More Luxuries

I've actually been thinking of replacing Ebony.

It's just a slight bit awkward, along with its implementation, and I think there are better candidates that are also more widely known.

I'm thinking the candidates would be either Beer or Perfume.

I "would" favor beer, but that may be a little awkward as well to implement. I would probably use a recolored wheat to represent barley, along with a slightly recolored farm graphic. But, it may not feel right, since wheat can be made into beer as well, and it would remain as only a bonus resource.

Also, I don't want to get into any special handling of this luxury, and make a building or something required to convert barley and/or wheat into beer. I rather keep things consistent with the other luxuries.

So, this leaves perfume. This was definitely something traded back in history and even along the Silk Road, and was something much more luxurious than it is now. I was thinking of having roses represent this on the terrain. The only bad things I can think of about this one is having leaders like Genghis assigned this luxury within their region and having the icon and graphics a little too "pink, girly, and sweet" looking, haha.

Also, any of these two new ones would better balance the primary tile types all luxuries are found on: a jungle one would be removed for a flat grass/plains one. Also, I already have both of these luxuries planned out in two alternate versions of my pantheons mod too, so they wouldn't cause any problems.

For anybody reading this: what do you think? Any other luxury suggestions even more deserving than these that I'm able to create?

Also, I'm thinking of adding one new Mercantile luxury for a little more diversity among these city-state types. If I do, it's going to be Glass. For city-state luxuries, I like to use luxuries types that wouldn't be represented on the terrain, that aren't raw materials, and that require some skill and artistry to create - like Jewelry and Porcelain. Other candidates could be things like textiles, furniture, tapestries, paintings, sculptures, etc. I may add one more, but I'm still thinking about it.

EDIT: Maybe Glassware would be a more appropriate name.
 
I've actually been thinking of replacing Ebony.

It's just a slight bit awkward, along with its implementation, and I think there are better candidates that are also more widely known.

I'm thinking the candidates would be either Beer or Perfume.

I "would" favor beer, but that may be a little awkward as well to implement. I would probably use a recolored wheat to represent barley, along with a slightly recolored farm graphic. But, it may not feel right, since wheat can be made into beer as well, and it would remain as only a bonus resource.

Also, I don't want to get into any special handling of this luxury, and make a building or something required to convert barley and/or wheat into beer. I rather keep things consistent with the other luxuries.

So, this leaves perfume. This was definitely something traded back in history and even along the Silk Road, and was something much more luxurious than it is now. I was thinking of having roses represent this on the terrain. The only bad things I can think of about this one is having leaders like Genghis assigned this luxury within their region and having the icon and graphics a little too "pink, girly, and sweet" looking, haha.

Also, any of these two new ones would better balance the primary tile types all luxuries are found on: a jungle one would be removed for a flat grass/plains one. Also, I already have both of these luxuries planned out in two alternate versions of my pantheons mod too, so they wouldn't cause any problems.

For anybody reading this: what do you think? Any other luxury suggestions even more deserving than these that I'm able to create?

Also, I'm thinking of adding one new Mercantile luxury for a little more diversity among these city-state types. If I do, it's going to be Glass. For city-state luxuries, I like to use luxuries types that wouldn't be represented on the terrain, that aren't raw materials, and that require some skill and artistry to create - like Jewelry and Porcelain. Other candidates could be things like textiles, furniture, tapestries, paintings, sculptures, etc. I may add one more, but I'm still thinking about it.

EDIT: Maybe Glassware would be a more appropriate name.

I like the somewhat exotic nature of Ebony as a luxury, but if it was replaced I'd prefer Perfume over Beer.

Your ideas on city-state luxuries seem solid.
 
Thanks, as always, I appreciate the feedback. I was kind of leaning towards perfume myself; I'll eventually start creating the files for it and get things rolling.
 
What is this mod not compatible with? I had this mod (v123)+ your own More Pantheons mod (v111) activated, along with Hiram's Aboriginal Peoples Mod and my own Slinger/Quechua mod.
And when I start the game, the barbarians take their turn first, no units are spawned, the minimap is plain white but is also streaked with blue... and then everyone is automatically defeated. I don't have BNW (just G&K) but that's not even listed as a dependency...
I would post a screenshot but screenshots don't show the minimap...

EDIT: And as for an idea for more luxuries... I would say indigo, but that's really already represented by dyes. Maybe honey? Or vanilla? Mint?
 
What is this mod not compatible with? I had this mod (v123)+ your own More Pantheons mod (v111) activated, along with Hiram's Aboriginal Peoples Mod and my own Slinger/Quechua mod.
And when I start the game, the barbarians take their turn first, no units are spawned, the minimap is plain white but is also streaked with blue... and then everyone is automatically defeated. I don't have BNW (just G&K) but that's not even listed as a dependency...
I would post a screenshot but screenshots don't show the minimap...

EDIT: And as for an idea for more luxuries... I would say indigo, but that's really already represented by dyes. Maybe honey? Or vanilla? Mint?

Bummer... sorry to hear that. This is also the first time I've heard of an error like this. I did list BNW as a requirement in the description (just to be safe), but I didn't add any type of version dependency to the mod itself. The AssignStartingPlots file of BNW is very slightly different from the GAK one; if I remember right, a check was added for civs like Venice so that they have the highest priority when assigning civs with a coastal preference. I'm not positively sure if that would crash things, though.

As always, you're best bet is to enable logging and just check what errors it logs. You'll usually be able to pinpoint the error right away instead of trying to guess what's conflicting.

http://forums.civfanatics.com/showthread.php?t=487482

Also, you can try these steps too to see if it helps. Some users reported back with success after going through it and cleaning things up.

http://forums.civfanatics.com/showthread.php?p=10901714#post10901714
 
Nothing worked. :( The only clue I have is this line form the Lua.log file:
Code:
[295229.801] Runtime Error: C:\Users\AW\Documents\My Games\Sid Meier's Civilization 5\MODS\More Luxuries (v 123)\Lua\AssignStartingPlots.lua:4724: attempt to call global 'CivNeedsPlaceFirstCoastalStart' (a nil value)
stack traceback:
	C:\Users\AW\Documents\My Games\Sid Meier's Civilization 5\MODS\More Luxuries (v 123)\Lua\AssignStartingPlots.lua:4724: in function 'BalanceAndAssign'
	Assets\Maps\Continents.lua:315: in function 'StartPlotSystem'
	Assets\DLC\Expansion\Gameplay\Lua\MapGenerator.lua:815: in function <Assets\DLC\Expansion\Gameplay\Lua\MapGenerator.lua:779>
	=[C]: ?
Which would suggest that the problem is indeed coming from this mod, as far as I can tell...

Nothing useful in the xml.log, and the only errors shown in the database.log are something about strategic view not being unique, which only applies to unit art defines and shouldn't make the game crash.
 
Yup, so that answers that.

"CivNeedsPlaceFirstCoastalStart"

That's the new item added in the BNW AssignStartingPlots that I talked about above. (See, the logs are quite handy. :D)

So, this mod definitely requires BNW for sure.
 
It must not though... I've actually gotten this mod to work with G&K - but only once, and every other time it has crashed. It didn't crash with:
Spoiler :
- 4 players (including me): Kievan Rus', Hungary, Flanders and Switzerland (from Tomatekh's Kievan Rus' Mod, JFD's Kingdom of Hungary Mod, Moriboe/Janboruta's Flemish Community Mod and my own soon-to-be-released Confederacy of Switzerland Mod.)
- My slinger/quechua mod
- More Luxuries Mod (v 123)
- More Pantheons -Addon (v 100)
Game settings: small continents world, prince difficulty, standard speed, huge size, 40 CSs

If it helps, the game save is attatched.
So I got it working that time... therefore it must not require BNW, unless this was some freak accident, which doesn't seem likely. But every other time I start a game everyone is immediately defeated?

(Had to compress the file because it exceeded the maximum size by 0.04 MB... :p)
 

Attachments

I believe the time that it worked was simply because you didn't have any civs which required a coastal start. "CivNeedsPlaceFirstCoastalStart" is contained within the start of an "if" statement during start placements. If there are no civs which need a coastal start, the unknown BNW content will be bypassed when playing GAK.
 
The thing with Glass, Beer and Perfume is that they aren't natural
They require some skilled work, which fit in the Mercantile luxuries
Can'te really see a luxury that could replace Ebony. How about exotic fruits or animals?

My personal, little concept only applies to the CS luxuries. I prefer the CS luxuries to not be raw materials and be things which require some skill to create. Also, another important thing is that they're ones which can't be represented on the terrain too well. The regular luxuries don't necessarily need to be all raw materials. They're a bit looser; wine already shows that. Maybe even to a lesser degree, incense, or even the process of creating specific colors of dye.

- - - - - - - -

Animals are something I definitely can't do. Even if I just made them static 2D images (which would look a bit off), I'm not sure how to get them to work with improvements.

With the mine luxuries, I just change the color.

With the plantation luxuries, I just replace the static 2D images with new ones at all the same base points and roughly the same size or less, and then I just replace the alpha channels.

Exotic fruits I also want to stray away from since, as I said above, I want to shave off a tree luxury (especially jungle ones) and gain another that's primarily found in open grass or plains to get a slightly better balance.

- - - - - - - -

Also, another reason I want to replace ebony is because I've been thinking of maybe utilizing the tree graphics down the road for some sort of bonus "hardwood" resource to place infrequently throughout forests and jungles. Perhaps, slightly higher in jungles. I just have to figure out how to get it to work with the lumber mill improvement.

- - - - - - - -

Here's a rough preview of the perfume icon I threw together. I'm not sure if I'm happy with it just yet. I tried to match the rough shape of the images I saw when I googled "roman perfume" or "ancient perfume bottle" and such. I'm also not sure if I want to go with the pinkish color or more of a light oil color.

I'm also thinking about updating the dye icon from tyrian purple to more of an indigo color to differentiate these two resources more -- also, it would at least match the terrain graphics of whatever that blue plant is.

perfume%2520luxury%25201.png
dye_2.png
 
Here's a preview of the perfume terrain graphics:

Spoiler :
perfume%2520terrain%2520preview.jpg


I may still tweak the icon, though, for better clarity. Either by removing the background roses or fading them more so the bottle is more prominent.
 
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