raystuttgart
Civ4Col Modder
Cocoa Plantation Level 2:
I have just added a barn...
Very nice.
Cocoa Plantation Level 2:
I have just added a barn...
After talking to Ray and Schmiddie, I herewith publish a little Update for RaR Release 1.2:
This little package is providing fields and "flexible" buildings for all plantations and farms.
Have fun with a greener Colonization-World full of variety!
I agree, but the thing with the (growing) improvements is about the same way as with all the other features:The more I think about this feature, the more I am questioning it.
(...)
I don't see the realism factor nor do I see any vital gameplay factor.
Sorry, but from the point of agricultural history, this may not be strictly correct overallIn general, a farmer of 1500 wasn't less efficient than a farmer of 1700. A field being plowed in 1500 didn't give less yield than the same field at 1700.
In the game, now it does.
The British Agricultural Revolution describes a period of agricultural development in Britain between the 15th century and the end of the 19th century, which saw an epoch-making increase in agricultural productivity and net output that broke the historical food scarcity cycles. Every continent in the world has experienced a period of famine throughout history. These famines effectively limited the population to what a local territories could sustain over long periods of time including short term shortages. Famines occur when food is unavailable for a period of time usually exceeding a year and the resources: weather, agricultural workers, money, transportation, etc. are not available to get or grow more. Since famines or food shortages are usually "local" affairs the ability to buy and transport food over much longer distances helped minimize the impacts of local crop shortages. The British Agricultural Revolution occurred over a period of several centuries (more of an evolution than a revolution) and was preceded or closely duplicated by many countries in Europe and their colonies. One of the keys to the British Agricultural Revolution was the development of ways of keeping and improving the arable land in Great Britain to counteract the loss of the soil's plant nutrients in cropping a given area. Higher yielding land was added to higher yielding crops with more yield/acre. Farm workers using more productive tools and machinery produced more crops with fewer workers. The Agricultural Revolution picked up speed as the Industrial Revolution and the advances in chemistry produced the scientific knowledge, wealth and technology for a more systematic development of commercial fertilizers and new and more productive agricultural machinery. New crops like potatoes (introduced about 1600), corn, etc. were introduced from the Americas improving the yield/acre of arable land.
Well that's a good point, I do agree with Commander Bello that it's best not to have improvement growth be totally free and automatic with no further work/investment by the player required. But as Schmiddie mentioned we may eventually be able to incorporate knowledge or advances, where ability to advance to a better improvement will only be unlocked later in the game with continued development.And now you are adding a concept which increases output even more without any investment to be done?
In my view, this is even questionable from the conceptional point of view.
We should also have in mind that we maybe will consider this in our feature "inventions". Therefore I think we should leave the feature as it is at this stage of development of our mod.