A question I have is will this be for a resource?
Yes, e.g.
Vultures could give
Yield Health to the next adjacent city if worked on, since they clean decaying carcasses that reduces spread of diseases.
(The Yield Health is not produced on the Plots, but our Bonus Ressources can give Yield effects indirectly.)
Gulls could e.g. be
hunted for Feathers and Food which is pretty realistic for the
early colonial times.
(There is a "Hunting Feature" in our mod. Which creates 2 separate Yields by Hunting Profession.)
e.g. Hunting can produce these Yield
combos:
- Fur and Food ("Hunting" feature)
- Premium Fur and Food ("Hunting" feature)
- Feathers and Food ("Bird Hunting" still in implementation)
Fur, Premium Fur, Feathers can then be used to produce further goods.
(Like Fur Coats, Pillows, ...)
Those are then transported and traded.
(e.g. with Native Cities, Europe, Africa Port Royal other Europeans.)
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Also our mod does not only have
"fishing nets" as coastal improvements on
fishable resources.
It also has
"hunting stage" that is only available on
water animal resources.
Well again, different game with lots of differences.
They basically
just share the same engine.
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Bonus Resources worked on can also
simply trigger effects in the City. (Mostly used for our Health System.)
If there is not something in our mod that already fits, I will simply program something, since I am a feature programmer.
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Because I don't think sky rats and vultures are good for anything.
Probably
not in Civ4BTS, because
Civ4BTS has only so few Yields, but our mod already has
about 70 yields and I intend to introduce even more.
There are vast production chains and trade chains that you can use. Also all the other Features like (Health, Religion, Culture, Liberty Bells, ...) work vastly different.
Summary:
When you think about
Civ4Col / WTP think about
Anno series, not
Civ4BTS.
The
gameplay of Anno is much closer to WTP than the gameplay of Civ4BTS.