Resources and Goods & Materials

TC01

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As mentioned, v0.4 is going to add and replace resources and goods currently in the game. So far, this has been limited to:

-Adding Gold (much like it was in Plantation Economy)
-Making Cattle produce Food at a Butcher's Shop

Any ideas for more? (What follows are some of mine, and also some of Aymerick's that I happened to like. Please respond to them or add your own)

Refining Goods

I definitely want to replace Tobacco to Cigars and Furs to Coats. I am considering making Wheat (or possibly Barley) a Grassland yield which can be converted to Beer in a Brewery. But then I have the problem of what to replace Sugar to Rum/Beer with.

I want to have at least the same number of "refining processes" as vanilla Colonization, as well as make all terrains produce something.

So that means we need something that can be produced on Marsh, and something that can be produced on Tundra.

One possibility would be to cut Marsh and replace it with Savannah or Prarie. I probably would add those terrains anyway (although what they would be good for I haven't the faintest idea), but if we can't come up with something for Marsh, maybe it would make sense to replace it. Or make it just produce Food, and add a terrain that produces a refinable yield.

Some Food Ideas

I'm considering adding Buffalo either as a good or just a resource. If I did, I'd want to make Butchers able to convert it to Food as well. This would require Aymerick's Multiple Yields Consumed modcomp.

An alternate possibility would be to add "Meat" as a new good/material and make Butchers produce Meat instead of Food. Then, every few turns, Meat is dumped into the Food stockpiles of a colony.

Another alternate possibility is something Aymerick suggested a while ago- letting you trade food resources. So, you would be able to sell, say, Berries, or convert them into food instead.

Which system do people prefer? I personally like the Butchers for Cattle, but I also kind of like the ability to trade Berries.

Bells and Crosses

Liberty Bells I think definitely need replacing. With what, though? General culture? Power, like in Mare Nostrum? Others?

Not sure about Crosses. I tend to think they, too, need replacing, but I'm not sure with what.

Coal?

One potential thought I had was making Coal a yield and letting it be converted to Power. But what Power would do I don't know. Maybe provide a production boost like Wood does?

Another possibility would be to tie it to the creation of Locomotives, making them cost Coal.

As a semi-unrelated comment, I have decided to make Mines able to "find" Iron, Silver, and Gold (with increasing rarity). If Coal was added, they'd be able to find Coal as well.
 
I'm considering adding Buffalo either as a good or just a resource. If I did, I'd want to make Butchers able to convert it to Food as well. This would require Aymerick's Multiple Yields Consumed modcomp.

Hey TC01,

I'm afraid this won't work. My Modcomp is only for City Building production and not for food consumption. It wont work either for producing multiple yields.

When I started working on my Multiple Yields Consumed Modcomp, my first idea was to add both an ANDyieldsConsumed tag as well as an ORyieldsConsumed tag, but I decided to focus on the ANDyieldsConsumed tag first. I haven't setup a value for each so you may only produce 1 yield using 1 yield(a) AND 1 yield(b) AND etc... It might be possible, with some tweaking of course, to double the tag of one yield so it's consumed 2 times.

As for food consumption, I have said in the past that my goal is to remove the YIELD_FOOD completely and add new yields like YIELD_GRAIN produce by a farmer, YIELD_FISH produced by a fisherman and a YIELD_MEAT produced by a cattle rancher or something... Those 3 could be tradable in Europe and could be consumed as food in colony. Each would be somewhat like OR consumed so that depending on warehouse storage the colonist would eat one thats available...

I'll be looking into that.

Aymerick
 
I think you misunderstood what I meant- I meant make one building where Cattle and Buffalo yields could both be converted into the Food yield. Or the Meat yield, as it were. But if it's only set up with AndYieldConsumeds then that doesn't seem like it would work, because then you'd need Buffalo and Cattle yields to produce any meat.

Could you make multiple professions able to work one building and produce a different yield? Then I could have a Cattle Butcher and Buffalo Butcher that take in a different yield and output the same one.


The idea would be that you can "harvest" Cattle from a plot and store it in your city. Then you have an option as to what to do with it- either convert it into Food/Meat or convert it into Leather. As opposed to letting your Herders choose whether to get Meat or Cattle from the plot itself. I like this idea. But it might be better (and probably simpler) to just let Herders choose whether to harvest Cattle or Meat.
 
I think you misunderstood what I meant- I meant make one building where Cattle and Buffalo yields could both be converted into the Food yield. Or the Meat yield, as it were. But if it's only set up with AndYieldConsumeds then that doesn't seem like it would work, because then you'd need Buffalo and Cattle yields to produce any meat.

Could you make multiple professions able to work one building and produce a different yield? Then I could have a Cattle Butcher and Buffalo Butcher that take in a different yield and output the same one.


The idea would be that you can "harvest" Cattle from a plot and store it in your city. Then you have an option as to what to do with it- either convert it into Food/Meat or convert it into Leather. As opposed to letting your Herders choose whether to get Meat or Cattle from the plot itself. I like this idea. But it might be better (and probably simpler) to just let Herders choose whether to harvest Cattle or Meat.

This is very easy to realize. You can construct Butchery as Improvement directly on Buffalo or Cattle tile and send, for instance, your "Butcher" to work in the Butchery. This unit will produce meat (YIELD_FOOD).

I realized this idea in "1492: Global Colonization. Resource Pack" for Horses. "Horse" is a bonus resource. I can construct "Pasture" as improvement and then I can send "Cowboy" on this tile. Cowboy will produce "YIELD_HORSES". You could also "harvest" YIELD_FOOD from the same tile (some nations eat horses).

Practically similar trips were used for Alcohol (YIELD_RUM): Beer produced in Brewery from Wheat; Wine in Winery on Vineyard. Moreover, all these Alcohols could be produced outside the city walls, that is on resources. Here I can also "harvest" YIELD_FOOD from the same tile with Wheat or Grape. Plus additionally you can very easy add Barley as a bonus resource and produce Alcohol (YIELD_RUM).

I don't like idea:

add new yields like YIELD_GRAIN produce by a farmer, YIELD_FISH produced by a fisherman and a YIELD_MEAT produced by a cattle rancher

because each YIELD_ must be shown as a new good or material.
 
I would really rather make Cattle to Food a conversion that happens inside the city, since Cattle is already being brought to the city for conversion to Leather. I'd rather switch from converting Cattle to Leather to converting Cattle to Food than to switch from herding Cattle to "farming".

But maybe Buffalo will be made a regular Food resource instead.
 
I would really rather make Cattle to Food a conversion that happens inside the city, since Cattle is already being brought to the city for conversion to Leather. I'd rather switch from converting Cattle to Leather to converting Cattle to Food than to switch from herding Cattle to "farming".

But maybe Buffalo will be made a regular Food resource instead.

And how about this way.

You construct "Cattle Farm" as Improvement. Cattle farm produce OR meat (YIELD_FOOD), or skin (YIELD_FUR) depending who is working on your cattle farm.

Inside the city you construct new building where skin (YIELD_FUR) could be used as raw material for Leather production (new YIELD_LEATHER).

I don't know about you, however, I plan to make similar production cycle:
Cattle/Buffalo/Walrus/maybe Horses => YIELD_FUR => YIELD_LEATHER => YIELD_BOOTS (or shoes).

Plus leather will be necessary for equipment for instance scouts, to construct diligance or wagon trains, etc.
 
Here's a list of yields I've come up with so far:

Silver
Gold
Coal
Barley -> Beer
Skin -> Leather
Fur -> Coats
Sheep -> Wool

Any other ideas as to other things I could add? I still would want to do something on Marsh terrain, but I could replace Sugar with Gold, Rum with Coal, and make Marsh just produce food. And I've been considering adding additional terrain types as well.

And I hope to either extend the WildWest mapscript to the Pacific Coast or create a second mapscript (called "PacificCoast" that does this), so there might be some good ideas for resources from that region. Someone suggested Oranges as a cash crop (like Coffee and Indigo from Plantation Economy).
 
I'd like to get ideas on adding in the Gold yield and the idea of "Prospectors" profession. There are several mods out there that add gold as a resource but I'd like to do something different.

I started a thread a while back on this a there was a few ideas posted there.

Sense acquiring other yields is pretty simple we should probably keep the changes simple as well.

Maybe have 3 types of Gold Yields small, medium, and large. Make them only appear after being Prospected and then make them exhaustible. Other ideas or questions:

-can prospect outside of your borders so you can get an idea where to build new Forts or Towns
-once a tile has been prospected a symbol appears to remind you that that tile has been check if no gold is there.

I'll add more later...
 
I'd like to get ideas on adding in the Gold yield and the idea of "Prospectors" profession. There are several mods out there that add gold as a resource but I'd like to do something different.

I started a thread a while back on this a there was a few ideas posted there.

Sense acquiring other yields is pretty simple we should probably keep the changes simple as well.

Maybe have 3 types of Gold Yields small, medium, and large. Make them only appear after being Prospected and then make them exhaustible. Other ideas or questions:

-can prospect outside of your borders so you can get an idea where to build new Forts or Towns
-once a tile has been prospected a symbol appears to remind you that that tile has been check if no gold is there.

I'll add more later...
I agree that Gold Yield must be added in the game. This is absolutely historically correct.

Let me give some comments.

In a new version of "1492: Global Colonization" I collect all mineral resources only in the deposits. Iron ore, silver, gold, coal, etc. could be found only in the corresponding mineral deposits. I removed from the game such geological nonsense when Iron was available on each Hill/Peaks or Silver on many Peaks. In this configuration the game looks much more interesting and the players must fight to get access to mineral resources.

To my opinion Gold deposits could be divided on two general types:

- gravel deposits that could be:
--- discovered by Scout and by Prospector (probably through EVENTS system)
--- only on the Riverside,
--- could be small size,
--- could be exhausted

- gold ore deposits that could be:
--- discovered only by Prospector (probably through EVENTS system)
--- on Hills/Peaks,
--- could be medium and large in size,
--- could be exhausted.

To be also very interesting to open possibility for the Prospector to extract Gold outside the borders. Other words, to make something similar to "WhalingBoat" but for the Prospector and his UNIT_CART. In such case the Prospector could extract Gold from the small size gravel Gold deposits where no reason to build a City or a Fort.

More complicate question is a correct balance between "exhausted" and "new-discovered" deposits. All the time on the map must be a reasonable number of each mineral resources.
 
is there a way to have a resource like buffalo give you both the hides and food at the same time with only one person working it?
 
is there a way to have a resource like buffalo give you both the hides and food at the same time with only one person working it?

Hey Talquin,

Yes, I've made that possible with my "Multiple Yield Consumed and/or Produced" Modcomp!

Here is the link to the thread : [MODCOMP] Multiple Yields Consumed

And here is the download link : MultipleYieldsConsumed_v0.06.zip

In that version, I've made the Fur Trapper profession producing Fur, Food and Lumber, but you may specify any other you want.

Aymerick
 
As to the crosses question I would suggest that it doesn't really need to change or perhaps only a minor 'cosmetic' change. Historically speaking the thing that changed a settlement from a lawless gunslinging spaghetti western style town to a peaceful prosperous town were wives and families, before that it was more the brothel/bar type women which didn't help in pacifying men. So maybe instead of crosses the church could generate 'peace' which attracts people as it makes a more attractive prospect for men with families to settle and make a new start. Alternatively you could change it to women generating peace with a specialist as 'wife' something like that, although that would make it quite odd for criminals and free colonists to be women but anyway....hehe just a thought.

Or perhaps liberty bells could be replaced with 'peace' idea as this increases prosperity and moves towns from being small time farm/resource towns reliant on the home territories, to self sufficient self governing towns.

Crosses could then be something like rumour/infomation/propaganda/advertising (can't think of the right word) in essence the stories of the new prosperity to be found in the west drawing people from across the world in search of the american dream/gold/land rush perhaps generated by something like a newspaper or post office sending news and information 'back home' to entice new settlers, you could also have events like 'There's gold in them there hills' which would act like the old 'Fountain of Youth' as new settlers flock out west in the gold rush.


Also love the Mod, trains are great and native trade is brilliant with the shorter travel time to the 'Old world' make loads of money from it now. Also like the whole coal idea making production, haven't got that far yet but I like the idea.
 
"Prosperity", I think thats the word that could be used in place of Crosses. A prosperous town is going to attract more immigrants. I been thinking of something along those lines for my Medieval Mod. Back then one of the biggest influences of "Prosperity" was city walls and the like. So in that mod Walls generate "Crosses" and I been trying to think of some word to replace it with and I think you hit the nail on the head when you mentioned "Prosperity".

Liberty Bells still seem to fit though as you are actually attempting to gain liberty from a ruling government.
 
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