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Resource Revealing Rework for Vox Populi 3.3

Fixed file naming issue that prevented oil & aluminum tweaks and the India tweak from activating.
v3.2 is live!
  • Updated mod title to show up correctly in-game
  • All resource yields now same as in VP
  • All ancient era tech placement now the same as in VP (except for the 4 new ones)
  • Agronomy (was Agriculture) now 1 of 4 pre-ancient era researchable techs (along with Adaptation, Spirituality and Commodities) - see below
  • All 4 techs now flow into all other techs nicely so that you can't have knowledge of a tile improvement without first having discovered all appropriate resources. Should be very AI friendly.
  • All 4 techs flow into techs that unlock buildings that buff corresponding resources (e.g., you can't discover markets before discovering sugar and cinnamon that's buffed by it).
  • All 4 starter techs take 1 turn to research.
The 4 starter techs:
  • Spirituality - as before, unlocks all the faith resources (pearls, wine, incense, tobacco, coral)
  • Adaptation - now unlocks resources mostly associated with rough terrain (dyes, cinnamon, silk, cotton, cocoa)
  • Agronomy - now unlocks resources mostly associated with flat terrain (olives, tea, coffee, perfume, citrus)
  • Commodities - now unlocks a diverse range of resources, some of which can alter early game strategy (ivory, marble, gems, salt, sugar)
Enjoy!

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--Renamed Luxuries into Commodities,
--Renamed Acclimatization into Adaptation,
--Wheat now unlockable by Pottery,
--Updated early resource yield balance to match with latest VP (coral, incense),
--Balance Progress culture from tech to counteract the new techs (10 per already known and 10 for each new) - culture gain in the ancient era should be roughly the same as in VP now,
--India now also starts with Agronomy (the tech that only unlocks luxuries),
--Compatibility with MUCfVP and PAD's custom civ ports to VP - this mod will now load MUCfVP and the custom civs.
  • Every resource in the game except Wheat is now unlockable with techs. We did it!
  • Reworked column 0 of the Ancient Era, it now holds 3 new techs:
    • Spirituality. Unlocks tobacco, incense, wine, pearls, coral.
      All of these can provide faith either via monopolies or improvement yields (coral). This implies possible planning in advance of the religion game and, therefore, can bear significant influence on decision making. It's crucial to know when you've been dealt those resources early.
    • Acclimatization. Unlocks cocoa, citrus, sugar, spices, gems
      All of these have a tendency to spawn in terrain that makes them extremely hard to improve, e.g. jungle gems, forest cocoa, citrus, spices, marsh sugar. That's why they can be discovered as early.
    • Luxuries. Unlocks marble, stone, ivory, silk, dyes.
      These also potentially bear influence on the decision making of early game, since ivory unlocks the war elephant and both marble and stone boost wonder production. Silk and dyes are distinct enough from the plantation resources mentioned above because these have a larger tendency toward forests than toward jungles. That means they're potentially much harder to improve, so the tech compensates with easier to improve resources.
      • Important: all of the resources mentioned have the potential of providing their yields from very early on, while other resources are unlocked later by technologies with opportunity costs. That's why those that are relatively easy to improve (tobacco, incense, wine, pearls, coral, marble, stone, ivory) all have the base yield of 1 gold. I find this the most 'neutral' yield early on. They still all regain their original (as in Vox Populi) yields when improved (most of them) or improved and buffed by respective buildings (incense and marble). Hard to improve resources (cocoa, citrus, sugar, spices, silk, dyes) are unchanged .
      • Cost of the new techs: 5 (requires 1 turn each), cannot be found in Ancient ruins. Fast and furious.
  • Moved Bison to Trapping, Salt to Mining for consistency.
  • Agriculture renamed to Agronomy, moved to column 1. Unlocks tea, coffee, olives, perfume, cotton.
    All these resources spawn on flatlands, so they should be relatively easy to improve.
  • Restored fishing boats to fishing, but removed the improvement from it to declutter the tech tree.
  • Gandhi receives all the three new techs at the gamestart to possibly allow for more pantheon options.
Spoiler v2.1 :

  • India now starts Advanced Resource Gathering - this should help India's free pantheon be a little less restricted now.
  • Electricity swapped with Corporations, Ballistics swapped with Flight - this should make building Light Tanks, Bombers and Triplanes easier, as oil and aluminum now unlock just before these units.
Both these changes are in their separate files and can be easily deleted if you want to disable them specifically.
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