C2C- Resources Discussion and Ideas

I complained about it when it was first introduced. It should not give anywhere as much food as a farm - so basically the resource becomes something you don't want in the city radius so it should be removed from the game.
 
I complained about it when it was first introduced. It should not give anywhere as much food as a farm - so basically the resource becomes something you don't want in the city radius so it should be removed from the game.

That's if you want food. However if you want access to poison then mushrooms may be just the ting you need to get the Poison Promotion.

Also if we made say the mushroom farm give anti-air pollution that might be another reason you would want a mushroom farm instead of a normal farm.
 
Well, also Mushrooms are use in a lot of food, but as a spice or something to add flavor to the dish. Almost every culture uses mushroom somewhere in their food. I'm not sure how you could work this into the game, or if you'd even want to. But some mushrooms, truffles, are highly sought after, and other fungus is used in medicine.

After all, if the Scotts didn't have mushrooms in their city radius, then they would never have made penicillin.
 
Why isn't the mushroom resource available in Preh Era when Mushrooms become available as a food item? Why does it skip thousands of years to later show up as a "farmable" resource? If it's a food source building in Preh it should also be a terrain resource in Preh.

JosEPh
 
We need to go over the resources and make sure that they are doing what we want. this is the start of a set of tables showing what the resources are used for etc.

Map Resources

Map resources are those that appear on the maps. This includes terrestrial and non-terrestrial maps even if we don't have the latter at the moment.

Currently I a looking at
- are they in the right group (Bonus Class type)
- Are they providing the correct health and Happiness changes. (Note: in RoM the move was to remove both from the resource and put them on buildings but that tends to break the trade system or at least devalue the resources.
- Are they appearing often enough (and in the right location on the World. Note can't specify hemisphere or East-West limit can only define how far they occur from the equator​
Spoiler :
Type Bonus Class Type Health Happiness Appearance Notes
BONUS_COAL BONUSCLASS_FUEL -1 0 162
BONUS_METHANE BONUSCLASS_FUEL -1 0 100
BONUS_OIL BONUSCLASS_FUEL -1 0 162
BONUS_URANIUM BONUSCLASS_FUEL 0 -1 162
BONUS_ALMONDS BONUSCLASS_GENERAL 0 0 20 Should this be in a FOOD BonusClass?
BONUS_ANCIENTTEMPLE BONUSCLASS_GENERAL 0 0 24
BONUS_APPLE BONUSCLASS_GENERAL 1 0 25 Should this be in a FOOD BonusClass?
BONUS_BANANA BONUSCLASS_GENERAL 1 0 20 Should this be in a FOOD BonusClass?
BONUS_CANNABIS BONUSCLASS_GENERAL 0 1 38
BONUS_CLAY BONUSCLASS_GENERAL 0 75
BONUS_CO2_ICE BONUSCLASS_GENERAL 1 0 100
BONUS_COCOA BONUSCLASS_GENERAL 0 0 30
BONUS_COCONUT BONUSCLASS_GENERAL 0 0 50 Should this be in a FOOD BonusClass?
BONUS_COFFEE BONUSCLASS_GENERAL 0 1 38
BONUS_COTTON BONUSCLASS_GENERAL 0 1 38
BONUS_DATES BONUSCLASS_GENERAL 0 0 50 Should this be in a FOOD BonusClass?
BONUS_FIG BONUSCLASS_GENERAL 1 1 32 Should this be in a FOOD BonusClass?
BONUS_FOSSIL BONUSCLASS_GENERAL 0 0 100
BONUS_FUR BONUSCLASS_GENERAL 0 0 62
BONUS_GEODE BONUSCLASS_GENERAL 0 0 20
BONUS_GEOTHERMAL_SEA_VENT BONUSCLASS_GENERAL 0 1 50
BONUS_GOLD BONUSCLASS_GENERAL 0 0 32
BONUS_GUINEA_PIG BONUSCLASS_GENERAL 0 0 100 Should this be in LIVESTOCK BonusClass?
BONUS_HELIUM3 BONUSCLASS_GENERAL 0 0 100
BONUS_HENNA BONUSCLASS_GENERAL 0 1 35
BONUS_INCENSE BONUSCLASS_GENERAL 0 0 62
BONUS_INDIGO BONUSCLASS_GENERAL 0 1 35
BONUS_LEAD BONUSCLASS_GENERAL -2 0 20
BONUS_LEMON BONUSCLASS_GENERAL 1 0 20 Should this be in a FOOD BonusClass?
BONUS_MANGO BONUSCLASS_GENERAL 0 0 20 Should this be in a FOOD BonusClass?
BONUS_MUSHROOMS BONUSCLASS_GENERAL 0 1 20 Needs to have its own improvement
BONUS_NATURAL_GAS BONUSCLASS_GENERAL 1 0 100
BONUS_OLIVES BONUSCLASS_GENERAL 0 1 40
BONUS_OPIUM BONUSCLASS_GENERAL 0 1 50
BONUS_PAPAYA BONUSCLASS_GENERAL 0 0 20
BONUS_PAPYRUS BONUSCLASS_GENERAL 0 0 400
BONUS_PEYOTE BONUSCLASS_GENERAL 0 1 50
BONUS_PISTACHIO BONUSCLASS_GENERAL 0 0 35 Should this be in a FOOD BonusClass?
BONUS_PLATINUM BONUSCLASS_GENERAL 0 1 50 Should this be in LUXURY BonusClass?
BONUS_POMEGRANATE BONUSCLASS_GENERAL 0 0 35 Should this be in a FOOD BonusClass?
BONUS_PRICKLY_PEAR BONUSCLASS_GENERAL 0 1 30 Should this be in a FOOD BonusClass?
BONUS_QUANTONIUM_CRYSTAL BONUSCLASS_GENERAL 0 100
BONUS_RESIN BONUSCLASS_GENERAL 1 1 100
BONUS_SALT BONUSCLASS_GENERAL 1 0 50
BONUS_SILK BONUSCLASS_GENERAL 0 1 42
BONUS_SILVER BONUSCLASS_GENERAL 0 0 50
BONUS_SPICES BONUSCLASS_GENERAL 0 1 62
BONUS_SUGAR BONUSCLASS_GENERAL 0 1 38
BONUS_TEA BONUSCLASS_GENERAL 0 1 38
BONUS_TIMBER BONUSCLASS_GENERAL 0 0 25
BONUS_TIN BONUSCLASS_GENERAL 50
BONUS_TOBACCO BONUSCLASS_GENERAL -1 1 38
BONUS_WHALE BONUSCLASS_GENERAL 1 0 35
BONUS_WINE BONUSCLASS_GENERAL 0 1 40
BONUS_BARLEY BONUSCLASS_GRAIN 1 0 35
BONUS_CORN BONUSCLASS_GRAIN 1 0 35
BONUS_FLAX BONUSCLASS_GRAIN 0 0 50
BONUS_MELON BONUSCLASS_GRAIN 0 0 20
BONUS_POTATO BONUSCLASS_GRAIN 1 0 65
BONUS_PUMPKIN BONUSCLASS_GRAIN 1 1 20
BONUS_RICE BONUSCLASS_GRAIN 1 0 35
BONUS_SQUASH BONUSCLASS_GRAIN 0 1 20
BONUS_WHEAT BONUSCLASS_GRAIN 1 0 50
BONUS_BISON BONUSCLASS_LIVESTOCK 1 0 32
BONUS_CAMEL BONUSCLASS_LIVESTOCK 1 0 32
BONUS_COW BONUSCLASS_LIVESTOCK 1 0 50
BONUS_DEER BONUSCLASS_LIVESTOCK 1 0 33
BONUS_KANGAROO BONUSCLASS_LIVESTOCK 1 0 33
BONUS_LLAMA BONUSCLASS_LIVESTOCK 0 1 50
BONUS_MAMMOTH BONUSCLASS_LIVESTOCK 0 1 50
BONUS_PIG BONUSCLASS_LIVESTOCK 1 0 35
BONUS_POULTRY BONUSCLASS_LIVESTOCK 0 1 80
BONUS_RABBIT BONUSCLASS_LIVESTOCK 1 0 32
BONUS_SEA_LIONS BONUSCLASS_LIVESTOCK 1 0 32
BONUS_SHEEP BONUSCLASS_LIVESTOCK 1 0 35
BONUS_WALRUS BONUSCLASS_LIVESTOCK 0 0 32
BONUS_AMBER BONUSCLASS_LUXURY 1 50
BONUS_DIAMOND BONUSCLASS_LUXURY 1 20
BONUS_JADE BONUSCLASS_LUXURY 1 50
BONUS_PEARLS BONUSCLASS_LUXURY 0 1 40
BONUS_RUBY BONUSCLASS_LUXURY 1 40
BONUS_SAPPHIRE BONUSCLASS_LUXURY 1 40
BONUS_BAUXITE BONUSCLASS_MODERN 0 0 100
BONUS_RUBBER BONUSCLASS_MODERN 0 1 100
BONUS_THERMAL_VENT BONUSCLASS_MODERN 0 0 100
BONUS_TITANIUM BONUSCLASS_MODERN 0 1 50
BONUS_COPPER BONUSCLASS_RUSH 0 0 150
BONUS_DONKEY BONUSCLASS_RUSH 0 0 100
BONUS_HORSE BONUSCLASS_RUSH 0 0 100
BONUS_IRON BONUSCLASS_RUSH 0 0 162
BONUS_IVORY BONUSCLASS_RUSH 0 0 100
BONUS_OBSIDIAN BONUSCLASS_RUSH 0 0 100
BONUS_SULPHUR BONUSCLASS_RUSH 0 0 162
BONUS_CLAM BONUSCLASS_SEAFOOD 1 0 25
BONUS_CRAB BONUSCLASS_SEAFOOD 1 0 50
BONUS_FISH BONUSCLASS_SEAFOOD 1 0 50
BONUS_LOBSTER BONUSCLASS_SEAFOOD 0 1 50
BONUS_MUREX BONUSCLASS_SEAFOOD 0 0 25
BONUS_SHRIMP BONUSCLASS_SEAFOOD 1 0 50
BONUS_MARBLE BONUSCLASS_WONDER 0 0 62
BONUS_STONE BONUSCLASS_WONDER 0 0 100

Manufactured resources - to come

Culture resources - to come - @Hydro I am trying to figure out how the requirements for the various cultures are defined so that I can try and make a proper page in the pedia which shows their requirements.
 
@DH

1. All culture resource requirements can be found here. Note that if I ever add more some requirements may change.

2. When you say "FOOD BonusClass" whats that mean? What do the groups do?

3. I am thinking that Hemp (BONUS_CANNABIS) should be revealed at Gathering and Enabled at Weaving. Also it should have some sort of gathering camp early on.

Are they providing the correct health and Happiness changes. (Note: in RoM the move was to remove both from the resource and put them on buildings but that tends to break the trade system or at least devalue the resources.

4. I tend to agree with Afforess' idea of having resources have little to no stats while the buildings they influence have the effects.

5. Yes Guinea Pigs should be livestock. Traditionally they were eaten and not kept as pets.

6. Yes Platinum should be a Luxury resource.
 
@DH

1. All culture resource requirements can be found here. Note that if I ever add more some requirements may change.

Absolutely useless as far as the pedia is concerned. :D Where in the XML is the "building" that gives one, I'll figure something out.:scan:

2. When you say "FOOD BonusClass" whats that mean? What do the groups do?

As far as I can tell the BonusClassTypes have no meaning except to make it easier to compare those in the same class.

3. I am thinking that Hemp (BONUS_CANNABIS) should be revealed at Gathering and Enabled at Weaving. Also it should have some sort of gathering camp early on.

It can use the same plant gathering bonuses as all the other plants then.

4. I tend to agree with Afforess' idea of having resources have little to no stats while the buildings they influence have the effects.

I did not like it when it was Zappara's idea. It destroys trade as can be seen in both RoM and RoM:AND. In C2C there is no need for trade in resources. As I mentioned elsewhere I was able to trade for corn but I could not use it for anything and so got no benefit at all. A whole interesting aspect of Civ has been thrown out.
 
I did not like it when it was Zappara's idea. It destroys trade as can be seen in both RoM and RoM:AND. In C2C there is no need for trade in resources. As I mentioned elsewhere I was able to trade for corn but I could not use it for anything and so got no benefit at all. A whole interesting aspect of Civ has been thrown out.

it depends upon the resource. If you traded vegetable then you would get a lot more benefits. However Corn alone gives some building benefits such as :health: at the Granary/Modern Granary and :food:% with your Nature Alter buildings.
 
I still feel like you should have at least one Bronze Smith (making Bronze Ingots) to be able to make units with Bronze Armor. Same for Iron. It is done on units that need Steel, but not in pre-modern history units that I could tell.
Now, I can understand the arguments against this, not everyone is going to have Bronze or Iron right off the bat. But I feel, with the unique units created from the various cultures in game, this handicap would be offset. And it would give people a reason to build these buildings. Especially in early games, when every last +1 health you get is important.
 
Disagree about cocoa stats.

Only tobacco/drugs related resources should give unhealthy. Other food resources should give +1 health because more complex diet means that people are more healthy (in every economy game it works that way)

Happines should be reserved for manufactured luxury resources. I think that we should return for simple resource system like it was in civ3.

Luxury resources gives happyiness
Food resources gives health
Metals (like gold silver) gives gold
Production related gives hammers
Strategic gives no bonuses but access to advanced military units
 
Disagree about cocoa stats.

Only tobacco/drugs related resources should give unhealthy. Other food resources should give +1 health because more complex diet means that people are more healthy (in every economy game it works that way)

Happines should be reserved for manufactured luxury resources. I think that we should return for simple resource system like it was in civ3.

Luxury resources gives happyiness
Food resources gives health
Metals (like gold silver) gives gold
Production related gives hammers
Strategic gives no bonuses but access to advanced military units

That was the Civ 4 model also. Civ 3 had a better model of availability - local, national and source foreign.

In general I agree however we have changed a couple of resources the main being Elephants/Ivory to explicitly give both Elephants (Strategic) and Ivory (Luxury) which complicates things slightly. Also we have a huge number of manufactured resources (118 last count) some of these fill one or more categories.

Then there is the fact that one one generation considers a luxury another considers essential eg shoes. If we could give technology related changes to health and happiness to resources I would be happier. That way shoes could provide stat out providing happiness (luxury), then happiness and healthiness for awhile but latter only provide healthiness. (BTW Tobacco when introduced to Europe was seen as a healthier alternative to excessive alcohol consumption.)
 
Disagree about cocoa stats.

Only tobacco/drugs related resources should give unhealthy. Other food resources should give +1 health because more complex diet means that people are more healthy (in every economy game it works that way)

Happines should be reserved for manufactured luxury resources. I think that we should return for simple resource system like it was in civ3.

Luxury resources gives happyiness
Food resources gives health
Metals (like gold silver) gives gold
Production related gives hammers
Strategic gives no bonuses but access to advanced military units

Whatever the one for Cocaine (not Chocolate) should have the unhealthiness.
 
What what what, the Cocoa Bean should have positive health effects :p
For example, I defer to wiki once again. (I really like giving sources)
The researchers found that the Kuna Indians living on the islands had significantly lower rates of heart disease and cancer compared to those on the mainland who do not drink cocoa as on the islands. It is believed that the improved blood flow after consumption of flavanol-rich cocoa may help to achieve health benefits in hearts and other organs. In particular, the benefits may extend to the brain and have important implications for learning and memory.
 
Whatever the one for Cocaine (not Chocolate) should have the unhealthiness.

OK. I did the wrong one. If I remember correctly I made a spelling mistake when I put the two in. I'll check and change. Need to check that all the drug ones do increase the income for the apothecary and pharmicist buildings.

Edit we don't have Cocaine as a resource as far as i can see which means that I may have missed putting it in.
 
1. The difference is that Brazilwood is a multi-purpose wood. It's main uses are for the dye industry (although it has been mostly supplanted in this role in the modern day, due to industrial dyes being cheaper and the Brazilwood becoming an endangered species) and as the wood used in high quality bows for string instruments. It is useful in other timber roles as well, such as furniture, which is why it provides a prime timber resource with it's building, to keep me or someone else from having to go through and alter every building which is affected by prime timber.

2. The whole idea here is to split up the "spices" resource to make the spice trade more complex. The spices available in India, Indonesia, Mexico, and Jamaica are all completely different, and hugely economically important for different reasons. I feel that it's more important to separate out the spice resources than, say, the fruit resources, as the international fruit trade didn't take off until the modern day. The spice trade, on the other hand, was one of the main reasons colonization even happened.

3. That's the way I see it too, although as you can see from my list, many of the traditional dyes came from resources that in no way make sense to be on "plantations". Cinnabar, for instance, is a mineral resource. That being said, I consider splitting up the spice resource to be far and away more important than splitting up the dye resource, if a choice has to be made to prevent resource bloat. My main idea with the dye splitting is to have different buildings and things that can be made when you have access to certain colored dyes. The only one I have a solid idea for right now though is the Desert Camouflage Maker, which adds Desert Combat 1 and 2 to all military units built in that city, but it requires access to Khaki dye to make. Cutch was traditionally used to make Olive colors and drab greens as well as brown dyes, so it could be used for a more traditional camouflage color, granting, perhaps Woodsman 1 to units built in it's city.

4. The difference is, again, that the prime timber represents primarily those lumber types which are used just for furniture and construction. Logwood is used more in the dye industry than it is used in the lumber industry. The modern day nation of Belize was born out of British Logwood camps in the area.

5. I agree completely. Sunflower came to mind as being the most economically important flower, but there are other hugely important ones as well. The entire Dutch economy was, at one point, built around tulips until the bubble burst.

Edit: Here is the updated list. All resources have been altered to no longer grant happiness, but almost all of them now grant access to a building that does give happiness. What about resources that grant +1 Health?

Spoiler :
Allspice
+1 Commerce
+1 Food (With Plantation)
Revealed by Cooking
Enabled by Calendar
Spawns only in Coastal Jungles (Only on Islands, ideally. I don't know if this is possible.)

Enables the following buildings:
Allspice Plantation
+1 Happiness
+1 Health
+3 Gold
Requires: Spice Trade
Requires in City Vicinity: Allspice
Provides 1 Seasoning
Obsolete with Vertical Farming

West India Company
World Wonder
+100% Foreign Trade Yield
+2 Gold per Specialist
Can turn 2 citizens into Merchants
City more likely to generate a Great Merchant
Can be built on Rennaisance or later starts
Requires: Naval Cannon
Requires Tobacco AND Allspice OR Sugar OR Salt OR Vanilla OR Brazilwood
Obsolete with Logistics

Brazilwood
+1 Commerce
+1 Production (with Wood Gatherer)
Revealed by Wood Working
Spawns only in Jungle

Enables the Following Buildings:
Brazilwood Grove
+1 Production
+2 Gold
Provides 1 Prime Timber
Requires Carpentry
Requires in City Vicinity: Brazilwood

Brazilwood Dye Maker
+1 Happiness
+5 Gold
Provides 1 Red Dye (This is a working idea I had, to have each dye resource to grant a dye of a certain color, to reward the player for having multiple sources of Dye. If this idea is deemed infeasible, this will simply grant a "Dye" resource)
Requires Dye Trade (This is a working idea for a technology I had, to go along with the multiple dye resources I have planned. I will go into further detail of this technology at the bottom of this post)
Requires Brazilwood Grove

Modifies the following building(s):

String Instrument Maker
+2 Gold, +1 Culture with Brazilwood

Cinnabar
+1 Commerce
+1 Production (with Mine)
Revealed by Barter
Enabled by Mining
Spawns Anywhere

Enables the Following Buildings
Vermilion Maker
+1 Happiness
+5 Gold
Provides 1 Red Dye
Requires Dye Trade
Requires in City Vicinity: Cinnabar

Mercury Refinery
+3 Unhealthiness
+3 Production
+1 Gold
Provices 1 Mercury (Working idea. This will provide some benefits with weather, chemistry, and metallurgy technologies)
Requires Metal Casting
Requires in City Vicinity: Cinnabar


Cinnamon
+1 Commerce
+1 Food (with Plantation)
Revealed by Cooking
Enabled with Calendar
Spawns only in Jungle

Enables the following buildings:
Cinnamon Plantation
+1 Happiness
+5 Gold
Requires Spice Trade
Requires in City Vicinity: Cinnamon
Provides 1 Seasoning
Obsolete with Vertical Farming

East India Company
World Wonder
+100% Foreign Trade Yield
+2 Gold per Specialist
Can turn 2 citizens into Merchants
City more likely to generate a Great Merchant
Can be built on Rennaisance or later starts
Requires: Naval Cannon
Requires Cinnamon AND Cloves OR Nutmeg OR Peppercorn OR Opium
Obsolete with Logistics

Cloves
+1 Commerce
+1 Food (with Plantation)
Revealed by Cooking
Enabled by Calendar
Spawns only in Jungle

Enables the following buildings:
Clove Plantation
+1 Happiness
+5 Gold
Requires Spice Trade
Requires in City Vicinity: Cloves
Provides 1 Seasoning
Obsolete with Vertical Farming

East India Company
World Wonder
+100% Foreign Trade Yield
+2 Gold per Specialist
Can turn 2 citizens into Merchants
City more likely to generate a Great Merchant
Can be built on Rennaisance or later starts
Requires: Naval Cannon
Requires Cinnamon AND Cloves OR Nutmeg OR Peppercorn OR Opium
Obsolete with Logistics

Coca
+1 Commerce
+1 Commerce, +1 Unhealthiness (with Plantation)
+1 Healthiness with Rehab Center
+1 Unealthiness with Smuggler's Shanty
+1 Unhealthiness with Druglord's Mansion
Revealed by Naturopathy
Enabled by Calendar
Spawns only in Jungle

Enables the following building(s):
Cocaine Maker
+2 Happiness
+1 Unealthiness
+15 Gold
+5 crime per turn
Provides 1 Drug(s)
Requires Drug Trade
Requires Chemistry (Or maybe Organic Chemistry?)
Requires in City Vicinity: Coca

Cochineal
+1 Commerce
+1 Commerce (with Cochineal Farm)
Revealed by Apiculture
Enabled by Sericulture (This seemed to the be the closest fit)
Spawns on tiles with Cactus (Very Rarely)

Enables the Following Buildings:
Cochineal Farm
+1 Happiness
+10 Gold (This was the most commercially important source of red dye for most of history, hence why it grants a better bonus than than the other sources of red dye, to make it more desirable)
Provides 1 Red Dye
Requires Dye Trade
Requires in City Vicinity: Cochineal

Cutch
+1 Commerce
+1 Production (with Wood Gatherer)
Revealed by Wood Working
Spawns only in Jungle

Enables the following Building(s):

Cutch Dye Maker
+1 Happiness
+5 Gold
Provides 1 Brown Dye
Requires Dye Trade
Requires in City Vicinity: Cutch

Dye-Murex
+1 Commerce
+1 Commerce (with Fishing Boats)
Revealed by Trap Fishing
Enabled by Dye Trade
Spawns only on coasts near Desert or Plains

Enables the following buildings:
Tyrian Purple Dye Maker
+2 Happiness
+5 Gold
Provides 1 Purple Dye
Requires Dye Trade
Requires in City Vicinity: Dye-Murex

Fustic
+1 Commerce
+1 Production (with Wood Gatherer)
Revealed by Wood Working
Spawns only in Jungle

Enables the following buildings:
Fustic Dye Maker
+1 Happiness
+5 Gold
Provides 1 Khaki Dye
Requires Dye Trade
Requires in City Vicinity: Fustic

Desert camouflage Maker
Provides Desert combat 1, Desert Combat 2 to all units built in this city
Requires Khaki Dye
Requires Garrison

Ginger
+1 Food
+1 Health (with Farm)
Revealed by Naturopathy
Enabled with Agriculture
Spawns in Grassland or Lush (anywhere Bamboo might show up)

Enables the following buildings:
Ginger Farm
+1 Happiness
+3 Gold
Provides 1 Seasoning
Requires Spice Trade
Requires in City Vicinity: Ginger

Henna
+1 Commerce
+1 Commerce (with Plantation)
Revealed by Agriculture
Enabled by Calendar
Spawns in Plains

Enables the Following Buildings:
Henna Plantation
+1 Happiness
+5 Gold
Provides 1 Orange Dye
Requires Dye Trade
Requires in City Vicinity: Henna

Indigo
+1 Commerce
+1 Commerce (with Plantation)
Revealed by Agriculture
Enabled by Calendar
Spawns in Jungle

Enables the Following Buildings:
Indigo Plantation
+1 Happiness
+5 Gold
Provides 1 Blue Dye
Provides 1 Purple Dye
Provides 1 Black Dye
Requires Dye Trade
Requires in City Vicinity: Indigo

Liquorice
+1 Commerce
+1 Health (with Farm)
Revealed by Naturopathy
Enabled by Agriculture
Spawns in Grassland or Lush

Enables the Following Buildings:
Liquorice Farm
+1 Health
+1 Food
Requires Agriculture
Requires in City Vicinity: Liquorice

Logwood
+1 Commerce
+1 Production (with Wood Gatherer)
Revealed by Wood Working
Spawns only in Jungle

Enables the following building(s):
Logwood Dye Maker
+1 Happiness
+5 Gold
Provides 1 Red Dye
Provides 1 Blue Dye (This may seem counterintutive, but the color of logwood dye depends entirely on the mordant used and the Ph of the solution)
Requires Dye Trade
Requires in City Vicinity: Logwood

Madder
+1 Commerce
+1 Commerce (with Plantation)
Revealed by Natural Pigments
Enabled by Calendar
Spawns in Grassland or Plains

Enables the following building(s):
Madder Dye Maker
+1 Happiness
+5 Gold
Provides 1 Red Dye
Requires Dye Trade
Requiers in City Vicinity: Madder

Nutmeg
+1 Commerce
+1 Food (with Plantation)
Revealed by Cooking
Enabled by Calendar
Spawns only in Jungle

Enables the following buildings:
Nutmeg Plantation
+1 Happiness
+3 Gold
Provides 1 Seasoning
Requires Spice Trade
Requires in City Vicinity: Nutmeg

Mace Plantation
+1 Happiness
+2 Gold
Provides 1 Seasoning
Requires Spice Trade
Requires in City Vicinity: Nutmeg

East India Company
World Wonder
+100% Foreign Trade Yield
+2 Gold per Specialist
Can turn 2 citizens into Merchants
City more likely to generate a Great Merchant
Can be built on Rennaisance or later starts
Requires: Naval Cannon
Requires Cinnamon AND Cloves OR Nutmeg OR Peppercorn OR Opium
Obsolete with Logistics

Pepper
+1 Food
+1 Commerce (with Plantation)
Revealed by Cooking
Enabled by Calendar

Enables the following building(s):
Pepper Plantation
+1 Happiness
+5 Gold
+1% Gold with Salt
Provides 1 Seasoning
Requires Spice Trade
Requires in City Vicinity: Pepper

Saffron
+1 Commerce
+1 Food (with Plantation)
Revealed by Cooking
Enabled by Calendar
Spawns in Plains (Rarely)

Enables the following building(s):
Saffron Farm
+1 Happiness
+2 Gold
Provides 1 Seasoning
Requires Spice Trade
Requires in City Vicinity: Saffron

Saffron Dye Maker
+1 Happiness
+3 Gold
Provides 1 Yellow Dye
Requires Dye Trade
Requires in City Vicinity: Saffron

Sesame
+1 Food
+1 Food (with Plantation)
Revealed by Naturopathy
Enabled by Calendar
Spawns In Plains And Desert Floodplains and Dunes Floodplains

Enables the following buildings:
Sesame Plantation
+1 Food
+1 Health
+1 Gold
Provides 1 Seasoning
Requires Spice Trade
Requires in City Vicinity: Sesame

Sesame Oil Press
+1 Food
+1 Health
+1 Production
+1 Gold
Provides 1 Sesame Oil
Requires Spice Trade
Requires Sesame Plantation

Sunflower
+1 Food
+1 Health (with Farm)
Revealed by Agriculture
Enabled by Floristry
Spawns in Plains or Grasslands or Lush

Enables the following building(s):
Sunflower Farm
+1 Happiness
+1 Health
Provides 1 Flowers
Requires Floristry
Requires in City Vicinity: Sunflower

Sunflower Oil Press
+1 Food
+1 Health
+1 Production
+1 Gold
Provides 1 Sunflower Oil
Requires Chemistry
Requires Sunflower Farm


We have split the Dye resource into Indigo, Henna and Murex. Should we now look again at this for spices and also consider splitting incense (frankincense, myrrh and sandalwood come to mind)? I would go for fewer in number Allspice as a new world spice with Pepper and Cinnamon as eastern with saffron and ginger making 5. We would still need graphics.
 
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