About a week ago, I tried to implement this. Ultimately, I failed. But there were some successes.
My first success was that I managed to add a new custom XML tag. This isn't the most difficult thing in the world,but I have never tried this before.
I was able to display all varieties at the same time. However, when the engine rebuilds the plots (that already happens when you exit the WB) the default art was used again. So it partially worked. But maybe I just found a solution how to fix this.
Some brainstorming about other bonus varieties:
Many animals have different breeds. For example the cow currently has the white-black breed, which is common in Western Europe and North America. Many cow breeds in other parts of the world have a brown or black color. I think it would be nice if the diversity of breeds around the world can be represented by this. This would apply to most pasture resources (horse, cow, pig) and fish.
- Buffalos can be the cow resources of (parts of) Asia.
- The Elephant can have the Asian Elephant (current art) and the African Bush Elephant (slightly bigger, brownish hue)
- The dye plant can have multiple color varieties. (current blue, red, yellow, purple)
- Gems can have multiple color varieties. I think a white version would be nice for diamonds. I don't think we should have a variety in every color, but about 3 colors (red, blue, green for ruby, sapphire and emerald and all other gems in these colors) would be nice to represent different kind of gems.
The game already has bananas (representing "jungle fruits", like cassioc as well).
Citrus, if the new map doesn't have it already, would represent "semi-arid fruits". If you have Realism Invictus' world map: there are also locations for the Citrus resource. I would expect them in California, 2 or 3 in the Northern Mediterranean (Spain/Provence, Levante), and finally in Southern China. For other areas, see the "citrus map" provided by TJDowling.
To represent "arid fruits", Dates/Figs sound like a good idea, unless that kind of stuff is supposed to grow in oases anyway. Another idea is the Coconut - before industrialization, Coconut Trees were a veritable resource not only for their fruits, but because nearly every aspect of the plant was possible to use for some benefit: Food, Wood, Fibers, Leaves, Alcohol...
About "northern fruits", as I would call apples/pears/plums/cherries, I'm less enthusiastic. Distributing an "apple" resource in the temperate northern hemisphere means, basically, that every civ always has access to a fruity health resource. In light of the resource distribution I see how this leads to an overabundance of resources.
So, let's say we could have these four fruit types in the game: Bananas, Palm tree, Citrus, Apples. [Only colonial empires would have more than two of those, I think?]
- First, the tile yields: Banana (+1F) Plantations (+3F) yield lots of food, which would be unchanged. Citrus (+1C) Orchards (+2C), I would think should yield similar results as Wine Orchards, no additional food. Cocos (+1F) Plantations (+1P +1C) would provide a bonus in all three aspects. Apple (+1C) Orchards (+1F) would not be spectacular, and it would be fully reasonable to build a city right on top. Or Farms, in the vassalage period.
- Second, the empire-wide distributed health: Could we pool their basic health benefit as "fruits", so that theoretically having 1 instance of each resource would count as "4 fruits" for the player cities to distribute among them? If that's not feasible, better not implement Cocos and Apples, I think. But if it is possible to lump all fruits together for the distribution, the same could also be done with "grains" (Rice, Wheat, Corn, Millet).
- Third, the building-specific benefits. Only Banana and Citrus would be suitable for a +1 health effect each, from the Pharmacy, I think. About Cocos and Apples, maybe re-introduce the Grocer? +1 currency for having the resource, and add some other resources to the Grocer as well? Olives, Sugar - dunno? With all the new resources coming, I think that nearly all building effects would need to be re-thought. Maybe even introducing production chains?
- Buffalos: Agreed on water buffalos for India. Praerie buffaloes for America, until they eventually turn into normal cows (brown or black/white ones) in the 1800s.
- Dye: The difference here is that there are coast-based dyes (roman/phoenician purple, I think this means the four dyes placed around the mediterranean in the current map) and land-based ones (where I agree that there might be different colors besides the current indigo dye)... only which ones? Yellow dyes (saffron, curcuma) in China? Red ones (henna and karmine) in... wait, where should what be placed?
- Gems: rubies and emeralds are simply variations of sapphires and diamonds, respectively. So, together wih sapphires and diamonds, we should have opals (Australia, Mexico,...). Not sure if we want to count lapislazuli and obsidian as "gems"?
Give them the same resource name but different icons? Wool, Milk, etc?One extra note. I think we should keep in mind that people who are not familiar with this mod shouldn't have troubles with relating the new variations to the default variety. I kept this in my mind when I made my suggestions.
Different breeds of the same animal (brown cows for example) are easily to connect to the default resource. The link is less obvious if we use a different animal. Although I still think that it is easy enough to see that buffalos and cows are the same resource and llamas and sheeps are the same resource. But I can image that people have troubles if we both have a yak and a buffalo resource, when one is a cow variation and one is a sheep variation.
I can image that people have troubles connecting the murex to the dye resources as the art is vastly different and one is land based and the other sea based. There should be some information available which informs people that there are multiple variations of a single resource, especially if the connection isn't clear. (I have plans to update the pedia so it can display the different variations, but is this enough?)
Anyways, so I tried the continent enlargements only and I disagree that South America looks more accurate with them. Both the shape of the continent itself as well as its proportionality seem better to me in the original.
Is there a chance you could apply your terrain changes based on the unchanged continent? My version of this would probably be of much lower quality.
Or we could change the name/icon of some resources to represent the product rather than the animal. I'm pretty sure we already do this for 'furs' (rather than 'beavers' and 'otters'). In the same way we could change the 'sheep' resource to 'wool' instead -- which would allow us to include alpaca and yaks and llamas and cashmere goats without calling them 'sheep'.Give them the same resource name but different icons? Wool, Milk, etc?
Or we could change the name/icon of some resources to represent the product rather than the animal. I'm pretty sure we already do this for 'furs' (rather than 'beavers' and 'otters'). In the same way we could change the 'sheep' resource to 'wool' instead -- which would allow us to include alpaca and yaks and llamas and cashmere goats without calling them 'sheep'.
That's what I said. Same name and logo (Wool and picture of wool) different icon (Sheep vs Llama)I don't think that the icons should be different. They are IMO the best way to indicate that different varieties belong to the same resource.
I think that only the art on the map should be different. Everything else (names, icons etc.) should be the same.