Additional Luxury Resources for VP

Some of the merit is also yours as I used the photomania website you suggested to edit the alpaca picture I used as base. ;)
In fact, @Hinin is the discoverer of photomania, thanks to him :). But I see it works very well with you too. Surely quite a bit of talent too ;).
 
There's also the aloe vera resource I added that spawns on flat desert tiles.
Yes, that's true, haven't used it yet but I should. The problem is that I'm completely addicted to MWfVP and I don't always read everything but anything that is adding resources doesn't work well with it.
 
UCS give some additional bonuses to resources, seems that these resources are not recognized.
I cannot possibly add compatibility for all the mods out there.

Yes, that's true, haven't used it yet but I should. The problem is that I'm completely addicted to MWfVP and I don't always read everything but anything that is adding resources doesn't work well with it.
The current version of AssignStartingPlots.lua in main VP and MWfVP already supports map placing of aloe vera. I provided the compatibility files myself like also in this case.
 
Maybe we could merge your modmod with EvenMoreRessourcesForVP so we have everything in the same place ?
 
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No. The reason is that we want it to be most modular as possible in order to push it into main VP.
One time I asked in the discord why not integrate Even more resource mod into main VP and I was replied that there were too many resources.
So if I modify EMR and the 3 resources get in main VP then I have to modify EMR back to its previous state.
Also there are 2 versions of EMR, one base and another for Unique City States modmod, making any update a greater hassle.
It's not worth the effort and being a separate mod requires just one more click in mod selection anyway.
 
I don't think we need more luxuries in VP. The existing ones already cover everything and were a pain to balance (with respect to base yields, improvement yields, building yields, monopoly effects, AND spawn rate).
 
I don't know why you need to have always such a contrarian attitude.
"Existing resources cover everything". False: electronics shape our whole lives and societies nowadays but no resource represents this aspect (gold may be one but is tied mostly to jewelry): a quartz/silicon resource covers that and is also more apt for a 10% science modifier monopoly than freaking whales.
Secondly, I don't think N.Core commissioned the new resource models to ghost_toast for them being just a modmod.
Also if VP is going to manage the implementation of 2 additional unique components per civ, it can for sure manage balancing 3 new luxury resources, or 2 as camel may not be as necessary as the other 2 (alpaca for textile industry, silicon for semiconductors).
Obviously depending on the community choice on the matter.
 
"Existing resources cover everything". False: electronics shape our whole lives and societies nowadays but no resource represents this aspect (gold may be one but is tied mostly to jewelry): a quartz/silicon resource covers that and is also more apt for a 10% science modifier monopoly than freaking whales.
I agree with the argument about quartz for its increasingly advanced use progression in history. However the whale or rather its oil is also a real engine of the scientific advancement, from the Romans (and well before in Asia) to the arrival of mineral oil. Whale oil was first used as fuel for oil lamps and as wax for candles, it was also used as an ingredient in the manufacture of certain foods, margarine, also in perfumery or as a cosmetic excipient, in the manufacture of soap, paints, varnishes, wool, in the greasing of leathers, the waterproofing of wood, the lubrication of weapons and tools, and public lighting.

I don't really agree with sacrificing the +10% Science for a +2 :c5production: production with no real connection, in my opinion. Keeping this bonus for a land and sea luxury resource seems good to me. Maybe decrease it to 5%? And maybe differentiate the bonus buildings?
 
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Update online.

Whale monopoly bonus back to original +10% science in cities.
 
I think we all agreed for there to be more BONUS resources available in desert and jungle. Each region type already has enough luxuries, however.
 
Even more luxuries have coconuts, which would be great as bonus resource in jungle (considering their big importance in those areas).
Could just "borrow" it, I know, another plantation, but it fits.
Luxuries wise, from that mod, obsidian and platinum sounds like they could fit really well in base VP.
Actually, if exotic birds are hard to implement, wouldn't a compromise being peacocks?
Can just keep them grounded, so no need for some special work on it.
 
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I have a small critique, quartz visually is identical to marble, making it very hard to discern the two.
What about making it a slighty dirtier white to possibily help give it a sort of "glassy" look?
 
I have a small critique, quartz visually is identical to marble, making it very hard to discern the two.
What about making it a slighty dirtier white to possibily help give it a sort of "glassy" look?
I used 3d models made by others because unfortunately I am not able to create new ones or modify existing ones. The only one able to do it is not anymore available, so this is it. :\

Also update online.
 
I used 3d models made by others because unfortunately I am not able to create new ones or modify existing ones. The only one able to do it is not anymore available, so this is it. :\
For the colors, you just have to modify the dds. Hinin and I have already done it on improvements (for example Bayou Cabin). I think it is also feasible for quartz.
 
Even more luxuries have coconuts, which would be great as bonus resource in jungle (considering their big importance in those areas).
Could just "borrow" it, I know, another plantation, but it fits.
Luxuries wise, from that mod, obsidian and platinum sounds like they could fit really well in base VP.
Actually, if exotic birds are hard to implement, wouldn't a compromise being peacocks?
Can just keep them grounded, so no need for some special work on it.
give me palm oil so I can play out my brutalist tropico experience
 
I am okay with Quartz as a luxury. One of the reasons I don't play with Even More Resources is that it adds too many Mine/Quarry Bonus Resources, so Mine/Quarry Pantheons become too strong too often. In the VP Mines are only used on Luxuries and Strategics, and Quarry is additionally used only on Stone Bonus Resource (which is already quite strong), so adding Bonus Mines/Quarries really hurts the balance. On top of that it adds 3 Mine/Quarry Luxury Resources, so the odds of you picking one those two strong Pantheons increase even more. I don't remember how many luxuries of each Improvement type there is, but I think there should be an equal amount of each so that the variety is at maximum. One Quarry luxury is not a big deal though.

The other thing to consider is that Quartz would be a land based +10%:c5science: Monopoly, which would be much harder to disrupt compared to Whales, which you can often pretty easily pillage with ships, without the need to wage a land war. I am not saying this is bad, in fact I think it could be an interesting new addition (especially for oceanless maps and pangeas), but this should be considered in terms of balance and snowballing effect. Additionally, Whales are very often assigned as either a "worldwide" Luxury, or as a City-State Luxury, making it very hard to achieve a Monopoly, unless you take Statecraft (enemies can still conquer CSs to deny such Monopoly), but with added Quartz you can now sometimes get +20%:c5science: in mid-late game (or even +40% if you go Imperialism).

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Now, with Alpacas and Camels, I don't really get why they are Luxury Resources, and not Bonus. I think of Alpacas as Sheeps and Camels as Horses, but as local variants. Obviously, they are not the same, but they are at the same level of functionality in human societies. I could be wrong, but I don't think Alpacas or Camels were ever a luxury throughout human history for any nation. Why would anyone buy them for huge amounts of money?

I don't like the inconsistency introduced by adding two Pasture Luxuries. And, again, current Pantheons aren't balanced for Pasture Luxuries, getting 8 additional Pastures on top of usually abundant Sheeps and Cows can make an undeserved OP start. This is a reversed problem of Mine/Quarry Bonus Resources in EVM - there is just too many Pasture Bonus Resources to add Pasture Luxuries.

Additionally, some Civs have unique Camel units, which do not require Camels, which I always assumed meant there was just so many camels around the places they live in, that there was no need to count. By introducing Camel resource as a Luxury, we will have a funny situation where a civ can build unlimited amounts of Camels without Camels, simultaneously trading "rare luxurious" Camels to other nations, or - even funnier - buying it. This is just too messy and inconsistent, they are either luxurious or abundant.

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But I like Camels as a Bonus Resource found in deserts, this does not contradict their abundancy, buffs desert tiles, and gives more variety to every map, while Luxury Camels would sometimes simply replace your starting Luxuries, which I think already have enough variety.

I like Alpacas also as a Bonus Resource, as a variation of Sheeps, which can get boring with how abundunt they are (also kinda weak in mid-late game). I like the idea that there could be similar resources with slightly different yields and different order you get upgrades for them. Maybe even make them spawn as a "local" resource in some portion of the map (kinda like Camels are only found in deserts) or on a different continent, or even only on Hills surrounded by at least two Mountains. I don't know if I would like Alpacas everywhere, they are not as abundant as sheeps or goats worldwide (which nevertheless doesn't make them a luxury).
 
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I don't know how Quartz can be a luxury when Gems is already one, unless we rename Gems to Diamond or something. The model also doesn't look like any of the gemstone variants of quartz.
The other use as tools (different from Stone, which is a building material in this game) can make it a bonus resource.

As in the problem with God of Fire, it's only a matter of number balancing.
 
In fact, if I understand the goal, it is rather silica that is represented by the choice of quartz. In this sense, I agree that it is a bonus resource, geared towards science. The placement could be desert or coast with quarry exploitation and would allow to enter an original bonus resource.
 
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