Addon: Rollback to 2 food/population consumption plus balancing.

Isotope

Warlord
Joined
Dec 23, 2008
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136
It changes population consumption of food to 2 and:
-Farms only give 1 food if irrigated (near a source of water). +1 with sanitation.
-Crop resources give less food (max 5 food on grassland with irrigated farms and sanitation; without sanitation nor water, only 3 food).
-Sea resources give 4 food max (1 from coast, 1 from resource, 1 from improvement, 1 from lighthouse)
-Camp does not provide raw food.
-Workshop consumes 1 food.
-Towns no longer act as cities. (Castles still do)

Unzip the Assets folder from the zip it in Assets folder in Orbis folder.

I made it with Orbis 24b but it will be always compatible in any version.

It's a small change but I hope it would make someone pissed off with this mechanic a little more happier and would save him some annoying xml meddling.
 

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It's a small change but I hope it would make someone pissed off with this mechanic a little more happier and would save him some annoying xml meddling.
Not sure what is so pissing in that change, but you can't please everyone, can you. ;)
It changes population consumption of food to 2 and:
-Farms only give 1 food if irrigated (near a source of water). +1 with sanitation.
-Camp does not provide raw food.
Is OK, you have changed it back to what is was before I did changes.
-Crop resources give less food (max 5 food on grassland with irrigated farms and sanitation; without sanitation nor water, only 3 food).
-Sea resources give 4 food max (1 from coast, 1 from resource, 1 from improvement, 1 from lighthouse)
That is a change to lower overall food yeld. But you also make sea cities much worse and lower the terrain diversity. Remeber that with the above change it IS better to cottage farm resource than to actually farm it.
Might want to take a look at pastures and civ-specific improvement yelds - elves get only half food from farms in your version (none without sanination)
-Workshop consumes 1 food.
Never understood nor agreed with that one. Why workshop only and not quarry/mine/town?

Also, remeber that your changes affect sacrifice the weak civic (does not lower food consumption any more) and agricultural trait (you should lower the amount of food required for extra one)

Unzip the Assets folder from the zip it in Assets folder in Orbis folder.
I made it with Orbis 24b but it will be always compatible in any version.
It incorporates Civ4Improvementinfos.xml Remeber that this file changes a lot in Orbis - including 24b animal numbers rebalancing.
So it will be compatiblie only if you make sure you update it to the current version.
 
Never understood nor agreed with that one. Why workshop only and not quarry/mine/town?
Workshops allow you to get some production to those cities located on fertile zones with lack of it. You can't build mines/quarries anywhere.
Towns could also consume food but then, their commerce income should be higher.
That is a change to lower overall food yeld. But you also make sea cities much worse and lower the terrain diversity. Remeber that with the above change it IS better to cottage farm resource than to actually farm it.
Might want to take a look at pastures and civ-specific improvement yelds - elves get only half food from farms in your version (none without sanination)
Elves already have their ancient forests/forests with lodges, personally, I consider the penalty in food from farms void.
If you place a cottage instead of farming, you don't get the resource, nor the health bonus, nor the hability to trade it for gpt, which may give you more than that cottage.
Sea cities already get harbors, customs house (whith hansa), overseas trade modifiers and what's more important: the habitity to produce a fleet. They are better enough than inland cities.
Also, it should be considered that you can increase your food output up to 40% (50% with Calabim and Breeding Pit) Market+Warehouse+Serfdom (it increased output by 20% if I remember right and if it wasn't changed); something that you couldn't in vanilla civ or even ffh2.

Agricultural trait is good as it is. +1 food in 4 food tiles means that once you researched sanitation, you get +2 food boost in farms (and resources) on grasslands and flooded plains.
Sacrifice the weak... what's wrong with it? The only thing lowered is the benefit. From 3 food/pop it passed to 1 food/pop; now it still passes to 1 food/pop but from 2food/pop.
 
Well, that are your changes and I do not try to convince you.
I will not discuss individual changes even if I do not like them - just wanted to point some things I have changed when increasing food per population to 3.

But remeber one thing - improvements that act as cities provide the resources even if are not the right improvement type. This applies to towns and castles.
 
But remeber one thing - improvements that act as cities provide the resources even if are not the right improvement type. This applies to towns and castles.
Forgot about that.
 
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