C2C- Resources Discussion and Ideas

Yeah the others look good, it was just the goods. I tend to name goods with an "s" in the end. I think Hydro is not. But now I started it and I want to keep it consistent. We can "fix" this with your mass File changer. I recommend we do this during the next freeze but we should talk to all affected people first.

So yeah, "good" first, then all small letters, no spaces and goods with "s" in the end.
 
I'm playing my Desert Planet map and I discovered that resources "spread" fairly well. I wanted a lot of trade so I basically had 4 parts of the map:

NE had mostly Crops
SE had mostly seafood and Fruits
NW had mostly Animals
SW had mostly Ore

There were some exceptions, but over all you'd NEED to trade. I thought. But I was wrong: I started NE and thanks to mines, Jungle Camps in the small Jungle, Migration Events, Subdued Animals and (later with trade) the Great Farmer I had more or less 80-90% of all resources.
This made me thinking if we should try to make maps without resources at all. This would need events/mechanics for the remaining resources.

For example:

- Change Fishing Boats to be buildable on EVERY water tile and give them a chance to discover all sea resources.

- Give Farms / Seedcamps the potential to discover "Fruits" and other stuff that requires plantations (some are already covered by Jungle Camps)

- A mechanic for subdued animals /animal herds to be transfered to plots. For example: Herd Buildings can produce a Herder Unit. This unit can plant it's resource and dies by doing so. To prevent that every single tile is covered with ANimal Resources (which would be stupid since you can't discover Metals etc then), you could use the expression System to make the Herder Unit unbuildable IF there is a resource in the city's vicinity.
 
- A mechanic for subdued animals /animal herds to be transfered to plots. For example: Herd Buildings can produce a Herder Unit. This unit can plant it's resource and dies by doing so.

We have discussed this often and it is on my list. The problem is that if done as a action/mission it takes no time. It can't be done the same way as the Great Farmer as that method does not allow more than one.

To prevent that every single tile is covered with ANimal Resources (which would be stupid since you can't discover Metals etc then), you could use the expression System to make the Herder Unit unbuildable IF there is a resource in the city's vicinity.

So you build them in city A and "plant" them around city B! My suggestion was to only allow them on their natural plots. Great Farmers can still place them on any plot.
 
We have discussed this often and it is on my list. The problem is that if done as a action/mission it takes no time. It can't be done the same way as the Great Farmer as that method does not allow more than one.



So you build them in city A and "plant" them around city B! My suggestion was to only allow them on their natural plots. Great Farmers can still place them on any plot.


Maybe you can make them as 0 Movement units with a "Paradrop-like" mission. Or limit their movement to around the city if your movement restriction-code allows that.
 
I can redo the icons for Manufactured Resources
Here is my first Pack with the first 24. If you want I can do the rest.

GeJWhy2.png
 
A lot of those had meaning on why they were added such as the Haven and Hearth and Anno based resources.

They are great icons, but they look more like icons for buildings and less like icons for resources. Not to mention they would not do well transitioning into the mini icons shown in the city menu.

Of those show above I would like to keep the old way are ...

- Algae (Anno 2070)
- Bark (Haven and Hearth)
- Barrels (Famrville or Pioneerville)
- Baskets (Haven and Hearth)
- Berries (Haven and Hearth)
- Bionic Suit (Anno 2070)
- Biopolymers (Anno 2070)
- Bone (Haven and Hearth)
- Brass Instruments (because they match the instrument makers)
- Bread (Haven and Hearth)
- Bricks (Haven and Hearth)
- Bullion (Haven and Hearth)
- Candles (Famrville or Pioneerville)
- Candy
- Carcass (I spend time making that one)
- Carpets (Anno)
- Cats (Famrville or Pioneerville)

So yeah that's almost everyone of those. Persoanlly think the best icon/buttons look like this ...

http://www.thepioneertrail.wikia.com/wiki/Collections

Haven and Hearth, Anno and the "ville" series have really nice icons for their items which translate great into C2C ones.

In fact this book from Pioneerville would go great as a replacement for the book resource we have.

Old_Book-icon.png


So the short answer is thanks but no thanks. However if you find any redundant graphics (buildings, techs, civics, etc) those would be good to be replaced.
 
I'll make a resource pack modmod then, I've had a handful of people private message asking if I could redo them because the ones with white background look low quality.
 
I'll make a resource pack modmod then, I've had a handful of people private message asking if I could redo them because the ones with white background look low quality.

True for most of them, but have a look at Corn and other vanilla BTS resources. They shouldn't have a white background but an invisible one. Same for the tga.
 
Back
Top Bottom