Research Request(s)

Diplomacy/Trade screens

I just realised we are talking about two different things here.
1) goods that the nation wont trade until you have sufficiently good relations with them
2) goods that make no sense to trade at all
Indeed you want to be able to switch the first on and off but the second is also needed and does not need to be turned on and off.
Makes sense. So what you're saying is that as a standard rule, why show those that cannot be traded because there's no benefit to trading them, right?

Yes, a new row can easily be added.
When I remade the gamefont file I removed a bunch of the slots that was reserved for religion and corporation icons, 552 icon slot indexes were reserved for them and I reduced it to 200, that means there is space for 50 religions and 50 corporations (each take two slots due to the HolyCity/Headquarter icon variation). It should now be possible to add around 350 more icons after the last resource icon in the file.
This is how I made it so that all the resource icons we currently have works, remember how icons were missing and the bonus name was a different font, that was because the icon was in a higher slot index than the maximum index number the exe will accept.
Good. What I have in mind for this discussion to culiminate into may mean a lot of new bonuses though not all will need unique icons.



OK, so I think we've exhausted discussion on Ash and it's scheduled for demolition. Does anyone want to add that to their own list of to-dos what DH explained?
If we are talking about removing Ash from game then we only need change the two Lye to require one of the current ash producing buildings.

If we are talking about having Wood, Prime Timber or Lumber be stand ins for ash then we only need change the bonus requirements on the two buildings.
I'm impartial on which one is used. Prime Timber or Lumber shouldn't be necessary. You aren't going to have any of those if you don't already have wood and if you did it wouldn't be how they'd likely be used. OR we could just remove the Lye requirement entirely and just give it pedia lip service.



Anyhow, moving on:
CHARCOAL
  • Is this very similar to Ash or are there more causes to include charcoal as a resource?
  • It is something you buy in the store in modern use.
  • It begins as a byproduct but does eventually become something that gets manufactured in RL.
  • What buildings in the game produce it now?
  • Where is it applied in the game now?
  • How does it benefit a society to have access to it?
 
Makes sense. So what you're saying is that as a standard rule, why show those that cannot be traded because there's no benefit to trading them, right?
CHARCOAL
  • Is this very similar to Ash or are there more causes to include charcoal as a resource?
  • It is something you buy in the store in modern use.
  • It begins as a byproduct but does eventually become something that gets manufactured in RL.
  • What buildings in the game produce it now?
  • Where is it applied in the game now?
  • How does it benefit a society to have access to it?
There are five producing building, four of which are prehistoric. A specialized charcoal maker exists for late ages.

The are two post-prehistoric buildings that require it, which 4 other have as a path. Often, coal is an alternate, while wood is also seen as a viable alternate to it in another building. The Armorer building has a charcoal exclusive(no coal involved), which I don't believe is a good set-up. The other charcoal exclusive is smokehouse.

Wood=Charcoal is more believable than Wood=Ash, and many of the charcoal-related building are very well past the early ages. 4/6 of the consuming buildings requires ingots at some point, so fire is already deeply interwoven into the economy. That leaves smokehouse, and hypocaust(which has wood=charcoal)

Most smelters which produce ingots don't require any fire-related materials.

Also, the Charcoal Replacing Coal debate is a deep rabbit hole I've seen elsewhere on the internet.
 
Smokehouse does not use charcoal. Wood yes. Low draft (air flow) to create lots of smoke at low to moderate temps. Generally not over 140 - 180*F . Been thinking about building a small back yard smoker. Not too labor intensive and relatively cheap to make.
 
I screenshooted all producers and consumers of charcoal.
Spoiler :

C4QGZM9.jpg

5zX1keD.jpg


Armourer and Smokehouse doesn't use alternative to charcoal.
 
CHARCOAL
  • Is this very similar to Ash or are there more causes to include charcoal as a resource?
  • It is something you buy in the store in modern use.
  • It begins as a byproduct but does eventually become something that gets manufactured in RL.
  • What buildings in the game produce it now?
  • Where is it applied in the game now?
  • How does it benefit a society to have access to it?
Yes you buy it in modern stores and it is very useful. It is a clean source of heating for houses. Much better than coal, lighter and not as dirty to handle, but not as good as coke which is coal burned in the same way wood is burned to make charcoal. It is also used in metal working, forges big and small, and of course on the barbecue.

It can't be produced as a by product and there are small and large charcoal production facilities. One person can make enough for a village or two today. It does require a managed forest to produce enough wood for the production of charcoal. It is not the same wood that you would use for lumber but it is not "scrap" either. Though some scrap can be used if it is clean enough.

Then there are the artistic uses of it.
Smokehouse does not use charcoal. Wood yes. Low draft (air flow) to create lots of smoke at low to moderate temps. Generally not over 140 - 180*F . Been thinking about building a small back yard smoker. Not too labor intensive and relatively cheap to make.
Making charcoal is about getting rid of the stuff that makes the smoke so yes it can't be used in a smokehouse.
 
I'll change the requirement for smokehouse from charcoal to wood, I've never even considered using charcoal in the smokehouse at my cabin, and as DH said charcoal isn't very smoky.
 
I think Ash is also a good fertilizer... But I also vote for removing it as it is quite ubiquitinous.

Instead of making a new tag that obsoletes a resource but make it always on; why not just obsolete it and give a later building that has "+1 :gold: with XY" a flat +1 :gold: in the first place?

Also I like the concept of buildings and resources influence techs A LOT. IMO, there shouldn't be any techs available that deal with molecular medicine or advanced physics if you don't have a physics or molecular biology lab. Not to mention the often discussed animal domestication techs if you don't have access to these.
 
@Toffer90 did you changed accordingly ash producers and consumers?
Spoiler :

b4Q0pCP.jpg


Edit: It appears like it was done, but armorer building still has charcoal as requirement, other charcoal requiring buildings can use coal or other things.
 
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Charcoal is considered the least desirable fuel when blacksmithing. While readily available, charcoal may not even reach the necessary temperature to soften iron and steel without a lot of fuel and constant airflow. You can burn through a lot of charcoal quickly and still not achieve the proper temperatures.

  • This is the main reason to keep the differentiation between charcoal and coal. Coal burns hotter and also longer per kg fuel. One can smelt iron and steel with it, though it is easier with regular coal.
    • Classical romans were the first to use it for iron smelting.
    • Wikipedia - "In the 16th century, England had to pass laws to prevent the country from becoming completely denuded of trees due to production of iron. In the 19th century charcoal was largely replaced by coke, baked coal, in steel production due to cost."
  • Should Charcoal be a resource in C2C?
    • Was charcoal significant (could not be substituted easily) in any society at any point in history?
    • It differs from Coal in that it is far less air polluting. Not a fossil fuel.
    • Could we replace "Coal", "Oil", Charcoal and Coke with a "Carbon Fuel" manufacture, Coal and oil would still be a map resource.
  • Perhaps, when we get volumetric resources, we could have the charcoal burner provide a minute amount (when compared to coal mining) of "Coal" (Carbon Fuel if you like) bonus. The building would require an amount of wood resource that it consumes. It would simulate that a lot of what can be done with coal can be done with charcoal as well, though it won't provide you with enough to use it for all your coal needs and it will reduce the amount of wood available. A coal mine would provide much more "Coal" than a charcoal burner would.
By "Coal" and "Oil" I'm referring to the volumetric equivalent to the map resource.
I think charcoal has a place in C2C, but maybe not as a dedicated resource/bonus.
Any thoughts on this anyone?
 
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I think charcoal has a place in C2C, but maybe not as a dedicated resource/bonus.
Any thoughts on this anyone?
Many Water purification processes use Charcoal today. Most Refrigerators that have water taps have charcoal filters. Many kitchen sinks water systems also use Charcoal filters. I think some Air filtration system may also use charcoal. need to check up on that though.
 
Many Water purification processes use Charcoal today. Most Refrigerators that have water taps have charcoal filters. Many kitchen sinks water systems also use Charcoal filters. I think some Air filtration system may also use charcoal. need to check up on that though.
True, but any society that have such items most likely have access to wood and fire making and therefore can be assumed to have charcoal.

The real question is whether we need the wood resource at all (we have prime timber for high quality version)... Stick gatherer and lumber camp should imo be better for early wood requirements than a dedicated wood resource that imo obsoletes quite early as a resource that makes sense to keep a volumetric count for. But let's focus on charcoal in this thread for the time being.
 
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True, but any society that have such items most likely have access to wood and fire making and therefore can be assumed to have charcoal.
Reasonable assumption for today's societies, but what about early era ones?
 
Charcoal is considered the least desirable fuel when blacksmithing. While readily available, charcoal may not even reach the necessary temperature to soften iron and steel without a lot of fuel and constant airflow. You can burn through a lot of charcoal quickly and still not achieve the proper temperatures.

  • This is the main reason to keep the differentiation between charcoal and coal. Coal burns hotter and also longer per kg fuel. One can smelt iron and steel with it, though it is easier with regular coal.
    • Classical romans were the first to use it for iron smelting.
    • Wikipedia - "In the 16th century, England had to pass laws to prevent the country from becoming completely denuded of trees due to production of iron. In the 19th century charcoal was largely replaced by coke, baked coal, in steel production due to cost."
  • Should Charcoal be a resource in C2C?
    • Was charcoal significant (could not be substituted easily) in any society at any point in history?
    • It differs from Coal in that it is far less air polluting. Not a fossil fuel.
    • Could we replace "Coal", "Oil", Charcoal and Coke with a "Carbon Fuel" manufacture, Coal and oil would still be a map resource.
  • Perhaps, when we get volumetric resources, we could have the charcoal burner provide a minute amount (when compared to coal mining) of "Coal" (Carbon Fuel if you like) bonus. The building would require an amount of wood resource that it consumes. It would simulate that a lot of what can be done with coal can be done with charcoal as well, though it won't provide you with enough to use it for all your coal needs and it will reduce the amount of wood available. A coal mine would provide much more "Coal" than a charcoal burner would.
By "Coal" and "Oil" I'm referring to the volumetric equivalent to the map resource.
I think charcoal has a place in C2C, but maybe not as a dedicated resource/bonus.
Any thoughts on this anyone?
Armourer uses charcoal as fuel but not coal - all other buildings, that use charcoal can use coal too.
Spoiler :
5zX1keD.jpg
 
Don't have an answer without doing some research I guess. And I can't think of any off hand.

EDIT: So I guess what I'm saying is it can be given the "axe". ;)
 
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Yes, this has been mentioned twice before in this thread the last 24 hours.
Thank you for your brilliant contribution Raxo. ^^
Its easy when using your pedia :p
Its very fast comparing to old clunkly pedia.
If old pedia is Cessna, then your one is fast as SR-71 Blackbird :p
 
I'm still not on SVN, but I don't think major changes in resources happened.

Reeds are a very underwhelming resource. It's highly replaceable, with grass and straw being an option in all buildings. Raft(the only unit that could use it) has the wood option, and the player WILL have wood with driftwood gatherer . The resource is likely to have no benefit all game, except if you are in swamp world.

It should have more benefits.
 
I'll change the requirement for smokehouse from charcoal to wood, I've never even considered using charcoal in the smokehouse at my cabin, and as DH said charcoal isn't very smoky.
If you're doing any adjustments from this discussion pre-release, take care because I'm not sure that wood can be collected so early and not having a way to collect wood so early could cause some unforseen bind-ups in prerequisites. Though I have to admit it's very nice to see the pedia identifying where bonuses are used in the game so maybe it can be done more safely than I fear. It's possible, aka, that the OR prereq for the smokehouse was due to not having access to wood in any way that early.

Instead of making a new tag that obsoletes a resource but make it always on; why not just obsolete it and give a later building that has "+1 :gold: with XY" a flat +1 :gold: in the first place?
Because I'm going to be moving more towards the + gold with x bonus model in v39. That's part of what this discussion is for. I want us to start identifying where (in terms of buildings) products are brought to market or applied so that new planned tags for +x commerce or yield per population (measured in 2 decimal places so as low as potentially '+.01 gold per population' applications can be exactly how bonuses become useful to collect and possess access to. On the supply side, I'm also looking to get us to establish where bonuses are produced. Are they byproducts or are they something you go out of the way to make. If they are something you go out of the way to make, then what type of industrial or agricultural category do they fall into? This will be equally as important to identify because I'm going to seek to limit how many of a particular category of producer can be constructed in a given city, so that the production of resources becomes a nationwide effort rather than everything being made everywhere. Those limits may be manipulated by the player, and to do so may take sacrifices elsewhere, like cutting into how many commercial buildings you can build or other categories of production buildings.

With such a system, it will be absolutely necessary to break away from applying many flat modifiers. Flat modifiers may end up a little rare by the time this journey is complete.

Also I like the concept of buildings and resources influence techs A LOT. IMO, there shouldn't be any techs available that deal with molecular medicine or advanced physics if you don't have a physics or molecular biology lab.
We had not brought up buildings, and we were talking more about the presence of a bonus making it harder or easier to research a tech but what you suggest is actually 2 new ideas. 1) That the presence of at least one or more of a particular building can count as a bonus in this case (I would suggest to create a bonus to reflect this instead since having the code filter for that presence is going to require a slowdown or ugly caching that will still represent a slowdown now and then. Yes, certain types of research might be valid as a bonus AND trade worthy - An Anatomy Lab could give an Anatomy Research bonus.) and/or 2)A tech tag to reflect a modifier to its cost if a bonus is NOT possessed by the civilization. Maybe one tech tag that you get the nested boolean to say - 'modifier here is for if you HAVE the bonus' OR 'modifier here is for if you DON'T have the bonus' would be the way to address this.


Ok, I'm intrigued by this discussion surrounding Charcoal.

Let me spill some beans, as I just did a little in response to Mouse. I'm looking for how many ways a resource can be a positive strategic element in the game. If we can identify even a few, I don't feel that the ability to assume existence is not necessarily a reason to remove the resource. Because at the early stages of its introduction it could be ignored or overlooked or simply not prioritized enough to consume the limited city space for producing that category of resource. This then could make it something valuable to trade for because you just haven't had the room, construction time, or whatever, to generate the stuff.

Ash, I agree, is very trivial. It is such a byproduct that no nation even has to try to have it and more commonly it is garbage material to get rid of.

Charcoal, on the other hand, is not. I was really curious to see if we would find it to be just as trivial as Ash and thus worth eliminating. But I don't think we've made that determination at all.

Making charcoal is about getting rid of the stuff that makes the smoke
This sounds like it is NOT a simple byproduct but something one has to go out of the way to create. Further:

It can't be produced as a by product and there are small and large charcoal production facilities. One person can make enough for a village or two today. It does require a managed forest to produce enough wood for the production of charcoal. It is not the same wood that you would use for lumber but it is not "scrap" either. Though some scrap can be used if it is clean enough.
There are five producing building, four of which are prehistoric. A specialized charcoal maker exists for late ages.
Looking at the list, I think we are in error in how we give access to Charcoal. Aside from Charcoal Burner, a building to specifically generate charcoal, we are indicating it as a byproduct with the buildings that generate it for society. This is making it feel like an assumed possessed resource. Fire Pit and Bonfire... perhaps good OR prereqs for a Charcoal Maker's Hut or something along those lines, but we should NOT be saying that they automatically produce charcoal if charcoal is indeed NOT a byproduct.

In terms of charcoal history, is it actually too early to say that they were making the stuff? Or are we suggesting that in the earliest FORMS of charcoal, that it was something that was collected from the byproducts that were really just right to be considered Charcoal. This, too, would be a specific industrial effort for a community to engage in, so a Charcoal Collector might be the best early building for this?

My point is, we need to make the collection and generation of commercial grade charcoal be an evolving pathway of dedicated buildings that would compete with other possible bonus-generating buildings such that you may, and in many cases would, opt to not have one. This will remove the sensation of it being an assumed resource your civilization has access to.

Further, access to wood would be a prerequisite for any building that generates charcoal. You might be able to justify that you can find burnable material for a fire pit no matter where you are, but if you can't get wood, you can't make charcoal. And it is very possible to end up without a wood source anywhere nearby. If you're on a huge scrub without a forest or any real wood products, or a desert, or permafrost... very easy to not have access in some slightly extreme environments. This means it is NOT assumable that the civilization would automatically be assumable to have access to it.

Charcoal is considered the least desirable fuel when blacksmithing. While readily available, charcoal may not even reach the necessary temperature to soften iron and steel without a lot of fuel and constant airflow. You can burn through a lot of charcoal quickly and still not achieve the proper temperatures.

  • This is the main reason to keep the differentiation between charcoal and coal. Coal burns hotter and also longer per kg fuel. One can smelt iron and steel with it, though it is easier with regular coal.
    • Classical romans were the first to use it for iron smelting.
    • Wikipedia - "In the 16th century, England had to pass laws to prevent the country from becoming completely denuded of trees due to production of iron. In the 19th century charcoal was largely replaced by coke, baked coal, in steel production due to cost."
Thus, Charcoal suits as an OR prerequisite for many industrial buildings, as just wood isn't good enough. BUT being a poor substitute for better, we would represent that with access to, say, Coal, giving a bonus to the benefit from those buildings, or a reduction in their penalties (like pollution), though in the case you mentioned, coal seems to enhance pollution so maybe you'd prefer to NOT have a more productive building at the cost of it being more polluting (with access to coal) and thus avoid getting coal access at first. It might eventually be best to strongly cut down on how many places are generating charcoal if we're working with a more volumetric system (which this is all intended to help set us up for being able to more easily and effectively implement in a manner that makes a strategic impact.)

Charcoal generating buildings would consume wood resources in a volumetric system. For now, the existence of wood is still boolean. But again, getting setup for volumetric is part of the point here and converting one limited thing to another limited thing is a part of how that plays out.

So where would Charcoal add benefit to your civilization? How do we make it worth generating or trading for in a system where there are limits to trade good generating sources?

Positive effect applications mentioned (and more I've thought of):
  • Imu - rather than being a generator of charcoal, should probably be a better building WITH charcoal, as it makes it more efficient and enjoyed (thus more food is consumed and increased food efficiency). So something like +.1 food per population with access to charcoal. (And we reduce or eliminate the Imu's base food bonus.) This would also count for any other central cooking facility in the game more specialized than a fire pit.
  • DH said - "It is a clean source of heating for houses." So it could counteract some heating unhealth source or give some +health to a heat source that should be providing health but doesn't under the assumption of unclean fuel unless you have access to charcoal. I'm thinking of the Hypocausts building here but there are potentially others.
  • DH said - "on the barbecue" - the obvious for most of us. So it is useful to be sold to folks at a market. Some market buildings, thus could reflect this private usage by a +.0x food per population with charcoal(from how it benefits society in the same way is the Imu uses charcoal) and a +.0x gold per population with charcoal(from taxed proceeds of the sales) Note that Coal would NOT be beneficial to be applied in this manner thus again there is a differentiation enough to validate Charcoal's existence.
  • DH said - "Then there are the artistic uses of it." Hell yeah there are. Not just that, in some societies, this was its primary use. In the earliest eras, charcoal is equal to pencil. Writing can't even take place without it or something else to write with. So at least there would be some reflection of this. If we have a stationary store, it would certainly get a gold bonus. For cave paintings and so on, a culture bonus. We'd need to review all buildings we have to see where this 'artistic' effect becomes a possible OR prereq or a way to enhance the building's effects.
  • Joe said -"Many Water purification processes use Charcoal today. Most Refrigerators that have water taps have charcoal filters. Many kitchen sinks water systems also use Charcoal filters. I think some Air filtration system may also use charcoal. need to check up on that though." Thus it becomes a prerequisite for filtration system manufacturing and/or a way to improve certain buildings to influence them to reduce pollution further and/or directly increase health.
Given this list of ways to make Charcoal count in the game, I think we have lots of reason to keep it and demand a dedicated line of buildings (of which the Charcoal Burner becomes one step in that evolutionary line) for generating it. But we should also plan to eliminate it as an assumed byproduct of other industrial buildings.

By category, this would be a 'Wood Industry' resource. There MUST be a significant amount of such category resources in the game for there to be a significant reason to strategically balance out improvement usage on plots (either locally or at least nationally)... another goal this discussion is leading to.

Before I summarize some determinations on the tracking post on page one of this thread, thoughts anyone?
 
I think Ash is also a good fertilizer... But I also vote for removing it as it is quite ubiquitinous.

Instead of making a new tag that obsoletes a resource but make it always on; why not just obsolete it and give a later building that has "+1 :gold: with XY" a flat +1 :gold: in the first place?

Also I like the concept of buildings and resources influence techs A LOT. IMO, there shouldn't be any techs available that deal with molecular medicine or advanced physics if you don't have a physics or molecular biology lab. Not to mention the often discussed animal domestication techs if you don't have access to these.

Having a tech require a building is already available in v37. Currently it is only used in one place for a dead end tech. The building represents Volcanic Ash and the tech allows access to waterproof cement. Which is one of those techs that the Romans had but the West lost until rediscovering it in the age of Colonization (I think).

Charcoal is considered the least desirable fuel when blacksmithing. While readily available, charcoal may not even reach the necessary temperature to soften iron and steel without a lot of fuel and constant airflow. You can burn through a lot of charcoal quickly and still not achieve the proper temperatures.

  • This is the main reason to keep the differentiation between charcoal and coal. Coal burns hotter and also longer per kg fuel. One can smelt iron and steel with it, though it is easier with regular coal.
    • Classical romans were the first to use it for iron smelting.
    • Wikipedia - "In the 16th century, England had to pass laws to prevent the country from becoming completely denuded of trees due to production of iron. In the 19th century charcoal was largely replaced by coke, baked coal, in steel production due to cost."
  • Should Charcoal be a resource in C2C?
    • Was charcoal significant (could not be substituted easily) in any society at any point in history?
    • It differs from Coal in that it is far less air polluting. Not a fossil fuel.
    • Could we replace "Coal", "Oil", Charcoal and Coke with a "Carbon Fuel" manufacture, Coal and oil would still be a map resource.
  • Perhaps, when we get volumetric resources, we could have the charcoal burner provide a minute amount (when compared to coal mining) of "Coal" (Carbon Fuel if you like) bonus. The building would require an amount of wood resource that it consumes. It would simulate that a lot of what can be done with coal can be done with charcoal as well, though it won't provide you with enough to use it for all your coal needs and it will reduce the amount of wood available. A coal mine would provide much more "Coal" than a charcoal burner would.
By "Coal" and "Oil" I'm referring to the volumetric equivalent to the map resource.
I think charcoal has a place in C2C, but maybe not as a dedicated resource/bonus.
Any thoughts on this anyone?

I have not made it to Iron Working yet - real life not game. Charcoal is useful for copper, bronze, silver and gold working. It is all round just better. As I said not as dirty to handle. It is also lighter and available in more manageable lumps and quantities.

It can be considered a significant step along the way as a civilization learns to heat its houses viz Wood/Peat -> Charcoal -> Coal -> Coke -> Oil/Gas. As you say it was a huge industry at one point.

I think it makes a good transition from Wood/Peat to Coal that can be used in the post Classical to pre Industrial eras.
I'm still not on SVN, but I don't think major changes in resources happened.

Reeds are a very underwhelming resource. It's highly replaceable, with grass and straw being an option in all buildings. Raft(the only unit that could use it) has the wood option, and the player WILL have wood with driftwood gatherer . The resource is likely to have no benefit all game, except if you are in swamp world.

It should have more benefits.
Reeds should reduce water pollution of course you should then not use them.:lol: They clean water by removing heavy metals.
Let me spill some beans, as I just did a little in response to Mouse. I'm looking for how many ways a resource can be a positive strategic element in the game.
The use of the word strategic worries me. In Civ terms it means "is needed to build units". There are other resources that "reduce the cost of building units or buildings" but these are not the traditional Civ "strategic". The other main resources type are "food", "luxury" and "health". The AI treats "strategic" resources differently to the others when deciding whet to trade. They will only trade strategic resources with you if you are on really good terms and then not always. Actual trade of goods has been watered down in C2C a lot what with "trade routes" being very easy to get there is no need to trade goods for money...

What do you mean by strategic?

...By category, this would be a 'Wood Industry' resource. There MUST be a significant amount of such category resources in the game for there to be a significant reason to strategically balance out improvement usage on plots (either locally or at least nationally)... another goal this discussion is leading to.
Good summary. In the UK and European countries in the starting medieval era "Forester" became a profession. Perhaps we need review our forest improvement lines. I can't remember exactly what we have now but I think it is "lumber jack" -> "lumber mill" and then a "forest preserve". Perhaps there should be a "forester" equivalent for the "Lumber mill". It would be economically similar perhaps -1"hammers" and "gold" but would reduce pollution and increase health a bit.

BTW I have always wanted to include "Lime" as a resource but you can't model it in BtS as it provides a health bonus through whitewash and plaster but pollution when being manufactured.
 
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