Afforess
The White Wizard
tejon, if there is any way you want to group resources (like as twjr pointed out, with other resources) that doesn't currently exist, you can always request new XML tags over in my forum.
The question is, would it grow there naturally? With irrigation you can put it just about anywhere warm and sunny, but considering that it's a tall green reed, it seems like sugar cane would only naturally occur in places with very high ground saturation. I wrestled with a similar question regarding rice; hills imply valleys and rice doesn't mind standing water, and with this shaky justification I put it on hills, but I only considered doing that at all because I wanted a tropical counterpart to the potato. Sugarcane didn't have a pressing balance reason to bend biology, and there's no option for ONLY riversides or I would have done that! However, I'm getting most of my horticultural information on these topics by inference from what I can find on Wikipedia, so if you've got firsthand knowledge to the contrary, please share.I do think that you should put sugar back onto grass hills. You should see some of the slopes that I have seen cane grown on in China.
Just by editing the XML resource definitions, no, that's not supported. With custom scripts I'm sure it could be done, but that's a different project.Is it possible in the game for different resources to be made to have a higher chance of occurrence if another resource is present?
Again, a different project; but I totally agree.Sure in ancient times access to salt deposits was crucial but these days I am sure most salt is obtained from the ocean. Maybe a national wonder could be done similar to aluminium and rubber?
The question is, would it grow there naturally? With irrigation you can put it just about anywhere warm and sunny, but considering that it's a tall green reed, it seems like sugar cane would only naturally occur in places with very high ground saturation. I wrestled with a similar question regarding rice; hills imply valleys and rice doesn't mind standing water, and with this shaky justification I put it on hills, but I only considered doing that at all because I wanted a tropical counterpart to the potato. Sugarcane didn't have a pressing balance reason to bend biology, and there's no option for ONLY riversides or I would have done that! However, I'm getting most of my horticultural information on these topics by inference from what I can find on Wikipedia, so if you've got firsthand knowledge to the contrary, please share.
Just by editing the XML resource definitions, no, that's not supported. With custom scripts I'm sure it could be done, but that's a different project.
Again, a different project; but I totally agree.
An early revision of this put sugar nearly everywhere for exactly that reason. Then it was pointed out that the technology to extract sucrose from beets didn't arise until the 19th century.Look beyond the obvious, sugar beets can be grown on hills and in just about any climate
From my tests it looks like map size is the limiting factor - there's just not enough available plots to place lot of all resources and since luxury resources are placed last, they have the least available plots during map generation. This just verifies the fact that I shouldn't add anymore resources to the mod (at least not resources that appear in nature).
yeah I got some difficultys too.
If I use "your" seting, no or allmost no stone, and horses.
I manage to get stone with some tweak without loosing anything else, but horses are a mistery !!!
It's look like you got or horses or ivory.
So I dicide to divide the world in 2: over equator horses, under ivory !
BUT NO it doesn't works, it's look like the min/max LAtitude thing doesn't change anything.
Exactly, I can't find any horses either..... How did you fix stone issue?
Min/Max latitude works fine, but doesn't differentiate northern and southern hemispheres, only distance from the equator.
SEAFOOD class was added so that water resources do not prevent land resources from appearing on plots near the coast (was it iUnique that decided the plot range between resources or some other modifier...). SEAFOOD resources are also placed last on the map. If there's still excessive amounts of health/happiness in RoM 2.9 I'll probably tweak resources to a direction where some luxury resources might not appear in every game - ie. limit the amount of resources (that way each games is more different as well) and so that getting all resources becomes much more difficult.Zappara, if you're still reading this thread, can I ask why you added the SEAFOOD bonus class? I actually got better results after removing the LUXURY class entirely, as it seemed to be creating an additional ceiling on placed resources within that class, whereas leaving them all in GENERAL did not have that effect. As far as I can tell, these classes only set default iUnique values, all of which (for luxuries, at least) are overridden anyway. Do they serve some other purpose?