Lord Proteus
Chieftain
- Joined
- Jul 30, 2009
- Messages
- 26
The numbers look quite similar between a standard game of (continents, low resource) civ compared to a CCTP game:
normal game of civ:
Spoiler :Map Script: - BONUS Resources -
Map Script: - Cow.....: 13
Map Script: - Wheat...: 8
Map Script: - Sheep...: 13
Map Script: - Deer....: 21
Map Script: - Banana..: 10
Map Script: - Fish....: 52
Map Script: - Stone...: 20
CCTP game
Spoiler :Map Script: - BONUS Resources -
Map Script: - Cow.....: 15
Map Script: - Wheat...: 13
Map Script: - Sheep...: 12
Map Script: - Deer....: 17
Map Script: - Banana..: 9
Map Script: - Fish....: 59
Map Script: - Stone...: 12
Map Script: - Coffee..: 11
Map Script: - Poppy...: 18
Map Script: - Titanium: 13
Map Script: - Aloe_Vera: 14
Map Script: - Jade....: 19
Map Script: - Manganes: 19
Map Script: - Oak.....: 7
Map Script: - Squid...: 39
Map Script: - Amber...: 10
Map Script: - Tobacco.: 11
Map Script: - Tin.....: 13
Also comparing low to standard I got 311 compared to 370 bonus resources, with similar distribution pattern.
All I can do is go by what I see in the 4 games I've played with this mod. I usually have most/all of each new resource in large amounts. Perticularly Jade, Tin and Magnease. Are these things not tradable yet btw?
Also, Bonus Resources? Why are they Bonus Resources? I dont think they should be, Jade especially. Pretty sure Banana atleast is a Luxury Resource.
If I understand it right, the resources are classified as follows?
Luxury Resources - Trade Goods.
Strategic Resources - Things used to recruit units.
Bonus Resources - Things that cant be traded and simply provide bonuses.
It just kinda seems like the "new" resources are being shoved down our throats on the virtue that they are new and added by the mod, and you're just making sure we see them all the time. Because they're new...
I hope this criticism doesnt offend, I intend it to be constructive, but game feels really, really messy to me with this mod on. I still enjoy it, but it's messy. These new Bonus resources are all over the place and most of my territory is upgrades because of this. And I still dont agree with most of the new buildings based on them. They just seem uneccesary.
Squid Distribution Center? Poppy Distribution Center? Why? Surely the new resources can be condensed into less buildings? And why Herder buildings? Building the upgrade on the Horses/Cows/Sheep/Etc... ARE the herding process. You gain access to them because they are being herded.
Below are a few quick examples of name changes, bonus redistrubutions and resources being condensed into one building idea's I came up with off the top of my head.
Grain Exchange - Weat.(Grain Exchange is the historical name for such a place)
Fish Market - Fish, Crab, Squid. (plus food or gold)
Livestock Market - Cow, Sheep, Pig/Truffle, Deer. (plus food or gold)
Stable - Horse, Cow. (plus production, this building was supposed to represent the animals being put to work, hence production. Pigs are not used for labor.)
Jewler - Diamond, Jade. (plus Gold and Happiness)
Smelter - Tin, Copper. (plus production)