Resource tiles re-balancing.

What I wrote above is including the 1g that's always on plantation and the 1p that's always on the mines.

This is how I understand it, please tell me if I'm wrong.

A resource, for example Citrus.

The Resource itself adds 1F to the ground, that's what I called base-tile-yield or something like that.

Meaning if you find an unimproved citrus on a grassland (which doesn't exist, so that's a bad example) it would have 3 food (2 from grassland 1 from the base-tile-yield).

Improving the Citrus adds 1F 1G, this bonus is split, with the 1F being dependent on the actual resource and the 1G being yield from the Plantation.
The 1G from the plantation I did not modify at all (with the exception of on the tea, which I noticed now, I'll fix it.) I just switched the bonus that's not from the plantation.

I actually had the Tea listed correctly in my notes, but I swapped two yield around when I wrote it here. I'll write another full summary so you don't have it spread out.

Hmm...so the improvement values below indicate the final intended result with ALL bonuses added in? If so, then I did the right thing.

To explain, Plantations currently a generic +1 Gold to all resources (Regardless of type). Since we're making things more diverse, I've removed that blanket +1 and am now adding yields on a resource by resource basis.

G
 
Hmm...so the improvement values below indicate the final intended result with ALL bonuses added in? If so, then I did the right thing.

To explain, Plantations currently a generic +1 Gold to all resources (Regardless of type). Since we're making things more diverse, I've removed that blanket +1 and am now adding yields on a resource by resource basis.

huhm, the base 1g on the plantation is fine. It's was the extra yield from improving the resource that I kinda wanted you to mod. Well end-result is the same I suppose.
 
huhm, the base 1g on the plantation is fine. It's was the extra yield from improving the resource that I kinda wanted you to mod. Well end-result is the same I suppose.

Yep, end result is same, and it is easier for me to keep track of yields if all in same table.

G
 
Take what off? The base yield? That was added by CBP, so JFD would need to adapt it anyways.

Sure, but the nice thing about the added gold on the plantation was the fact that adding any new planationluxury and giving it generic vanilla yields is going to land it on CPP-yields with that extra plantation-gold. Of course that's not counting the buildings.
 
Sure, but the nice thing about the added gold on the plantation was the fact that adding any new planationluxury and giving it generic vanilla yields is going to land it on CPP-yields with that extra plantation-gold. Of course that's not counting the buildings.

They are two different tables. Managing both is a hassle. Unification of tables is easier to deal with for me. That's...kinda it.

G
 
They are two different tables. Managing both is a hassle. Unification of tables is easier to deal with for me. That's...kinda it.

Hey, if it is easier for you, you can just do it however you want to. I was just trying to explain the benefits I see from handling it the other way.
 
That was added by CBP, so JFD would need to adapt it anyways.
Yeah it was added to everything. So if you take it off, then effectively all those resources get a -1 relative to all the CBP ones. Right?
Anyway, I'll start up a game and inform his Modjesty if changes need making.
 
I'm not familiar enough with the mod to contribute much, but I wanted to add one humble suggestion:

Please make sure that there is enough reason to build coastal cities! Harbors had an enormous impact on human development from ancient times up to the present. Naval trade has always been the easiest way to exchange goods, the importance just can't be overestimated.

Making the player shy away from coastlines (like it has been the case with several iterations of Civ) just breaks historical immersion. Especially when there's choice between settling on coast or one tile inland, the choice should always be coast.
 
I noticed something a little bit strange:
Stoneworks buff Jade, but Jade is mined. Should it not be improved by a quarry then?
In all honesty, I have no idea how Jade (or Lapis Lazuli, for that matter) is unearthed in reality.
 
I noticed something a little bit strange:
Stoneworks buff Jade, but Jade is mined. Should it not be improved by a quarry then?
In all honesty, I have no idea how Jade (or Lapis Lazuli, for that matter) is unearthed in reality.

Stoneworks buffs stone, marble, salt & jade. First two are quarried, last two are mined,
Thematically I concur with you. It is hard to see how a stone works will use salt or jade as it is primarily an adjunct to construction.
 
I'm not familiar enough with the mod to contribute much, but I wanted to add one humble suggestion:

Please make sure that there is enough reason to build coastal cities! Harbors had an enormous impact on human development from ancient times up to the present. Naval trade has always been the easiest way to exchange goods, the importance just can't be overestimated.

Making the player shy away from coastlines (like it has been the case with several iterations of Civ) just breaks historical immersion. Especially when there's choice between settling on coast or one tile inland, the choice should always be coast.

I usually don't shy away from coastlines, massive coastal cities are great sources of growth later on and make excellent guild-cities.
 
Stoneworks buffs stone, marble, salt & jade. First two are quarried, last two are mined,
Thematically I concur with you. It is hard to see how a stone works will use salt or jade as it is primarily an adjunct to construction.

Salt and jade are 'mined' in large blocks, like other stones.

G
 
Salt and jade are 'mined' in large blocks, like other stones.

G

Haha, yeah I'm not going to get into a semantic discussion about the "processes used" to extract the resources, just mentioned that it is a bit of a stretch to provide a production boost, ie. construction assistance, from salt and jade.
It isn't really a big point, just an oddity.
  • Stone and marble == construction
  • Salt and jade == luxury
 
Stone and marble == construction
Salt and jade == luxury

Damn all those people paying fortunes for marble must be feeling pretty stupid right now :D.

Salt providing production makes perfect sense by the way, you kinda need it to stay healthy and work hard and that in this game is represented by food and production.

Jade is more of a stretch however.
 
Back
Top Bottom