Resources
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- Changed: Bauxite may appear in plot which has forest/jungle
- Changed: Coal may appear in plot which has forest/jungle/swamp
- Changed: Copper may appear in plot which has forest/jungle
- Changed: Iron may appear in plot which has forest/jungle
- Changed: Deer may appear in plot which has swamp
- Changed: Fur may appear in plot which has swamp
- Changed: Silver may appear in plot which has forest
That's good, but you didn't do the same for Gold, Gems, & Sulfur? (all the other mineral resources)
I still also contend that all mineral resources (Copper, Iron, Gold, Silver, Bauxite, Gems, Sulfur, Coal, Uranium, Stone, Obsidian, Marble and Oil) should be capable of showing up on all land terrain types, anywhere in the word (bArea tag = false)
This is how I set up my bonusinfo xml for my own games.
Mineral resources (described above)
Can appear on all land terrain types, and under forest & jungle.
(TerrainBooleans for Grass, Desert, Plains, Tundra, Snow, FeatureBooleans Jungle, Forest. TerrainFeatureBooleans as above terrains)
They do not use grouping patterns (iGroupRange & iGroupRand = 0)
they use the cluster distribution equal to most strategic resources (iRandApp1 & iRandApp2 = 10)
They can occur on any land mass (bArea = 0)
They can occur on hills (bHills = 1)
They can occur next to rivers (bNoRiverSide = 0)
They do not occur on flatlands (bFlatland = 0)
Oil of course also appears on ocean, and appears on flatlands instead ofhills. (graphically it looks weird if it oil is placed on hills)
Coal and Oil also occur on Marsh and Swamp
Stone, Marble, and Obsidian do not show up under forest/jungle. This is because you can't build a quarry without clearing a forest, and waiting to get bronze working to get to them sucks.
Although Salt is a mineral resources, I did not change it from is default terrains since salt (when found as evaporated salt lake/lagoon beds, do occur in dry areas (flatland desert and plains)
All other resources (non-mineral ones) are mostly unchanged.
I'll point out a couple of things to note:
All non mineral resource are confined to 1a single or group of nearby landmasses. (bArea = 1) This is the default value. The exception to this is horses, which because they are strategic can occur on any land mass. This is the default value for horses. Rubber, in RoM has bArea = 0, which I changed to 1 to restrict it for my games. Though in order to make it more broadly distributed on its landmass, I expanded its range, so that it can occur on forest and jungle, grasslands, plains and marsh. I also increased its occurrence frequency slight to compensate for the land mass restriction. My reasoning is that Rubber (as a plant) should be land mass restricted as that more realistic. Also by the time you can use rubber for vulcanizing, you should have some colonies harvesting already, if its not native. Otherwise synthetic rubber is easy enough to get soon after.
Other reasons I use this setup for bonuses (aside from it being more realistic) I've found that maps are less likely to have missing resources since all mineral resources can occur almost anywhere, without taking up too much space with clustering. Also the fact that they show up anywhere makes for more interesting games, sometimes that random Gem mine is worth fighting over if its the only one around. They may show up in out of the way places (like the arctic) and give you a reason for founding a city up there just to get at it.