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Resource Limit?

hotrodlincoln

Upasaka
Joined
Oct 25, 2010
Messages
248
Is there a limit to how many resources a mod can have? I'm learning how to make resources now because I have quite a few ideas for new resources (Of course, the trickiest part is coming up with new graphics, especially as some of the resources, like Coca, grow on very indistinct looking trees). However, C2C has a massive amount of resources compared to any mod I've ever played. I just want to make sure that we haven't gotten close to hitting the upper limit before I make more.
 
We hit that limit, then figured out what was stopping us and figured out how to overcome it. I believe thanks is owed to Koshling on that matter, though if I'm forgetting AIAndy's involvement there, I apologize and offer the honors to you as well Andy! Both of you have done so much for this mod its just incredible. You two have been an absolute godsend and this is one of the many great achievements you've accomplished here. Thanks again!
 
Well, that's certainly good news! Here are the resources I plan to work on. For the most part this is a splitting of the "Dye" and "Spices" resources into multiple resources to make the Dye and Spice trade more interesting. I will work on Coca and the Spice resources first, as I feel the Spice Trade is too important to world history to be simplified into a single resource, much like Gems became multiple resources in C2C.

Allspice
Brazilwood (Timber used primarily for making bows of string instruments, and Brazilin Dye)
Cinnamon
Cinnabar (Produces Vermilion and Mercury)
Cardamom (Maybe)
Cloves
Coca
Cochineal
Cutch (Dye)
Dye-Murex (Produces Tyrian Purple Dye)
Fustic (Used primarily for Khaki Dye)
Ginger
Henna
Indigo
Liquorice
Logwood (Dye)
Madder (Dye)
Nutmeg
Peppercorn
Saffron (Spice and a Dye)
Sassafras (Maybe)
Sesame
Sunflower
Tamarind (Maybe)
Turmeric (Maybe)
Vanilla
Category for obsoleted European Dyes (Kermes, Woad. This is a working idea. It may be better to just represent these as buildings that provide some sort of primitive dye resource. I'm not sure if it's possible to have a building obsolete when access to another resource is gained. This would be to represent things like Woad going obsolete when Europe gained access to Indigo, and Kermes [Crimson] going obsolete when access to Cochineal was gained. This may be more trouble than it's worth, ultimately. This is definitely the lowest priority.)

Edit: Also, thanks to Koshling and AIAndy for making this possible in the first place. When it comes to Civ4 mods, C2C is definitely running at 100% research with some talented science specialists to boot.
 
Well, that's certainly good news! Here are the resources I plan to work on. For the most part this is a splitting of the "Dye" and "Spices" resources into multiple resources to make the Dye and Spice trade more interesting. I will work on Coca and the Spice resources first, as I feel the Spice Trade is too important to world history to be simplified into a single resource, much like Gems became multiple resources in C2C.

.

I copied your post to the Resources Discussion and Ideas thread I just created. In that thread there is a guide and a LARGE pic of the current resources in C2C.
http://forums.civfanatics.com/showthread.php?t=461004
 
@hotrodlincoln

We have many of those as building who take 2 other resources and if you have them in your city then they unlock more resources. The main problem with adding new map resources is that there may not be room for the other resources if we gt too many. That is why we have been more conservative in which resources get to show up on the map.

Building made resources on the other hand we have no problem with adding a ton of those since they are not limited by the map.
 
We hit that limit, then figured out what was stopping us and figured out how to overcome it. I believe thanks is owed to Koshling on that matter, though if I'm forgetting AIAndy's involvement there, I apologize and offer the honors to you as well Andy! Both of you have done so much for this mod its just incredible. You two have been an absolute godsend and this is one of the many great achievements you've accomplished here. Thanks again!

I have been able to fix the limited resource problem.
Rearranging the characters loaded in CvGameTextMgr::getFontSymbols so it fits to the font file and uses the right amount of padding and changing the font file to fit the start of the generic symbols to the padding of 25 per row did the job.
The full set of resources that Dancing provided as a test case worked fine with the change (and caused a shift in the symbols without).

AIAndy fixed this back in November, ever since then we have had no resource limit problems.

Without AIAndy and Koshling, C2C would never have advanced to the point it is now, you guys deserve so much thanks for making this mod possible.
 
Without AIAndy and Koshling, C2C would never have advanced to the point it is now, you guys deserve so much thanks for making this mod possible.

Indeed without them we would still be using the "goods" system which was clunky and very limiting.

In fact without them C2C may still have a bunch of content, but the depth of that content would be quite shallow. Things like Crime and Flammability have added a new level of richness.

Then the whole max compatibility is what really makes it worth it. Without it we could not test things so quickly. We would have to start a new game every time something got changed.

That and the SVN is what makes C2C so great.
 
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