Horticulture Mod (Ideas for food production buildings and techs)

greyTiger

Warlord
Joined
Oct 7, 2010
Messages
198
Location
Australia
Hi all,

Im fairly new to the boards. Just been lurking for a couple of weeks now, just before the release of Civ5. Have been enjoying all the mods that have been released, and just wanted to add my own small mod to whats available.

Firstly, I'd like to thank Kael for the wonderful modding guide. A must have I think.

The Horticulture mod does the following;

1. New Specialist: Horticulturist (provides 3 Food when a Citizen is assigned to the Granary)

2. Granary changed to store 30% of Food after population growth. (as seen in Kael's modding guide. always prefered the Granary this way)

3. Granary provides a bonus of 3 Food to each Wheat resource worked by a Citizen.

4. Hospital changed to provide free Medic promotion to units created in city. (once again as seen in Kael's modding guide. makes perfect sense)


Will be looking into additional buildings for the Modern Era (Supermarket), and possibly different additional specialists.

All feedback welcome. :D
 
Forgot to mention that the Mod should be available in the ingame Mod browser as "greyTiger's Horticulture Mod". Cheers.
 
It's a wonder why stuff like this wasnt in vanilla;
"3. Granary provides a bonus of 3 Food to each Wheat resource worked by a Citizen."

Finally, a use for Wheat!
 
yea, great modcomp! I agree, stuff like this should be in the vanilla game.
 
Thanks for the feedback.

Have been thinking about which building to add next. Thought perhaps something that fits in the Medieval Era:

Fishmonger:

Adds +2 for each Fish Resource worked by the City
Allows for 1 Horticulturist (or perhaps a new type of Specialist)

I love to see large cities in the game (20+), and Im hoping that adding these little extras here and there will help the AI achieve that more. Too often I'll explore their lands to find lots of size 6 to 8 cities in the late game.
 
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