TC01
Deity
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.
-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.