graphics for the resource, icon/button and even the 16x16 button.

Its set up should be identical to the Deer resource (ex Camps) except that it generates in Desert, Scrub (and any other terrain you think is appropriate for it).

Enjoy Mate! :cowboy:

EDIT: Also you may want to tweak the Kangaroos and kin to randomly produce this resource when hunting them. Likewise you may want to have them generate from the resource too.
 
@Dancing Hoskuld

Here is a Zebra resource. I made this for a few reasons ...

1. The Megafauna have a lot of zebra units and it would be better to link them to an actual resource as well just like the Mammoth has.

2. I have gotten tired of African animals like lions spawning from horses etc. We can use the Zebra resource to be an African animal spawn point just like the Kangaroos for Australian animal.

3. I also wanted to have it as a resource for the Zoo building. :D

4. It also gives me another resource to have an African culture to require.

Anwyho this should be much like deer or kangaroo in that it can have the hunting camp rather than a pasture. Included is the graphic, button/icon and the 16x16 icon too.

Enjoy!
 
It is on my list.

The only problem is that we can't limit the resource to "Africa" only to the southern hemisphere. Which is the same with kangaroos. Which is why most kangaroos still spawn from features in the Australian segment of the planet not just from the resource.
 
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