Realistic Resource Yields

Realistic Resource Yields V. 3.03

Thanks for this great mod! One suggestion, perhaps make each resource get a net of +3 bonus yields, so that they all be somewhat eqal in value, but then diversify a bit so that each of them becomes unique.
For example Diamonds, Silver and Silk all get +1C +2G, Spices only +1C +1G. My suggestion would be e.g. diamonds +1s +2g, silver +1p +2g, silk +1p +1c +1g, spices +1f +1c +1g
Maybe make the bonus/strategic resources get +2, while luxury ones get +3...
 
Is there a way to slightly buff oasis? I get a lot of bad desert starts as Arabia or Egypt... and the TSL locations for those two in particular can have some fairly bad food tiles around. Dealing with that and the flat land is pretty bad and leads to some real balance issues on those types of maps.
 
UncivilizedGuy updated Realistic Resource Yields with a new update entry:

Moved some yields

Gypsum no longer gets the food yield directly. Now gets a food yield when a Research Lab is built.

Camp now gets +1 food at Rifling and +1 food at Electricity.
Fishing Boats now get +1 food at Steam Power and +1 food at Electricity.
Mine now gets +1 production at Engineering and +1 production at Industrialization.
Pasture now gets +1 food at Feudalism and +1 food at Electricity.
Plantation now gets +1 food at Feudalism and +1 food at Chemistry.
Quarry now gets +1 production at Combustion.

Read the rest of this update entry...
 
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