Agricultural and Resource Buildings

ArbitraryGuy

Rusty Shackleford?
Joined
Jul 11, 2003
Messages
1,076
Here are more buildings converted from Rise of Nations. There intended for use in simulating establishing trade/farming infrastructure, but you can use them however you want. I suggest that you set them so that the cooresponding resource has to be with in city borders and +50% tax revenue (to represent trade revenues).



Preview:

From Left to Right:
Vineyard -- Tobacco Plantation -- Sugar Plantation
Silk Trader -- Rubber Lodge? -- Orchard

agpreview.jpg

Origional graphics look better than the preview.

Have fun...
 

Attachments

I like the Silk Trader one :thumbsup:
 
Back
Top Bottom