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#1 |
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Tsar
Join Date: Nov 2007
Location: Samara, Russia
Posts: 1,558
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Food Resources
Link up food resources (
Wheat, Cattle, Fish, Bananas), create buildings utilizing them and get tons of food in your key cities! Make some megapolices!Or use food resources to feed a production powerhouse somewhere in the heart of a desert! No more your cities will stick to food-rich locations. There are 4 food-producing buildings in the mod significantly increasing food intake of the city. They require bonus resources to be built. At the same time food from resource-free buildings was removed. So instead of having virtually 7-10+ additional food in each city (granary + hospital + water mill) you will have a number of cities supplied with as much as up to 25 additional Food from bonus resource utilizing buildings.New buildings are: Grocery Store: cost 120 , +4 Food, 1 Happiness, consumes 1 Cattle and 1 Fish, maintenance 1 Gold. Deer sources worked by this city produce additional +1 Food.Requires Optics. Supermarket: cost 400 , +5 Food, +1 Happiness, consumes 1 Bananas, maintenance 2 GoldRequires Refrigeration, city must have Grocery Store. Grain Elevator: cost 500 , +10 Food, consumes 1 Wheat, maintenance 3 Gold.Requires Railroads, city must have Granary. Changes to existing buildings: Granary: cost 100 , +6 Food, consumes Wheat resource. No additional food from worked resources.Water Mill: cost 80 , provides 2 Production, maintenance 1 Gold (was 1 Production, 2 Food, cost 120, maintenance 2). Floating Gardens left unchanged.Hospital: additional 20% Food kept after growth, 1 Happiness (was +5 Food).You can download it from the in-game Mod Browser OR from the download database
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CIV5 MODS: Emigration v4; Food Resources; Happines per populationCIV4 MODS: Commanders, Defender withdrawal, Gold for disbanding, Occasional Promotions, Caveman mod launcher, Supply Lines (no mod, just an idea) Last edited by killmeplease; Jun 23, 2011 at 10:58 PM. |
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#2 |
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Deity
Join Date: Nov 2006
Posts: 3,266
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Do you realize there is allready firaxis icons for grocery & supermarket ?
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"Values too far out of the expected range can cause the game to behave strangely."Civ2Rules 46Techs, AUB for button makers, 59Miscs, 72Pack, walking on the moon, AUB from WW, italian renaissance BoardgameButtons
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#3 |
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Tsar
Join Date: Nov 2007
Location: Samara, Russia
Posts: 1,558
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didnt know this, thanks!
there is also one for a coal plant (?) i'll replace icons in the next release
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CIV5 MODS: Emigration v4; Food Resources; Happines per populationCIV4 MODS: Commanders, Defender withdrawal, Gold for disbanding, Occasional Promotions, Caveman mod launcher, Supply Lines (no mod, just an idea) Last edited by killmeplease; Jun 23, 2011 at 09:44 PM. |
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#4 |
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Deity
Join Date: Nov 2006
Posts: 3,266
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No,it's a refinery, I believe !
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"Values too far out of the expected range can cause the game to behave strangely."Civ2Rules 46Techs, AUB for button makers, 59Miscs, 72Pack, walking on the moon, AUB from WW, italian renaissance BoardgameButtons
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#5 |
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King
Join Date: Jul 2010
Location: Nottingham
Posts: 713
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+6 food that early on for the granary is way OP IMHO. It is 60% of hanging gardens and you can have one in every city!
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A police officer stops a physicist on the highway. "Do you know how fast you were going?" asks the cop. "No" replies the physicist "but I know exactly where I am!" |
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#6 |
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Tsar
Join Date: Nov 2007
Location: Samara, Russia
Posts: 1,558
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you cant have one in every city, as it requires Wheat. See post #1
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CIV5 MODS: Emigration v4; Food Resources; Happines per populationCIV4 MODS: Commanders, Defender withdrawal, Gold for disbanding, Occasional Promotions, Caveman mod launcher, Supply Lines (no mod, just an idea) |
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#7 |
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Warlord
Join Date: Jun 2011
Posts: 269
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you could if you use the "have fun" mod...
Joey |
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#8 |
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Chieftain
Join Date: Jun 2011
Posts: 18
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Excellent idea, I always wanted some kinds of food destribution across empire, like from oversaturated agrocities to strategic desert outposts. It really adds tonns of realism and strategic value to food.
Few questions: 1. Does AI know how to use these new possibilities? 2. Can you trade resources? 3. If you can, does AI know how to appraise the current value of resources? 4. Can Grocery store consume randomly either 1 cattle or 1 fish? Because in most cases it will be unavailable for empires deep inside the continents. I have few suggestions: 1. Other cities should be able to use resources they don't have on their territory only if they are connected to the capital via roads/railroads or harbour, otherwise it is very imbalanced. 2. Since these resources are common comparing to luxuries, they should contribute more in terms of quantity. Like 2 of them per source to the empire pull instead of 1 (may be this should be an upgrade from researching something like Fertilizer). Last edited by Fan67; Jul 02, 2011 at 11:36 AM. |
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#9 | |
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Tsar
Join Date: Nov 2007
Location: Samara, Russia
Posts: 1,558
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Quote:
2. you cant trade food resources. there is a possibility to mod that in (see Food Economy mod). but i'm certain AI will not understand how to trade them to its benefits. 3. do you mean city placement strategy? i have not touched this aspect, thank you for pointing to. i have to look what could be done there. 4. cows and fish are very abudant so either cow or fish resource alone reqirement would be meaningless. 1. at the time when you can build those buildings all your cities are already connected to capital by some way, usually. 2. interesting idea but i think the quantity we have is ok.
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CIV5 MODS: Emigration v4; Food Resources; Happines per populationCIV4 MODS: Commanders, Defender withdrawal, Gold for disbanding, Occasional Promotions, Caveman mod launcher, Supply Lines (no mod, just an idea) |
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#10 |
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Kami of Awakened Dreamers
Join Date: Sep 2006
Location: Indiana, USA
Posts: 2,288
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i like this mod a lot and i always use it
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The Modiquette The best post ever. ![]() Proud member of Religion and Revolution! Colonization will never be the same again! Check it out, the time is coming... |
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#11 |
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Tsar
Join Date: Nov 2007
Location: Samara, Russia
Posts: 1,558
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Thanks )
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CIV5 MODS: Emigration v4; Food Resources; Happines per populationCIV4 MODS: Commanders, Defender withdrawal, Gold for disbanding, Occasional Promotions, Caveman mod launcher, Supply Lines (no mod, just an idea) |
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#12 |
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Chieftain
Join Date: Jul 2011
Posts: 74
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Thanks for both your mods, they add a lot to the game.
![]() Are there any incompatibilities with other mods? Apart from that, should I load them before or after other mods, especially CivUP/VEM? Last edited by cleaner; Feb 06, 2012 at 03:13 PM. |
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#13 |
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Tsar
Join Date: Nov 2007
Location: Samara, Russia
Posts: 1,558
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thanks!
not sure about incompatibilities, for emigration 3, it may be incompatible with mods that use custom notificationpanel.lua (and not a Sneaks/alpaca's one). Food Resources cant be incompatible with anything as its an xml mod. Though loading it along with other mods which change granary and water wheel may produce mozaic effects.
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CIV5 MODS: Emigration v4; Food Resources; Happines per populationCIV4 MODS: Commanders, Defender withdrawal, Gold for disbanding, Occasional Promotions, Caveman mod launcher, Supply Lines (no mod, just an idea) |
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#14 |
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Chieftain
Join Date: Jul 2011
Posts: 74
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Alright, thanks once more.
I'll try it out by loading yours last then and hopefully will be without any mosaics.
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#15 |
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Kami of Awakened Dreamers
Join Date: Sep 2006
Location: Indiana, USA
Posts: 2,288
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please fix for G+K, i miss it.
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The Modiquette The best post ever. ![]() Proud member of Religion and Revolution! Colonization will never be the same again! Check it out, the time is coming... |
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#16 |
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Tsar
Join Date: Nov 2007
Location: Samara, Russia
Posts: 1,558
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CIV5 MODS: Emigration v4; Food Resources; Happines per populationCIV4 MODS: Commanders, Defender withdrawal, Gold for disbanding, Occasional Promotions, Caveman mod launcher, Supply Lines (no mod, just an idea) |
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#17 |
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Chieftain
Join Date: May 2012
Location: Rochester, NY
Posts: 28
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Hello there,
Any word on making this mod (or parts of it) Gods & Kings compatible? I love the concept of tradable food, since it's a major issue in geopolitics and can be a valuable mechanic. I'm currently designing a post-apocalyptic mod, and want to place a heavy focus on the struggle to acquire food. Even if only some of the core mechanics were updated, that would be great. Or perhaps explain your methods so I could try implementing some of them in my own code? |
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#18 | |
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Tsar
Join Date: Nov 2007
Location: Samara, Russia
Posts: 1,558
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Quote:
for the food trading see the Food Economy mod
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CIV5 MODS: Emigration v4; Food Resources; Happines per populationCIV4 MODS: Commanders, Defender withdrawal, Gold for disbanding, Occasional Promotions, Caveman mod launcher, Supply Lines (no mod, just an idea) |
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#19 |
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Tsar
Join Date: Nov 2007
Location: Samara, Russia
Posts: 1,558
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ps i believe this mod is compatible with GnK as it is
i havent tried though
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CIV5 MODS: Emigration v4; Food Resources; Happines per populationCIV4 MODS: Commanders, Defender withdrawal, Gold for disbanding, Occasional Promotions, Caveman mod launcher, Supply Lines (no mod, just an idea) |
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#20 |
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Chieftain
Join Date: May 2012
Location: Rochester, NY
Posts: 28
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Outstanding, I'll have to test it and see. I suppose I should have clarified, I like this mod's concept of using resources to create buildings to boost food, but also plan on integrating tradeable food, ala Food Economy. Do you mind if I tinker with your work a little bit while trying to fuse the two concepts together?
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