Food Economy - Tradable Bonus Resources

I've always wanted the ability to transfer food from on city to another, or even production from city to another (those I suppose the latter can kind of be done via rushbuying). I think I would prefer the method of having buildings that consume the resources rather than one that can be built in every single city. I think for this, though, I would have all the food resources go into one pool, and have the building pull from that pool, if possible. I think that would keep things a bit more balanced. Oh.. I guess that idea would be a lot like how corporations worked in Civ4.... or wait, not corps didn't consume resources did they? I definitely think for something like this to be balanced, it would either need to consume the food resources for the food boost, or have a bigger maintenance attached to it, like the Hospital.
 
I dont want to go and merge my mod with other mods and then republish other Modders mods without their permission to do that. However you can merge my mod by copy-paste modified lines in other mods and it will work with no problem.



yes.. merge duplicated lua files by copying my commented lines and keep other files.

This works, but Japan keeps crashing after my trade is done with them. Usually after doing a open borders agreement.
 
Hi

Love this mod and have been using it for a long time in a version merged with Infoaddict and Thals mods.

Since the latest patch it seems the mod breaks the trade opportunities though. No one has any desire to trade with me at all when I merge the mods. When I delete Food Economy I have no problems however.

Can anyone confirm that the mod is broke?

\Skodkim
 
This sounds like an awesome mod. I don't want to bother with downloading it though if it's broken, which seems likely since the latest patch seems to have broken many mods.

Please update!!
 
I'm also interested to hear how this mod performs before risking it? I probably will wait till a new game anyway though.

One question I have; since these bonuses are civilisation-wide, are they dependent upon trade routes? The reason I ask is that it might make more sense if the bonus is only applied to cities that are connected to the source of the bonus, either by a chain of roads, or by harbours. It might even make sense to move the bonus for having fish to the harbour instead of the granary, as harbours are currently a bit of a poor upgrade most of the time right now.

For example, I have four cities, A, B, C, D. A is my capital, and connected to B by a road. C and D are connected to each other by road.
If C were to build a granary for a nearby source of wheat, then the bonus should only apply to cities C and D. Likewise if city B builds a granary for its cattle, then only A and B will receive a bonus. However, if I were to later connect the two pairs of cities by building harbours in B and C, then I will now receive the bonus for all of my cities.

I know it'd be a lot more complex to implement, assuming you haven't already, I dunno as I haven't tried it yet. But it would make a lot more sense, better rewarding focused, well-maintained civilisations, and discouraging satellite cities that are unconnected to their capital city.
 
FWIW it looks like there are compatibility issues with Info Adict as well. As far as I can tell there are two files in common, SaveUtils.lua (which is identical in each) and Diplotrade.xml.

CF_NZ, you are right, there is a conflict in the Diplotrade.xml files, but you can merge them by simply taking the InfoAdict last lines and attaching them to this ones in the same hierarchy level, then copy the file and replace it in both mods.

Great Mod by the way, definitely adds to the realism of the game.

Cheers,
 
CF_NZ, you are right, there is a conflict in the Diplotrade.xml files, but you can merge them by simply taking the InfoAdict last lines and attaching them to this ones in the same hierarchy level, then copy the file and replace it in both mods.

Great Mod by the way, definitely adds to the realism of the game.

Cheers,

Have you tried this with success using the latest version of InfoAddict and CiV?

It used to work for me but at some point (after upgrading Info AddictCiV i think) I couldn't get it to work anymore. May just have been me making an error in the process but I abandoned the mod after that.

\Skodkim
 
I think I have an idea to improve food trade but it would loose the focus on bonus ressources and completely transform your mod: instead of trading the food ressource, lets trade food itself! We just need to add a Food Upkeep option in the city screen: as an exemple, if you choose to set it at 3, your city will loose 3 food per turn (be cautious with that...) but this food will be accumulated empire-wide like gold, science or culture intead of being consumed by a growing citizen. Then you can redistribute it to other cities of your choice or trade it with other empires. To make the bonus ressources more useful, we can simply increase their food yield. I think it would not be very hard in fact (if it is not easy I fear it would be totally impossible then...). What do you think of this?
 
i've been using this mod for a bit now but recently discovered infoaddict and well these 2 mods dont play well with each other and it would be nice if this could be fixed, i'm gonna leave a note on that mods forum as well
 
Hey deep_blue, i seem to be having with specialists in the city screen, it seems to be blank, and un able to choose where to place people in buildings...

I use a few mods..

Scouts and workers start,
Satalites reveal map,
R.E.D Mod pack,
Puppet City Visability,
Free Start,
Free Roads,
Big Balance Economy Mod,
Dale Kents Maps of the world,

I have tried to use this with all the mods and none of them Enabled... Any help would be appreatiated

Much Love Zombles
 
Has anyone figured out how to take the core concept of this mod (bonus resources as tradeable food sources) and make it compatible with Gods & Kings?

I'd like to incorporate the concept into a project I'm working on, and didn't want to duplicate efforts if someone already worked that one out.
 
Yeah, the overall concept of this mod was one of my favorites, even if there were some balancing issues. Too bad this no longer works.
 
I was considering just making the food resources into strategic resources, but can they still confer a bonus when acquired?

I'm currently working to integrate this mod with killmeplease's Food Buildings mod, essentially making it possible to trade food commodities between empires while also enhancing your cities by constructing buildings which require certain food commodities.

From what I gather, most of this can be handled by modifying .lua code, correct?
 
I'm a bit worried that this mod would leave tall empires in the dust compared to wide empires: would it fit at all to have some buildings after Granary increase food gains?

Just trying to think of a way to reward building tall style infrastructer with the system so wide empires aren't propped up over them.
 
Has anyone figured out how to take the core concept of this mod (bonus resources as tradeable food sources) and make it compatible with Gods & Kings?

I use this concept in Health and Plague mod. It is easy to implement for any version of civ.

Code:
INSERT INTO Resource_QuantityTypes (ResourceType, Quantity)
SELECT	Type, 1
FROM Resources 
WHERE ResourceClassType = 'RESOURCECLASS_BONUS';

UPDATE Resources  
	SET ResourceClassType = 'RESOURCECLASS_RUSH',
		ResourceUsage = 1,
		AIObjective = 3,
		Player = 67
	WHERE ResourceClassType = 'RESOURCECLASS_BONUS';

UPDATE Resources  
	SET TechCityTrade = 'TECH_AGRICULTURE'
	WHERE TechCityTrade IS NULL;

The default AI will offer and accept trades in these former bonus resources (i.e. no DLL mod required).

Now if you want to have those resources provide some tangible benefit (i.e. food or health or faith or whatever) you'll need some lua to make that happen.
 
...FA, would you be willing to take this mod over?
 
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