Zegangani
King
- Joined
- Oct 9, 2020
- Messages
- 898
Resources in Civ 6 always seemed somehow incomplete, and Firaxis could have got more out of them. They are only useful when you need amenities for your Cities (And sometimes when The AI wants to trade with them), and Yields. That's it!!
I'm currently working on some Mods that focus mainly on Resources in order to make them more useful/impactful, more unique, and, what's more important, more fun to play with.
One of those mods is inspired by AOM's Botanist Mod, but goes in a different direction than the latter: Instead of gathering a resource that's somewhere outside your Territory in order to plant it somewhere else, This Mod grants the Ability to plant a Resource without the need of gathering it first. Why? That's why I opened this Thread, because I have 2 answers (Ideas/Concept) for that, and I want from you Guys to tell me which one sounds the best to work upon.
First Concept: Some Resources shouldn't have the need to be first gathered in order to be planted (and for just one Time). And Resources in Civ VI are tied to a Plot Tile during the whole Game. So, some Resources can only be found in some Regions/Continents. But this doesn't have to consist for the whole Game. Take for example Wheat. Wheat is practicly a Universal Resource, it's a worldwide staple food that you can plant nearly everywhere (of course not in Desert), and by 4000 BCE Wheat reached nearly every major Civilization of that Time (and the Time befor). So are (somehow) Rice, Potato and Pumpkins...
Whereas others are more Climate based, so that you can only find them in certain Countries, in other words (and That also fits the Civ 6 Shema), they are Civilization based. A good example would be Cocoa. The Cocoa Tree is (according to Wikipedia) native to the Amazon basin. Cacao trees grow in a limited geographical zone, of about 20° to the north and south of the Equator. Nowadays, nearly 70% of the world crop today is grown in West Africa.
That should be enough evidence that some resources are Climate/Region based, therefore only available in certain Countries (Civilizations).
My implementation of this in the game would be that some Resources like Wheat and Rice can be planted by any Civ, and some Others can only be planted by certain Civs (i. e. Incense can only be planted by Arabia, China, India and Japan).
But, as nowadays Countries Like The USA, India, Brazil and Indonesia excell in producing nearly everything (Fruits/Vegitables/Spices... I'm focusing here only on food resources), I've decided to make a Maximum of The Resources that can only be planted by certain Civs to 4 or 5. Because without this cap, India for example could plant nearly all the resources that are available. And that would be just too much and not fair to the other Civs.
With the Example of India being a High Food Producer and one of the top producers worldwide, of many resources, despite not being the original country where the resources were domesticated, it would be logical to think that this is due to People/Civs introducing those Resources to India, via Trade (Traderoute). And here comes my other Idea of this First Concept (and also integrated in the Second Concept): International TradeRoutes with other Civs that you are allied with grant that Civ (Not your Civ) the Ability to plant resources (just some specific ones, so that the other Civ wont take too much advantage of this) that are in your City they've send a TradeRoute to (The Resources must be worked).
Second Concept: As the First Concept would limit some resources for only certain civs, and only later with TradeRoutes with allied Civs other Civs would have the opportunity to plant those resources, this Concept goes a differentt way, a more organic one, one that, perhaps, would make more sense.
Civs would have the ability to plant resources only if they already have those resources in their Territory (Because you can't plant Rice right from nothing - against the first concept). The First Concept would have a non-logical approach to planting resources compared to this one. Because, for example in the first Concept, a Civ whould have the ability to plant Bananas everywhere in its Territory (unique to this Civ) but if it has already a Resource, that was generated from the map, one that's not part of the resources available for the Civ for planting, it wont have the ability to plant it, nowhere ( you can plant bananas that you don't have in your Territory but can't plant spices that you already have worked?!). And That doesn't make much sense.
This Second Concept would fix exactly this: Allow a Civ to plant resources that only are in their territory (Worked Resources). And it would also use the TradeRoute System mentioned in the First Concept.
And maybe, MAYBE, giving Civs the abilty to plant some specific resources (they are known for/producing much of), despite they are not in their Territory (Here is where you come Guys, your Opinion is asked).
In Summery: The First Concept would be a more historical approach for planting/breeding Resources based on Real History and the Present Production rates of Resources, and the Second one is a more realistical one (from the Game's View) based on Map generation for resources.
The Mod (either with the First or the Second Concept) would grant 2 New Abilities for 2 New Units.
Planting: is an Improvent that grants you the Ability to plant plant-based resources, such as Wheat/Rice/Bananas. (some resources can be planted from the start of them game(Wheat), some would have Tech/Civic-Prereqs).
Breeding: is an Improvement that allows you to breed Domestic Animals Like Cattle, Sheep and Chicken.
For Both, Planting and Breeding, the Resources can only be placed in Plots where they can be placed (ie. Cattle can only be breeded on Grass Tiles).
Note: The Improvements would only plant/breed the resources on the plot, you would still have to work them with Farms/Plantations/Pastures.
The Farmer Unit: can plant Fruits/Vegitables and Spices, and also breed some Animals like Cattle, Chicken and Rabbits.
The Gardener Unit: can only plant Flowers and Herbs. (has a BuildingPrereq, have not decided what I should call it(Garden?))
Of course all of this will take a while befor the first publishing, but I'm willing to keep working at it (despite the little Time I can spare for it).
I hope you Guys like my ideas, and help me to decide which one to take.
So please tell me which one you like the most, and what Ideas you have in Mind you think could make Resources much more useful.
And if you have an idea of some Resorces that I should make, then feel free to tell me! (also why they should be added, and what Yields/Bonuses they would have)
Thanks in Advance!
I'm currently working on some Mods that focus mainly on Resources in order to make them more useful/impactful, more unique, and, what's more important, more fun to play with.
One of those mods is inspired by AOM's Botanist Mod, but goes in a different direction than the latter: Instead of gathering a resource that's somewhere outside your Territory in order to plant it somewhere else, This Mod grants the Ability to plant a Resource without the need of gathering it first. Why? That's why I opened this Thread, because I have 2 answers (Ideas/Concept) for that, and I want from you Guys to tell me which one sounds the best to work upon.
First Concept: Some Resources shouldn't have the need to be first gathered in order to be planted (and for just one Time). And Resources in Civ VI are tied to a Plot Tile during the whole Game. So, some Resources can only be found in some Regions/Continents. But this doesn't have to consist for the whole Game. Take for example Wheat. Wheat is practicly a Universal Resource, it's a worldwide staple food that you can plant nearly everywhere (of course not in Desert), and by 4000 BCE Wheat reached nearly every major Civilization of that Time (and the Time befor). So are (somehow) Rice, Potato and Pumpkins...
Whereas others are more Climate based, so that you can only find them in certain Countries, in other words (and That also fits the Civ 6 Shema), they are Civilization based. A good example would be Cocoa. The Cocoa Tree is (according to Wikipedia) native to the Amazon basin. Cacao trees grow in a limited geographical zone, of about 20° to the north and south of the Equator. Nowadays, nearly 70% of the world crop today is grown in West Africa.
That should be enough evidence that some resources are Climate/Region based, therefore only available in certain Countries (Civilizations).
My implementation of this in the game would be that some Resources like Wheat and Rice can be planted by any Civ, and some Others can only be planted by certain Civs (i. e. Incense can only be planted by Arabia, China, India and Japan).
But, as nowadays Countries Like The USA, India, Brazil and Indonesia excell in producing nearly everything (Fruits/Vegitables/Spices... I'm focusing here only on food resources), I've decided to make a Maximum of The Resources that can only be planted by certain Civs to 4 or 5. Because without this cap, India for example could plant nearly all the resources that are available. And that would be just too much and not fair to the other Civs.
With the Example of India being a High Food Producer and one of the top producers worldwide, of many resources, despite not being the original country where the resources were domesticated, it would be logical to think that this is due to People/Civs introducing those Resources to India, via Trade (Traderoute). And here comes my other Idea of this First Concept (and also integrated in the Second Concept): International TradeRoutes with other Civs that you are allied with grant that Civ (Not your Civ) the Ability to plant resources (just some specific ones, so that the other Civ wont take too much advantage of this) that are in your City they've send a TradeRoute to (The Resources must be worked).
Second Concept: As the First Concept would limit some resources for only certain civs, and only later with TradeRoutes with allied Civs other Civs would have the opportunity to plant those resources, this Concept goes a differentt way, a more organic one, one that, perhaps, would make more sense.
Civs would have the ability to plant resources only if they already have those resources in their Territory (Because you can't plant Rice right from nothing - against the first concept). The First Concept would have a non-logical approach to planting resources compared to this one. Because, for example in the first Concept, a Civ whould have the ability to plant Bananas everywhere in its Territory (unique to this Civ) but if it has already a Resource, that was generated from the map, one that's not part of the resources available for the Civ for planting, it wont have the ability to plant it, nowhere ( you can plant bananas that you don't have in your Territory but can't plant spices that you already have worked?!). And That doesn't make much sense.
This Second Concept would fix exactly this: Allow a Civ to plant resources that only are in their territory (Worked Resources). And it would also use the TradeRoute System mentioned in the First Concept.
And maybe, MAYBE, giving Civs the abilty to plant some specific resources (they are known for/producing much of), despite they are not in their Territory (Here is where you come Guys, your Opinion is asked).
In Summery: The First Concept would be a more historical approach for planting/breeding Resources based on Real History and the Present Production rates of Resources, and the Second one is a more realistical one (from the Game's View) based on Map generation for resources.
The Mod (either with the First or the Second Concept) would grant 2 New Abilities for 2 New Units.
Planting: is an Improvent that grants you the Ability to plant plant-based resources, such as Wheat/Rice/Bananas. (some resources can be planted from the start of them game(Wheat), some would have Tech/Civic-Prereqs).
Breeding: is an Improvement that allows you to breed Domestic Animals Like Cattle, Sheep and Chicken.
For Both, Planting and Breeding, the Resources can only be placed in Plots where they can be placed (ie. Cattle can only be breeded on Grass Tiles).
Note: The Improvements would only plant/breed the resources on the plot, you would still have to work them with Farms/Plantations/Pastures.
The Farmer Unit: can plant Fruits/Vegitables and Spices, and also breed some Animals like Cattle, Chicken and Rabbits.
The Gardener Unit: can only plant Flowers and Herbs. (has a BuildingPrereq, have not decided what I should call it(Garden?))
Of course all of this will take a while befor the first publishing, but I'm willing to keep working at it (despite the little Time I can spare for it).
I hope you Guys like my ideas, and help me to decide which one to take.
So please tell me which one you like the most, and what Ideas you have in Mind you think could make Resources much more useful.
And if you have an idea of some Resorces that I should make, then feel free to tell me! (also why they should be added, and what Yields/Bonuses they would have)
Thanks in Advance!
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