Peasant/Farm Village resource graphics.

DJ Bonebraker

a.k.a Laura
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Mar 10, 2004
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Well, after Dugfromearth brought the fact that you could have goody huts drop resources when you got gold from them, I immediately decided to implement this into my FF mod. I created this Farm Village resource that won't appear unless you come accross a goody hut and the barbarians decide to "settle" into a small village. This resource is a bonus resource in my mod that increases food output by 2 and commerce by 1 of whatever tile it happens to be on (pretty useful if you're lucky enough to get one on a mountain or desert tile). For those who are pursuing the "minor civs as resources" thread/technique, this could be used to represent a celtic/central european peasant village.

Whatever uses you put it to, I've included the resource graphics and the pediaicons. I made this by c&p from the Civ II ToT fantasy scenario, Tae Shala's moai goody huts and Pounder's town instead of mine graphics.
 
Great idea!! Umm, how do you implement it? I mean, how do you get the goody huts to "drop" the farm as a resource???
 
If you go into the General Settings tab of the editor and look all the way at the bottom it'll say something about a "Default Money Resource"... set that to Farm Village or whatever you want to call it and every time somebody enters a goodie hut regardless of whether it's hostile or not, that's what will be left behind.
 
Looks very good,
colonial times?

and for those who like previews ( ;) ) here's one :)
 

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Dease what in the name of everything that is good and holy is your avatar????

Btw, it doesn't look good in the preview... somebody needs to show an in-game shot because I think it'll look a lot better there... as I did like it against the pink background.
 
Dom Pedro II said:
Dease what in the name of everything that is good and holy is your avatar????
Isn't he beautiful :love:
Dom Pedro II said:
Btw, it doesn't look good in the preview... somebody needs to show an in-game shot because I think it'll look a lot better there... as I did like it against the pink background.
I think it looks good, but a ingame screenshot would be better
 
Ehehheh... Sorry about not posting the preview, my schedule was rather hectic this morning (training drills). I shall now make up for it by posting an In-game preview.

If you go into the General Settings tab of the editor and look all the way at the bottom it'll say something about a "Default Money Resource"... set that to Farm Village or whatever you want to call it and every time somebody enters a goodie hut regardless of whether it's hostile or not, that's what will be left behind.

Actually Dom, the resource is only dropped if the goody hut gives you $$, otherwise the hut just disappears after giving you whatever. It was kind of interesting, because I started two playtest scenarios where I got everything BUT money (including one session where I got two full fledged cities from huts :lol: ), before I started on the current session, where, as you can see I popped a goody hut beside my start location that gave me 25 gold and a farm village, and I had a good run (8 farm villages for the next 8 goody huts I popped) until I started getting other things.

And now I present to you the screenshot of the Kingdom of Baron with it's quaint little outlying farm village. As you can see, the farm village goes really well with Nieussuh's extended irrigations </advertisement for nieussuh's irrigation graphics>.
 
Ah, 'tis beautiful! I didn't realize it only gave it to you when you got money from the goodie hut... hmmm... Well, works out anyway.

Seems like an odd qualify for them to have chosen.
 
Dom Pedro II said:
Ah, 'tis beautiful! I didn't realize it only gave it to you when you got money from the goodie hut... hmmm... Well, works out anyway.

Seems like an odd qualify for them to have chosen.

Yeah, depending on how the ol' random number generator's behaving, you could end up with a ton of these resources or none at all, which is one of the reasons I made 'em bonus resources. The +2 food and +1 commerce bonus is to kinda to simulate that the villages are mini-cities that you can't control, but can trade surplus food with manufacutured goods from the main city as well as collect taxes from the villagers. The dwarven and elvaan village resources work more or less the same way in my mod, except that they're randomly distributed strategic resources. To kind of symbolize the elvaan affinity for forests, they increase food, shields and commerce from forests and jungles by 1. Dwarves, to wymbolize that they're more concerned with mining and manufacturing than agricultural pursuits, they give a +2 shield and +1 commerce bonus to hills and mountains they are found on. I'll be adding goblins and maybe some of the other FF minor races to the game sometime soon.

Dugfromearth: yeah, I was kind of curious about what the "default money resource" option was for, but never got around to testing it until now.
 
Hikaro Takayama said:
Yeah, depending on how the ol' random number generator's behaving, you could end up with a ton of these resources or none at all, which is one of the reasons I made 'em bonus resources. The +2 food and +1 commerce bonus is to kinda to simulate that the villages are mini-cities that you can't control, but can trade surplus food with manufacutured goods from the main city as well as collect taxes from the villagers. The dwarven and elvaan village resources work more or less the same way in my mod, except that they're randomly distributed strategic resources. To kind of symbolize the elvaan affinity for forests, they increase food, shields and commerce from forests and jungles by 1. Dwarves, to wymbolize that they're more concerned with mining and manufacturing than agricultural pursuits, they give a +2 shield and +1 commerce bonus to hills and mountains they are found on. I'll be adding goblins and maybe some of the other FF minor races to the game sometime soon.

Dugfromearth: yeah, I was kind of curious about what the "default money resource" option was for, but never got around to testing it until now.


Have you checked to see that maybe they are not springing up because they aren't flagged for that terrain?
 
Neomega said:
Have you checked to see that maybe they are not springing up because they aren't flagged for that terrain?

Truth be told, I deliberately did not assign the Farm Village resource to any terrain type in order to prevent it from appearing unless a goody hut is popped. As I said, depending on how the RNG is feeling, you could have lots of 'em or very very few. This most recent playtest that I started, with all random (unlike the last one where I set to max land coverage and Pangea), I only had one goody hut out of 15 I came accross on my home continent drop a farm village (the AI, on my continent atleast hasn't got ANY goody huts to drop farm villages).
 
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