gordonthewhale
Chieftain
Agriculture mod based on Improvement, Feature, and Resource mod. You need the files in the SDK mod to make this one work!
This mod attempts to increase the strategic importance of domestic plants and animals in Civ4.
The Farm now behaves in a similar way to a pasture: it can be used only to harvest a resource, not to increase the food production of a plot.
There are now resource-specific improvements for each farm crop or pasture animal:
cornfield (corn)
paddy (rice)
wheat field (wheat)
ranch (cow)
paddock (horse)
pigpen (pig)
flock (sheep)
These improvements can be built on suitable squares even if the square does not provide the associated resource, but only if that resource is available in the nearest city. Thus, once a civilization finds wheat, it begins to plant wheatfields all over. These improvements also provide the associated resource. So, for instance, if you trade for corn from another civilization, you may plant cornfields if you have suitable land, and thus create a domestic supply.
The yield increases from the bonuses have been reduced, but the new improvements all have a total increase of 2 (or 3 for rice). This reduces the massive yields on the naturally occurring bonuses, but (more than) makes up for them by making non-bonus squares more profitable. The crops are each applicable to different locations: for instance, flocks can be built on hills, wheat fields can be built without irrigation, and corn can be planted on irrigated desert squares.
The graphics for the new improvements still need work.
The current version is compatible with Warlords v2.08.
v0.11
-Paddy graphics are as they should be. Wheat field isn't bad. Corn needs a little work. Animal improvements have changed from fence-with-no-animals to animals-with-no-fence.
-Forests now grow through three stages: young, mature, and old-growth. Old-growth forest is the same as vanilla Forest, but the graphic looks bigger. The others look smaller, and have lower defense bonus, chop time, chop production, health bonus, etc. Young forest does not provide a shield.
This mod attempts to increase the strategic importance of domestic plants and animals in Civ4.
The Farm now behaves in a similar way to a pasture: it can be used only to harvest a resource, not to increase the food production of a plot.
There are now resource-specific improvements for each farm crop or pasture animal:
cornfield (corn)
paddy (rice)
wheat field (wheat)
ranch (cow)
paddock (horse)
pigpen (pig)
flock (sheep)
These improvements can be built on suitable squares even if the square does not provide the associated resource, but only if that resource is available in the nearest city. Thus, once a civilization finds wheat, it begins to plant wheatfields all over. These improvements also provide the associated resource. So, for instance, if you trade for corn from another civilization, you may plant cornfields if you have suitable land, and thus create a domestic supply.
The yield increases from the bonuses have been reduced, but the new improvements all have a total increase of 2 (or 3 for rice). This reduces the massive yields on the naturally occurring bonuses, but (more than) makes up for them by making non-bonus squares more profitable. The crops are each applicable to different locations: for instance, flocks can be built on hills, wheat fields can be built without irrigation, and corn can be planted on irrigated desert squares.
The graphics for the new improvements still need work.
The current version is compatible with Warlords v2.08.
v0.11
-Paddy graphics are as they should be. Wheat field isn't bad. Corn needs a little work. Animal improvements have changed from fence-with-no-animals to animals-with-no-fence.
-Forests now grow through three stages: young, mature, and old-growth. Old-growth forest is the same as vanilla Forest, but the graphic looks bigger. The others look smaller, and have lower defense bonus, chop time, chop production, health bonus, etc. Young forest does not provide a shield.