Deep_Blue
Knight
- Joined
- Aug 2, 2005
- Messages
- 750
I am working on a large Mod and this is the first component I finished, long time is still needed for my final mod to be finished (I work on it in my spare time after work, so the progress is slow), however I decided to release the first component of my mod which is Food Economy.
Food Economy (V2)
This mod is a total rework for Bonus Resources in the game which are currently useless and give nothing but small yield on the tile of the resource. This mod aims to enhance bonus resources to be more useful and to have impact on the game.
Basically this mod applies enhancements to current Bonus resources, and make Bonus resources tradable.
1. Enhanced Bonus Resources:
Food Resources give +1
Food in each city that has a granary, this bonus is not on the food resource tile but is empire wide bonus.
If you have 10 cities with Granary then obtaining 1 Wheat will result in +1
food in 10 cities, this is a total +10
food to your empire which is as powerful as being an ally with a maritime city state.
Screen Shots:
2. Bonus resources are now Tradable:
In this mod food resources are made tradable, this will add a strategic importance to food resources, and applies the idea of importing/exporting food between civilizations.
Screen Shots:
---------------------------
Compatibility:
Game Version: 1.0.1.141
This mod is not compatible with any mod that modifies:
Notes
Download Link
.
Food Economy (V2)
This mod is a total rework for Bonus Resources in the game which are currently useless and give nothing but small yield on the tile of the resource. This mod aims to enhance bonus resources to be more useful and to have impact on the game.
Basically this mod applies enhancements to current Bonus resources, and make Bonus resources tradable.
1. Enhanced Bonus Resources:
Food Resources give +1

If you have 10 cities with Granary then obtaining 1 Wheat will result in +1


Changes:
- Granary Building:
.
- Stores 25%
Food in city after growth instead of +2
.
- Receives:
+1Food from at least 1
,
,
,
,
or
connected anywhere in your empire.![]()
- On first bonus resource connected a penalty is applied: Double cost on next policy.
Penalty is only on first Bonus Resource connection and for one time only, after that you can connect as many resources with no penalty. This is to encourage player to connect a bonus resource as soon as possible because the penalty will be low at early stages (where policy costs are still below 100 culture).
Screen Shots:
Spoiler :
Here is an example of a small empire:
Granary bonuses in the Capital:
Here a distant city receives same bonuses:
Granary bonuses in the Capital:
Here a distant city receives same bonuses:
2. Bonus resources are now Tradable:
In this mod food resources are made tradable, this will add a strategic importance to food resources, and applies the idea of importing/exporting food between civilizations.
Highlights:
- Added Bonus Resources to trade table.
- Gold value of Bonus Resources are set to about 50% of luxury resources value.
- AIs will trade Bonus Resources actively between each other.
- When you buy a Food Resource from the AI you will immediately receive +
in your cities.
Screen Shots:
Spoiler :
---------------------------
Compatibility:
Spoiler :
Game Version: 1.0.1.141
This mod is not compatible with any mod that modifies:
- TopPanel.lua
- CityView.lua
- TradeLogic.lua
- Diplotrade.xml
- DiploCurrentDeals.xml
Notes
This mod uses SaveUtils.lua
Download Link
.