Afforess
The White Wizard
Great, this is a feature of my Better RoM modmod! I'll be sure to update it pronto.
From my tests it looks like map size is the limiting factor - there's just not enough available plots to place lot of all resources and since luxury resources are placed last, they have the least available plots during map generation. This just verifies the fact that I shouldn't add anymore resources to the mod (at least not resources that appear in nature).Tobacco and coffee are still almost nonexistent for me, and I'm not sure why. Not a huge issue since they're just extra luxuries.
Supplemental Infrastructure: Lead, Marble, Salt, Stone.
Everyone wants these, but nobody really needs them. Similar frequency to the supplemental foods.
In RoM or AND Salt is essential with stone slightly less so. Without salt many of the food buildings are rendered to "after thoughts" status. Again Stone to a somewhat lesser degree.
Health giving structures and resources have taken massive hits in the latest iterations of the Mod and ModMod. Unhealthiness is the norm and intense efforts are required to have healthy pop. I find that as soon as I discover a Salt resource ALL my expansion efforts are focused on getting it asap. If not found and other AI have it then I find myself at a severe disadvantage.
It is extremely desirable. You want it. You will kill to get it. That doesn't make it essential by the definition I'm using here. If you don't have iron, you can't build the troops to take iron from your neighbor; that's what essential means. If you don't have it, you just lose.In RoM or AND Salt is essential with stone slightly less so.
It is extremely desirable. You want it. You will kill to get it. That doesn't make it essential by the definition I'm using here. If you don't have iron, you can't build the troops to take iron from your neighbor; that's what essential means. If you don't have it, you just lose.
I made salt scarce because everyone wants it badly, but not having it doesn't prevent you from getting it. It's something to defend fiercely, or start a war to obtain!
This is actually an intended behavior which wasn't always working correctly before. Every resource has a "group chance" setting, which causes that effect. Most of them are unchanged, but my adjustments have apparently allowed those settings to take effect when they previously couldn't. It's something I'm keeping an eye on, and if it looks like it's happening too frequently I may adjust those, but there are arguments in favor of allowing this: it makes nations prone to having a surplus of one resource and not enough of another, which strongly encourages resource trading, something that didn't happen too often before in my experience. Since resource trading encourages peace, it adds a nice spin to politics.why is it like 5-6 of the same ressoources in groupe ?