Isn't there too many tobacco?

fmiracle

Warlord
Joined
Sep 25, 2008
Messages
117
In all my games with standart settings I and up with many-many grasslands, not so many plains and too little marches.

Bonuses are distributed accordingly - very many tobacco bonuses ( it's normal to have 2 tobacco bonuses in single city), few cotton ones, and nice to have a single sugar bonus in whole map...

Comparing with original Col, there is missed Savanna, that was good for sugar and food and replaced part of grasslands.
Fur hunting is now not profitable in simple forests, only tundra is nice for it. Deers now do not give bonus to furs at all.

So tobacco/cigars become most common goods in most games...

Am I alone such 'lucky'?
 
I have found that in New World games there is far too much tobacco and very little Sugar.

In Caribbean games there is far too much Sugar and NO Tobacco at all.

Maybe they did it on purpose - but I can't think of a good reason why.
 
I have found that in New World games there is far too much tobacco and very little Sugar.

In Caribbean games there is far too much Sugar and NO Tobacco at all.

Maybe they did it on purpose - but I can't think of a good reason why.

Anti-Smoking legislations??

Seriously though I agree, barely even had any sugar until playing on the scenario maps.
 
I have found that in New World games there is far too much tobacco and very little Sugar.

In Caribbean games there is far too much Sugar and NO Tobacco at all.

Maybe they did it on purpose - but I can't think of a good reason why.

realism. Tobacco was one of the primary early cash crops. Sugar cane doesn't grow well in the united states, other than in some deep southern areas. The colonies mostly grew tobacco and cotton for their cash crops.
 
realism. Tobacco was one of the primary early cash crops. Sugar cane doesn't grow well in the united states, other than in some deep southern areas. The colonies mostly grew tobacco and cotton for their cash crops.

Well then, why isn't there any marshes/sugarcane in the southern continent? On the entire New World map, from the tippy top to the bottom, you will be lucky to fine 5 Mash tiles, and extremely lucky if one of them has Sugarcane on it.
 
realism. Tobacco was one of the primary early cash crops. Sugar cane doesn't grow well in the united states, other than in some deep southern areas. The colonies mostly grew tobacco and cotton for their cash crops.
This is not a game about the United states ( I know you could be fooled to think that, but it isn't :p ). Sugar cane and silver were the first money-makers of the European establishements in the Americas. And they are relatively rare in the Americas maps.
 
realism. Tobacco was one of the primary early cash crops. Sugar cane doesn't grow well in the united states, other than in some deep southern areas. The colonies mostly grew tobacco and cotton for their cash crops.
The land isn't the United States alone, but the entire American continent. And using random map settings, it should have randomized resource locations, perhaps mildly related to latitude.
 
I would have liked to see an idigo crop that could be sold as a raw material, or used to produce more valuable cloth.
 
Try the FaireWeather map script I made. The link is in my sig. There's alot more sugar growing terrain in the warmer climates. Right now the map is very very large, but I'll be updating it soon for a few more options.
 
Cuba is in the Caribbean and what are they famous for? Cigars! So why is there no tobacco in the Caribbean game type?

Anyway, I don't think each game is meant to be "realistic" (or historically accurate) - the maps generated are random, although loosely based on the actual shapes of the continent in real life.
 
I would have liked to see an idigo crop that could be sold as a raw material, or used to produce more valuable cloth.

That would be fun. I don't think dying the cloth would work(that might get to complicated) but we could have:

Indigo -> Dye
Silver -> Silverware
Cocoa Beans-> Chocolate
Coffee Berries -> Coffee Beans/Powder

Maybe they could act inversely, so selling Cloth in Europe will increace the price of Dye, while selling Coffee would increase the price of Cigars(and visa versa) because they are compliment each other. If your selling both to Europe on a regular basis, the price wouldn't actually rise, but it would fall a lot slower.
 
That would be fun. I don't think dying the cloth would work(that might get to complicated) but we could have:

Indigo -> Dye
Silver -> Silverware
Cocoa Beans-> Chocolate
Coffee Berries -> Coffee Beans/Powder

Maybe they could act inversely, so selling Cloth in Europe will increace the price of Dye, while selling Coffee would increase the price of Cigars(and visa versa) because they are compliment each other. If your selling both to Europe on a regular basis, the price wouldn't actually rise, but it would fall a lot slower.

Sounds fine to me .So would we need more buildings, or would the blacksmith's shop turn out silverware, and the distillery make coffee and chocolate and dye?
 
Historically, Whitesmiths used Silver and other lighter metals like Tin, while Blacksmiths used Iron and Steel. Perhaps we could change the Blacksmith's shop into just a Smithy, then when assigning workers there, you could select if you want a Blacksmith or Whitesmith(Similar to how you select Lumberjack, Trapper or Farmer when working a tundra forest tile).

By the same coin, we could have alternate production lines for the new complimentary items. However, Distilleries didn't make coffee - that was a whole different ballgame. Instead we could add two new buildings - the Mill and the Refinery.

The Mill would process Cocoa into Chocolate and Coffee Berries into Coffee Grounds. The Refinery could turn Indigo into Dye and serve another function for whatever the fourth resource that compliments Fur becomes.

EDIT: So it would be like this:

Smithy:..............Silver...... -> Silverware
Tobacconist:.......Tobacco.. -> Cigars
Trapper:.............Fur......... -> Coats
Weaver:.............Cotton..... -> Cloth
Mill:...................Cocoa...... -> Chocolate
Mill:...................Berries..... -> Coffee
Refinery:............Indigo...... -> Dye
Refinery:............XXXXX..... -> YYYYY

And the colonial good prices that influence each other:

Coffee <-> Cigars
Cloth <-> Dye
Rum <-> Chocolate
Fur <-> ???

The reason I chose these pairings was because many Europeans enjoyed spending an afternoon in a Cafe with a smoke and some coffee. Cloth and Dye is a no-brainer. Rum and Chocolate was a little harder. I eventually decided that Chocolate and Rum would both require Sugar for the final consumed product, thereby competing for Sugar, driving the price of both up.

Anyone have any idea so for Fur?
 
Welcome to the Forums b3n (or is it ben? ;) ). :beer:
 
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