RenaissanceFan
Warlord
- Joined
- Mar 15, 2011
- Messages
- 125
EDIT: Added resource-specific builidng list, separated these from 1st tier buildings.
EDIT: Added unique buildings for China (Silk Farm) and France (Cafe).
EDIT: Changed Mill requirements.
EDIT: Added 3rd tier building list, added Restaurant.
EDIT: Bonus values reduced for balance.
This time, I'm working on a mod to boost (and, if possible, overhaul) the economy part of the gameplay. So far I had the following ideas for buildings, each one requiring at least one resource, and extra resources boost their potentials. See...
Resource-Specific Buildings:
All of these give a standard +1
+1
.
1) Dyer: requires Dyes;
2) Tannery: requires Furs;
3) Silk Weaver: requires Silk, has an extra +1
;
4) Silk Farm: unique for China and India, replaces Silk Weaver and gives doubled bonuses.
5) Winery: requires Wine.
1st Tier Buildings:
1) Textile Mill: requires Cotton or Sheep, gives +1
for each, Cotton gives +1
;
2) Jewellery: requires Gems/Gold/Silver/Pearls, gives +3
+2
, +1
for Silver, +1
for Pearls. This is the "jewel" of the mod. OBS: needs to implement a resource distribution grid like in Civ4
3) Mill: requires Sugar or Wheat, gives +2
with Sugar, +3
with Wheat and needs Windmill in city.
For this tier, I'd like to see what you think about the above and I need suggestions for buildings that use Ivory, Whales, Marble, Incense.
2nd Tier Buildings:
1)Bakery: requires Wheat, gives +2
+1
and needs Mill in city;
2)Grocer: this one I'm importing from Civ4, requires Fish or Bananas, gives +1
+1
from each, extra +1.5
from having Bakery in city.
For this one, same as above.
3rd Tier Buildings:
1) Restaurant: needs Bakery in city, gives +2
+3
+3
, plus +0.5
each for Spices, Sugar, Wine, +1
each for Fish, Bananas, Cattle and Deer.
2) Cafe: unique for France, replaces Restaurant and gives all bonus above, plus an extra +1
+2
, and employs 3 Chef specialists (special artist specialist).
What do you think about these?
EDIT: Added unique buildings for China (Silk Farm) and France (Cafe).
EDIT: Changed Mill requirements.
EDIT: Added 3rd tier building list, added Restaurant.
EDIT: Bonus values reduced for balance.
This time, I'm working on a mod to boost (and, if possible, overhaul) the economy part of the gameplay. So far I had the following ideas for buildings, each one requiring at least one resource, and extra resources boost their potentials. See...
Resource-Specific Buildings:
All of these give a standard +1


1) Dyer: requires Dyes;
2) Tannery: requires Furs;
3) Silk Weaver: requires Silk, has an extra +1

4) Silk Farm: unique for China and India, replaces Silk Weaver and gives doubled bonuses.
5) Winery: requires Wine.
1st Tier Buildings:
1) Textile Mill: requires Cotton or Sheep, gives +1


2) Jewellery: requires Gems/Gold/Silver/Pearls, gives +3




3) Mill: requires Sugar or Wheat, gives +2


For this tier, I'd like to see what you think about the above and I need suggestions for buildings that use Ivory, Whales, Marble, Incense.
2nd Tier Buildings:
1)Bakery: requires Wheat, gives +2


2)Grocer: this one I'm importing from Civ4, requires Fish or Bananas, gives +1



For this one, same as above.
3rd Tier Buildings:
1) Restaurant: needs Bakery in city, gives +2





2) Cafe: unique for France, replaces Restaurant and gives all bonus above, plus an extra +1


What do you think about these?