Food Resources

I'm beginning to gather as much, haha. I was going to try and see if there was a way to allow strategic resources to give you bonuses similar to luxury resources, maybe as a simpler method of integrating food resources into the trade system.
 
Hi killmeplease, I really like this Mod of yours. As I'm making a Mod of my own I would like to incorporate this in my code so that it becomes integral in my Mod as part of the game play without danger of being forgotten and as I'm basing new buildings on it. Full credits will be shown.
 
Hi killmeplease, I really like this Mod of yours. As I'm making a Mod of my own I would like to incorporate this in my code so that it becomes integral in my Mod as part of the game play without danger of being forgotten and as I'm basing new buildings on it. Full credits will be shown.

glad to hear!


ps
i want to update this mod in the near future
grocery store will be replaced with 2 buildings:
fishmarket - consumes 1 fish, +2 food and +1 additional food if you have salt in your empire (mined or traded)
butchery - consumes 1 cows, +2 food and +1 additional food if you have species in your empire
i also want to see if i can make AI valuing wheat tiles more

and i also want to ask artists to make better icons for buildings.
you can help this mod if you are an artist or can find one ;)
 
so if a city has 3 wheat in it, do all 3 wheat get consumed for the sam increase in food or just one of them>

nope, if you have 3 improved wheat anywhere in your empire, you can build 3 granaries in any 3 of your cities. just like you need coal to build factories.

i also want to change the grain elevator building to provide 2 wheat resources (like recycling center provides aluminium) at the cost of 10 food. so you could build elevators in your farming cities and granaries in your industrial/specialist cities.

i also want to make granary buildable multiple times (but each next granary in the city will cost 1 gold more in maintenance, so say 3 granaries will cost 1+2+3=6 maintenance) as i'll remove the food bonus from elevator.
 
uploaded v2 to steam

quite minor changes, no multiple granaries or wheat producing elevators as we know there will be caravans transporting food in the next expansion

have made a better icon for elevator and took an icon for grocery store from one of the game's unused.
whereas there's unused supermarket icon as well in assets i have kept an icon made by me as i like it more :)
 
What sort of scope has the bonus resource system been given? Eg. are they quantified / tradeable?

they arent quantified nor tradeable
not quantified because they should be quite common on the map on the one hand and be limited on the other.
not tradeable because AI cant value them properly i believe
(i made them tradeable at first but then removed this feature)

whereas trading surplus food resources would be very interesting
it will require dll coding though what i'm not quite enthusiastic about
 
Hello,
I am playing BNW (latest version) on a Mac but I don't see any effect of your mod, which I really want to use! I started a new game to be sure that it would be refreshed, but the granary is still just +2 food. I have wheat (I tried both the raw resource and with a farm on it), but no +6 food from the granary. Any suggestions?
 
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