Morningcalm
Keeper of Records
I think they should instead return to giving basic resources like Wheat and Bananas extra bonuses beyond tile yields, just like in Civ IV, where they gave empire-wide bonuses and were fun to trade with AI.
How would you separate what is used locally and what is traded, and what would be the difference in benifits? I like this idea but i'm not sure what the in-game choice you would be making is? Perhaps you have two different improvement for tiles one for production and one for trade.
To piggyback on your idea I would like to see civ's be able to specialize in a resource. I proposed in another thread that the first civ to get two of a luxury would specialize that and get 4 amenities and other civ's would then only get one. You could then trade for the specialized 4 amenity resource. I think these too mechanics would really work with the idea of wheat and rice as trade-able commodities.
and mercenaries. Some of those peasants became professional soldiers and of course laws were passed requiring a certain amount of peasants to own arms and practice with them. There was no disarmed populace in Europe like there was in the East.
If I am not mistaken a lot of the armor in museums in Europe is jousting armor rather than actual battle armor. Jousting armor was more ornate, heavier, and thicker then battle armor and would likely see much less exposure to the elements. Battle armor would be plainer, usually darker in color to help resist rust, and be lighter since being the balance between mobility and protection was much sharper.
This makes me want to go play the King Arthur Pendragon RPG...Much of it, yes, but not all: then consider how many modern weapons of any kind other than a bayonet would still be serviceable after 500 years: armor held up pretty well. Especially considering that articulated plate armor represented a major advance in metallurgy and metal-forming techniques: NASA consulted the armorers in the Tower of London for pointers on designing joints for astronaut suits because the late-medieval armor in the Tower Museum had armored joints better than anything they had managed to design on their own!
As an aside, the widespread use of articulated plate armor also coincided with stories about a 'black knight' lone ranger-type character, who was always alone. Reason: his armor was some of the new plate armor that was enameled or lacquered to protect it from the elements, and so didn't require 1 - 3 squires or servants to keep it polished and rust-free.
So, Maintenance Costs should still represent the cost of a full-time warrior who doesn't have time to earn his keep other than fight and feeding his horse, which will require a major agricultural investment in farm and pasture land. Original 'building' costs should reflect cost of raising and training a 'heavy horse' and manufacturing some pretty state-of-the-art metalwork for the time. It's all relative, of course, since it takes more iron to build a single mile of railroad than it would to equip several thousand knights, but given the Era, perhaps 2 - 3 Iron per Knight raised to reflect the 'manufacturing costs' and 1 - 2 Food or even an on-going Wheat Resource to maintain the knight and his voracious horse.
This makes me want to go play the King Arthur Pendragon RPG...
The game starts historical and becomes more fantastic as the game progresses so that 1) magic shows up when Arthur takes the throne and 2) Arthur's 40 year reign spans the entire Middle Ages technologically, so where it's accurately sixth century at the start of the game it's roughly the 15th century by the end. (IMO the "real" Arthur is 12th/13th century when the major works depicting him take place; the historical 6th century Arthur is of little consequence by comparison.)Uh, I hope that's a Fantasy RPG, because the original Arturos would have thought a suit of articulated plate armor was an Alien Visitation. in his time, late-Roman linked mail shirts and crested helmets with a nasal protecting your face was the height of Personal Protection technology.
Of course, that's lost on all the film makers - and Civ VI's Barbarossa, for that matter...
I experimented with the idea of making agriculture more realistic. I can’t remember why I never released the mod but I’m thinking about revisiting it. It’s a simple idea actually.
Here’s how it works:
There are two types of builders. Builder-1 can improve wheat and rice but not build farms on empty tiles. Builder-2 has Wheat or Rice as a requirement and can build farms on empty tiles. So basically if you don’t have Wheat or Rice in your possession you can’t spread agriculture. Wheat and Rice would become strategic resources so that they can be traded.
Some of those things should be harder to replant and spread than others. Coffee for example can be grown in a wide variety of places but Cocoa is a much harder plant to spread with only some regions in Central America, Mexico, and Africa where it thrives.
Pretty much anything with carbs can be turned into alcohol. Even among the 6 basic spirits you have:
Brandy: Any fruits but grapes or apples are the most common. Aged in wooden casks.
Gin: Grain with juniper berries and other botanicals. Not aged.
Rum: Leftover sugar cane byproducts from sugar manufacture. Aged in oak barrels.
Tequila: Blue agave. Aged in wooden barrels.
Vodka: Grain or potato. Not aged.
Whiskey/Whisky: Grain or corn. Barrel aged in charcoaled barrels.
My mod is meant to be a streamlined solution using the existing resources. I’m not a fan of generic farms, so my mod connects them to improved resources. It could also be used naturally by the AI and made compatible with some of the resource mods so that maize and potatoes could be utilized. There is a mod on Steam that allows replanting resources but it’s too complicated for the AI.Just a couple of corrections from someone who drank far too much of all of this stuff while on active duty in the US Army...
By the legal definition, Vodka is 'grain spirits of wheat' - no potato involved. But potato products are frequently used as additives in distilled alcohols, and Irish 'poteen' is distilled spirits of potato.
Whiskey or Whisky is any of several grains, mixed or in combination, such as rye, barley, ('John Barleycorn' as the old songs go) or wheat, while spirits of maize/corn are Bourbon, a distinctly American product, and spirits of Rice are Saki and similar alcohols.
The aging process, by the way, was a Later Invention, not added to the process of making whiskies until several hundred years after they first appeared - to quote one of my sources, 'renaissance whiskey was pretty raw stuff...'
Bottom line, though, is that Distilled Liquor as a separate Amenity and Trade Good can be realistically linked to the Grain (Wheat), Rice, Wine/Grape Resources, available at about the second tier of Medieval Era Techs (first 'brandy' or 'burned wine' is mentioned in France about 1300 CE as 'medicine'). You could even link it to Military Engineering, since that Tech reveals Niter, which is simply naturally 'distilled' sodium salts and falls in about the right level of the Tech Tree...
Also, the earliest alcoholic distillations, in Europe at least, started in Monasteries, so the Monasteries that City State Armagh allows could be 'linked' to a Distilled Spirits Resource.
There are also a whole bunch of potential 'Wonders' that could be linked to this: the Old Bushmill's and Jamieson's Distilleries spring to mind...
Given the profit that countries like France, Scotland, and Canada (all now in the game!) have made out of distilled spirits in Trade, it seems a shame not to have them in the game...
My mod is meant to be a streamlined solution using the existing resources. I’m not a fan of generic farms, so my mod connects them to improved resources. It could also be used naturally by the AI and made compatible with some of the resource mods so that maize and potatoes could be utilized. There is a mod on Steam that allows replanting resources but it’s too complicated for the AI.
Uh, I hope that's a Fantasy RPG, because the original Arturos would have thought a suit of articulated plate armor was an Alien Visitation. in his time, late-Roman linked mail shirts and crested helmets with a nasal protecting your face was the height of Personal Protection technology.
Of course, that's lost on all the film makers - and Civ VI's Barbarossa, for that matter...