Idiodyssey
Chieftain
- Joined
- Nov 23, 2006
- Messages
- 57
I realize that there is little chance of drug crops being added since there would be a lot of controversy, but I really think they should be added as they have played a significant role in history. This thread is about how I envision drug crops being handled in game.
First, the drug crops would be Opium, Cannabis, and Coca. They would mostly grow in jungle tiles and require plantations to get their benefit. The base tile yields would be:
Opium: 2 food (if grassland) / 1 hammer / 4 commerce
Coca: 2 food (if grassland) / 1 hammer / 3 commerce
Cannabis: 2 food (if grassland) / 2 hammer / 2 commerce
Plantations with Calender would give the drug resource tiles -1 food / +1 hammer and +3 commerce, giving final yields of:
Opium: 1 food (if grassland) / 2 hammer / 7 commerce
Coca: 1 food (if grassland) / 2 hammer / 6 commerce
Cannabis: 1 food (if grassland) / 3 hammer / 5 commerce
Opium is now the most valuable crop to work with an improvement instead of a gold mine. Coca is equal to a gold mine. Cannabis yields the same number of hammers as a grassland mine, but also yields 5 commerce. You can see these resources are very valuable to work with plantations. With Chemistry, Opium and Coca yield +2 commerce.
Plantations also cause happiness and sickness. With a plantation, the resources give:
Opium: +2 happiness / +3 sickness
Coca: +2 happiness / +2 sickness
Cannabis: +1 happiness / +1 sickness
So you can see there is a trade off with building plantations on drug resources. You get happiness, but at the expense of potentially losing food. This also applies if you trade for one of these resources. Chemistry gives opium and coca +1 happiness and +2 sickness.
There would also be civics associated with drug resources:
Unregulated (No Upkeep): base civic
Universal Ban (High Upkeep): Available with Code of Laws. Plantations cannot be built on drug resources, although the tile can still be worked. Existing plantations are destroyed. Drug resources can not be obtained through trading. All cities get +25% production and +1 free specialist.
Legalization (Medium Upkeep): Available with Liberalism. Plantations can be built on drug resources and tiles can be worked. Each drug resource gets -3 commerce. Each city gets +1 trade route.
Medicinal Use (Low Upkeep): Available with Medicine. Plantations can be built on drug resources and tiles can be worked. Drug resources give no happiness or sickness, but instead yield +2 health. Drug resource tiles get -2 commerce.
Decriminalization (Low Upkeep): Available with Economics. Plantations cannot be built on Opium or Coca tiles and those two resources cannot be traded for. Plantations can be built on cannabis and cannabis tiles can be worked. Every city gets -25% maintenance costs.
That's all I got. I don't know how this would affect balance, but I think it would be interesting to have a powerful resource available with civics that limit their use. Tell me what you think and if you have any suggestions to make it better.
First, the drug crops would be Opium, Cannabis, and Coca. They would mostly grow in jungle tiles and require plantations to get their benefit. The base tile yields would be:
Opium: 2 food (if grassland) / 1 hammer / 4 commerce
Coca: 2 food (if grassland) / 1 hammer / 3 commerce
Cannabis: 2 food (if grassland) / 2 hammer / 2 commerce
Plantations with Calender would give the drug resource tiles -1 food / +1 hammer and +3 commerce, giving final yields of:
Opium: 1 food (if grassland) / 2 hammer / 7 commerce
Coca: 1 food (if grassland) / 2 hammer / 6 commerce
Cannabis: 1 food (if grassland) / 3 hammer / 5 commerce
Opium is now the most valuable crop to work with an improvement instead of a gold mine. Coca is equal to a gold mine. Cannabis yields the same number of hammers as a grassland mine, but also yields 5 commerce. You can see these resources are very valuable to work with plantations. With Chemistry, Opium and Coca yield +2 commerce.
Plantations also cause happiness and sickness. With a plantation, the resources give:
Opium: +2 happiness / +3 sickness
Coca: +2 happiness / +2 sickness
Cannabis: +1 happiness / +1 sickness
So you can see there is a trade off with building plantations on drug resources. You get happiness, but at the expense of potentially losing food. This also applies if you trade for one of these resources. Chemistry gives opium and coca +1 happiness and +2 sickness.
There would also be civics associated with drug resources:
Unregulated (No Upkeep): base civic
Universal Ban (High Upkeep): Available with Code of Laws. Plantations cannot be built on drug resources, although the tile can still be worked. Existing plantations are destroyed. Drug resources can not be obtained through trading. All cities get +25% production and +1 free specialist.
Legalization (Medium Upkeep): Available with Liberalism. Plantations can be built on drug resources and tiles can be worked. Each drug resource gets -3 commerce. Each city gets +1 trade route.
Medicinal Use (Low Upkeep): Available with Medicine. Plantations can be built on drug resources and tiles can be worked. Drug resources give no happiness or sickness, but instead yield +2 health. Drug resource tiles get -2 commerce.
Decriminalization (Low Upkeep): Available with Economics. Plantations cannot be built on Opium or Coca tiles and those two resources cannot be traded for. Plantations can be built on cannabis and cannabis tiles can be worked. Every city gets -25% maintenance costs.
That's all I got. I don't know how this would affect balance, but I think it would be interesting to have a powerful resource available with civics that limit their use. Tell me what you think and if you have any suggestions to make it better.