Resource List

xmen510

Emperor
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Jul 5, 2006
Messages
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This is the Finalized list:

(regular bonusses) (bonusses with improvement)

Spoiler :
Fishing Boats:

- Fish (+1food) (+3food,+1:health:)
- Clams (+1food) (+2food,+1:health:)
- Crab (+1food) (+2food,+1:health:)
- Whale (+1food) (+1hammers, +2commerce,+1:))

Farm:

- Wheat (+1food) (+2food,+1:health:)
- Corn (+1food) (+2food,+1:health:)
- Rice (+1food) (+1food,+1:health:)

Plantation:

- Athelas (+1food) (+1food, +3commerce,+1:health:)
- Pipeweed (+1commerce) (+1food, +3commerce,+1:))
- Sugar (+1food) (+1food, +1commerce,+1:))
- Spices (+1commerce) (+1food, +2commerce,+1:))
- Silk (+1commerce) (+3commerce,+1:))
- Banana (+1food) (+2food,+1:health:)
- Dye (+1commerce) (+4commerce,+1:))
- Incense (+1commerce) (+5commerce,+1:))

Winery:

- Wine (+1commerce) (+1food, +2commerce,+1:))

Mine:

- Copper (+1hammers) (+3hammers)
- Iron (+1hammers) (+3hammers)
- Mithril (2-4 Resources only depending on # of Dwarven Civs & Map Size) (+2hammers) (+5hammers)
- Gold (+1commerce) (+2hammers, +5commerce,+1:))
- Silver (+1commerce) (+1hammers, +5commerce,+1:))
- Gems (+1commerce) (+1hammers, +6commerce,+1:))

Quarry:

- Marble (+1hammers) (+1hammers, +2commerce)
- Stone (+1hammers) (+2hammers)
- Black Stone (+1hammers) (+2hammers, +2commerce)

Pasture:

- Horse (+1hammers) (+2hammers, +1commerce)
- Cow (+1food) (+1food, +2hammers,+1:health:)
- Sheep (+1food) (+2food, +1commerce,+1:health:)
- Pig (+1food) (+3food,+1:health:)
- Camel (+1food) (+1food, +1hammers, +1commerce,+1:health:)

Camp:

- Deer (+1commerce) (+2commerce,+1:health:)
- Fur (+1commerce) (+3commerce,+1:))

Other:

- Lumbermill (n/a) (+1hammers, +1commerce (next to river))
- Workshop (n/a) (-1food,+1hammers, +1commerce)
- Watermill (n/a) (+1hammers, +1commerce)
- Windmill (n/a) (+1food,+1hammers, +1commerce)
- Cottage (n/a) (+1commerce)
- Hamlet (n/a) (+2commerce)
- Village (n/a) (+3commerce)
- Town (n/a) (+4commerce)
- Farm (n/a) (+1food (With irrigation)
- Forts
- Cart Path (+1 movement)
- Road (+2 movement)
- Paved Road (+3 movement)
 
Most are ok, but I'm unsure about Mumakil (or Wargs and Spiders for that matter). If we put them in, they should only provide a really minor bonus or even a negative, unless owned by the relevant civ (for example Spiders give -1 :food:, but with breeding ground (only available to shadow) +2 :hammers: and to possibility to build Spider units).

Athelas would be nice as well, could give an additional bonus to Healing houses or something like that.
 
Negative bonuses make sense, or like how in Battle for Middle Earth 2 there would would be goblin, spider, troll, and warg nests that would attack your units. FFH does this, it would probably be easier to copy it (maybe destroying the nests could give you access to the resource if you are evil, or give you gold if you are good).
 
I like the list in general. As for the mumakil, I wouldn't put them as a resource since actually they are very rare. My idea would be to use mumakil only as a UU for a certain civ (maybe instead of a knight or whatever) and not as a resource which is required to build it. The same for spiders, trolls, wargs, etc. As for lairs/nests, this system is in FFH2 spawning these animals until it is destroyed. Another thing is that in FFH2, with the spreading of hell terrain, certain resources change: horses become nightmares (different kind of hellish horses) which fit very nicely in LotR as well (I think the horses for the mouth of sauron and ringwraiths weren't normal horses in the book, but I'm not sure). Maybe we could do something similar with other resources if neccessary (although I have to check how the mechanism works). Athalas I would definetly add and also Adamant probably. Maybe it is possible to make them more rare, but I'm not sure.
 
Yes, it is possible to have them more rare.

However, I don't think having Mumakil/Spiders as a resource is a good idea. It'd be too limiting for the civs who need them.
 
Yeah that was my thinking as well.
 
With horses required would be .... weired. What would they use the horses for? Target practice? No requirements fits better IMHO
 
Athelas should be in, no doubt about it.

The thing about resources is that they can indeed be added later, but I think they are pretty trivial to add, and they add a lot of flavor. Will have to look closer to know exactly how trivial it is though.
 
Athelas can added as a Health Bonus (or even, like Life Mana, in FFH) as a heal rate booster for units within your borders.
 
Athelas can added as a Health Bonus (or even, like Life Mana, in FFH) as a heal rate booster for units within your borders.

I like that a lot, but I have to look into how that exactly work. I agree that it is probably a small thing to add. Although when I look through the list, only pipeweed, athelas and black stone (which I kinda like as an idea) as different resources (mithril as well if you compare to BtS).

What about the adamant suggestion actually (I think Nenya was made of adamant)?
 
I'm not sure about adamant, Nenya was indeed of adamant, but I can't think of anything else. Maybe someone can refresh my memory. If it is only Nenya, I don't think it should be included as a special resource.
 
Well that settles that then. Didn't know that, I always assumed adamant was something on its own.
 
The Horses used by the Mouth of Sauron and the Ringwraiths were normal Black Horses from Rohan that were stolen and then corrupted.

Yes true, I also found that out. Still the mechanism in FFH2 to do this kind of conversion of resources depending on normal or hell terrain might be nice to use somewhere if we need it :).

For the elephants: remove them all together I would say. I don't think we should have any elephants in the game except the UU for one civ. These will just completely replace a mounted unit with the horses requirement removed. Seems like the best option to me.
 
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