Dancing Hoskuld
Deity
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.
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.
@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.
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.
Especially in early games, when every last +1 health you get is important.
I propose to remove the happiness from Fig and Pumpkin leaving them with just +1and the
from Resin leaving it with just one
![]()
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
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.
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
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.