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1492: Gold Rush 2016-10-05

"1492: Gold Rush" version 1.1

Changes in version 1.1

- AI is adapted to the new city warehose capacity,
- the goods that impossible to sell in Europe will be lost the first when the warehouse is full,
- fixed bug with water coloration on standart mapscripts.

All credits to NeseryoznijVET and Aymerick, whose mods I used for the compilation of my [MODCOMP].




1492: Gold Rush

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About:

I extracted from my "1492: Global Colonization" mod some elements and would like to present them as a separate [MODCOMP].

Why? There are two reasons:

- "1492: Global Colonization" mod is under development and is not ready yet for the publication.

- NeseryozniyVET published his "Amount Resources and New City Capacity" mod this summer. Unfortunately, he only downloadedhis very interesting mod on civfanatics.com and gave no comments or explanations how it works and how correctly to use it. TC01 in the treat "Quantity-based resource system?" tried to ask some details about "Amount Resources and New City Capacity" mod, however without success. Unfortunately, last months I was in a very long trip and have no possibility to read forum's messages. Some days ago I returned home and I decided to fullfil the lack of information.

As result I extracted from "1492: Global Colonization" all elements related to "Amount Resources and New City Capacity" mod, added some required details that are necessary for the explanations. All these elements I combined in a "1492: Gold Rush" minimod that I present as a separate [MODCOMP].

I hope this [MODCOMP] "1492: Gold Rush" will be interesting to both modders and players. This mini-mod is made as simple as possible, thus facilitating its integration into other modes.

All credits to NeseryoznijVET and Aymerick, whose mods I used for the compilation of my [MODCOMP].


The basic idea of a mini-mod:

The resources distribution in the original Civilization IV:Colonization is very strange and too far from the reality. Free available Iron on each hill, serious output from the tiles without real bonuses, etc. etc. Plus absolutely unlimited mineral resources (Iron, Silver) make the game too simple even for children. The players have no motivation to fight for the strategically important resources because such resources are available practically everywhere.

All these disadvantages of the original CivIV:Colonization are fixed in the "1492: Gold Rush" minimod. I especially added to this post some extra comments and screens that simplify understanding of general idea and explain how it was realized.


"1492: Gold Rush" contains the following new elements:

1. New distribution of all resourses (both mineral and vegetatives),
2. Two types of Gold deposits: hard rock gold mining and placer gold fields,
3. Limited and exhausted mineral resources (ore, silver, gold),
4. New logic in the Warehouse capacity calculation.
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  • 07_placer_gold_deposit_is_exhausted_644.jpg
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Author
KJ Jansson
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