This mod increases the amount of features and terrain that most resources can spawn on. It also increases resource generation overall by 150%. The end result will be a map with truly abundant resources!
I am starting this discussion on CivFanatics to see if there might be a more elegant solution to how I increased resource generation.
First of all, I can find no use for the Frequency column in the Resources table. Alterations to these values appear to do nothing.
Given that, I went into the ResourceGenerator lua.
I altered these values:
iTargetPercentage = 42; (default 28)
iStandardPercentage = 42; (default 28)
iLuxuryPercentage = 30; (default 20)
iStrategicPercentage = 32 (default 21)
This resulted in an increase of all resource types except Bonus. To increase bonus resource placement, I did this under GetOtherResources:
self.iOccurencesPerFrequency = (self.iTargetPercentage / 100 ) * self.iTotalValidPlots * (150 - self.iStrategicPercentage - self.iLuxuryPercentage) / 100 / self.iFrequencyTotal;
The constant 150 was previously 100.
This all appeared to work fine. To compensate for increased resource placement, I also used the mod to increase valid features and terrains for many resources. Hopefully this reduces really bad clumping.
Any thoughts?
I am starting this discussion on CivFanatics to see if there might be a more elegant solution to how I increased resource generation.
First of all, I can find no use for the Frequency column in the Resources table. Alterations to these values appear to do nothing.
Given that, I went into the ResourceGenerator lua.
I altered these values:
iTargetPercentage = 42; (default 28)
iStandardPercentage = 42; (default 28)
iLuxuryPercentage = 30; (default 20)
iStrategicPercentage = 32 (default 21)
This resulted in an increase of all resource types except Bonus. To increase bonus resource placement, I did this under GetOtherResources:
self.iOccurencesPerFrequency = (self.iTargetPercentage / 100 ) * self.iTotalValidPlots * (150 - self.iStrategicPercentage - self.iLuxuryPercentage) / 100 / self.iFrequencyTotal;
The constant 150 was previously 100.
This all appeared to work fine. To compensate for increased resource placement, I also used the mod to increase valid features and terrains for many resources. Hopefully this reduces really bad clumping.
Any thoughts?