Don't all resources have a total equal amount of yield given to the plot, both before and after improvement? It would be nice to keep that consistent if we already are at the moment. I might be remembering wrong. Been a few years since I worked on some streamlining here.
Yes, but DH said that papyrus should completely obsolete somewhere before midgame and shouldn't give any yield to plot by itself.
There were few mistakes too like Amber having quarry as valid improvement.
What's the motive to enhance the speed of resource discovery? I'm not sure I'm in favor because it would diminish the role of the Great Farmer and other units of a similar nature to come.
To make it exist.
For now chances are so low, that you will fill all plots with resources by time new resource appears.
Also there is no other way to make non animal/plant resource appear.
1000 tries (1000 turns on Blitz or 1000 plots with valid improvements in single turn) with chance of 1/25000 of resource appearing on given plot means resource has chance of
4% to appear on single plot during entire game or to appear on one of thousand improved plots in single turn without resources and with valid improvement.
Perhaps we need a breeding facility. I'm not sure Vertical Farm hits the right tone with these. It infers consumption.
Well it is to cover any dead ends.
Mushroom would need something in middle, Silk and all sea food resources need futuristic improvement.
Main upgrade lines:
1. Scavenging Camp -> Nomadic Herd -> Pasture -> Vertical Farm
Camel, Cow, Donkey, Horse, Llama, Pig, Poultry, Sheep
2. Scavenging Camp -> Hunting Camp -> Hunting Preserve -> Wildlife Sanctuary
Beavers, Bison, Deer, Elephant, Guinea Pigs, Kangaroo, Mammoth, Parrots, Rabbit, Sea Lion & Seal, Walrus
3. Plant Gathering Camp -> Plant Picking Camp -> Plantation -> Vertical Farm
Coca, Cocoa, Coffee, Cotton, Flax, Hemp, Henna, Incense, Indigo, Kava, Opium, Papyrus, Peyote, Resin, Rubber (No first two steps), Sugar, Tea, Tobacco, Vanilla
4. Plant Gathering Camp -> Plant Picking Camp -> Lumberjack -> Lumbermill -> Tree Farm -> Hybrid Forest
Hemp, Resin
5. Fruit Gathering Camp -> Fruit Picking Camp -> Orchard -> Vertical Farm
Almonds, Apple, Banana, Coconut, Dates, Fig, Guavas, Lemons, Mango, Olives, Papaya, Pistachio, Pomegranate, Prickly Pear, Spices
6. Fruit Gathering Camp -> Fruit Picking Camp -> Lumberjack -> Lumbermill -> Tree Farm -> Hybrid Forest
Apple
7. Seed Camp -> Farm -> Vertical Farm
Barley, Corn, Melons, Potatoes, Pumpkin, Rice, Squash, Wheat
8. Stone Tools Workshop -> Mine -> Shaft Mine -> Modern Mine -> Core Mine
Amber, Bauxite Ore (no first step), Coal (no first step), Copper Ore, Diamond (no first step), Geode (no first step), Gold Ore, Iron Ore (no first step), Lead Ore (no first step), Platinum Ore (no first step), Rubies (no first step), Sapphires (no first step), Silver Ore, Sulphur, Tin Ore (no first step), Titanium Ore (no first two steps), Uranium (no first step)
9. Stone Tools Workshop -> Early Quarry -> Quarry -> Core Mine
Fine Clay, Jade, Marble, Obsidian, Stone, Turquoise
10.Tide Pools (Man Made, WIP) -> Fishing Boat
Clam, Crab, Fish, Lobster, Murex (no first step), Pearls (no first step), Shrimp, Whale
Stone Tools Workshop line resources can also use Mountain Mine if they are placed on mountain except Amber.
Special:
Ancient Relics - Archeological Site
Carbon Dioxide Ice, Helium3 - Colony Extraction Facility [SPACE]
Fossil Beds - Fossil Dig Site
Geothermal Energy - Geothermal Factory
Geothermal Sea Vent, Manganese, Methane Ice - Extraction Facility
Grapes - Grape Gathering Camp -> Grape Picking Camp -> Vinery -> Vertical Farm
Mushrooms - Mushroom Gathering Camp -> Vertical Farm
Natron (no last step), Salt - Salt Gatherer -> Quarry -> Core Mine
Natural Gas - Hydrocarbon Well or Offshore Platform -> Extraction Facility
Oil - Tar Gatherer -> Hydrocarbon Well or Offshore Platform -> Extraction Facility
Prime Timber - Wood Gatherer -> Lumberjack -> Lumbermill -> Treefarm -> Hybrid Forest
Silk - Silk Farm