Resources Design

Duke van Frost

Lunatic Killer Robot
Joined
Jan 24, 2006
Messages
770
Location
Darmstadt, Germany
The Resources List (in alphabetical order):


Banana:

+1 Food
Tech: Calendar
Plantation: +2 Food, +1 Health


Barley:

+1 Food
Tech: Brewing
Brewery: +1 Food, +1 Commerce, +1 Health
Allows Bugmans Brewery


BloodBowl Tickets:

+1 Happiness
Wonder: Bloodweiser Stadium (provides 3)


Clam:

+1 Food
Fishing Boats: +2 Food, +1 Health


Coal:

+1 Production
Techs: Steampower, Mining
Mine: +3 Production
Allows certain Units


Copper:

+1 Production
Techs: Bronze Working, Mining
Mine: +3 Production
Allows certain Units


Corn:

+1 Food
Tech: Agriculture
Farm: +2 Food, +1 Health


Cow:

+1 Food
Tech: Animal husbandry
Pasture: +1 Food, +2 Production, +1 Health


Crab:

+1 Food
Fishing Boats: +2 Food, +1 Health


Deer:

+1 Food
Tech: Hunting
Camp: +2 Food, +1 Health


Dye:

+1 Commerce
Tech: Calendar
Plantation: +4 Commerce, +1 Happiness


Fish:

+1 Food
Fishing Boats: +3 Food, +1 Health


Fur:

+1 Commerce
Tech: Hunting
Camp: +3 Commerce, +1 Happiness


Gems:

+1 Commerce
Tech: Mining
Mine: +5 Commerce, +1 Happiness


Gold:

+1 Commerce
Tech: Mining
Mine: +6 Commerce, +1 Happiness


Grapes:

+1 Commerce
Tech: Brewing
Winery: +1 Food, +2 Commerce, +1 Happiness


Gromril:

+1 Production
Techs: Magic Forging, Mining
Mine: +4 Production, +4 Commerce, +1 Happiness


Horse:

+1 Production
Tech: Animal Husbandry
Pasture: +2 Production, +1 Commerce
Allows certain Units


Incense:

+1 Commerce
Tech: Calendar
Plantation: +5 Commerce +1 Happiness


Iron:

+1 Production
Techs: Ironworking, Mining
Mine: +3 Production
Allows certain Units


Ithilmar:

+1 Production
Techs: Magic Forging, Mining
Mine: +3 Production, +5 Commerce, +1 Happiness


Ivory:

+1 Production
Tech: Hunting
Camp: +1 Production, +1 Commerce, +1 Happiness
Allows certain Units


Marble:

+1 Production
Tech: Masonry
Quarry: +1 Production, +2 Commerce


Monsters:

+1 Commerce
Tech: Monster taming
Camp: +1 Food, +1 Production, +1 Commerce
Allows certain Units


Pig:

+1 Food
Tech: Animal Husbandry
Pasture: +3 Food, +1 Health


Premium Beer:

+1 Happiness
Wonder: Bugmans Brewery (gives 5)


Rice:

+1 Food
Tech: Agriculture
Farm: +1 Food, +1 Health


Sheep:

+1 Food
Tech: Animal Husbandry
Pasture: +2 Food, +1 Commerce, +1 Health


Silk:

+1 Commerce
Tech: Calendar
Plantation: +3 Commerce, +1 Happiness


Silver:

+1 Commerce
Tech: Mining
Mine: +4 Commerce, +1 Happiness


Spices:

+1 Commerce
Tech: Calendar
Plantation: +1 Food, +2 Commerce, +1 Happiness


Stone:

+1 Production
Tech: Masonry
Quarry: +2 Production


Sugar:

+1 Food
Tech: Calendar
Plantation: +1 Food, +1 Commerce, +1 Happiness


Warpstone:

+1 Production, +1 Commerce
Techs: Elemental Magic, Mining
Mine: +7 Commerce


Whale:

+1 Food
Whaling Boat: +1 Production, +2 Commerce, +1 Happiness


Wheat:

+1 Food
Tech: Agriculture
Farm: +2 Food, +1 Health
 
I think we should diverse the monsterressource after the next patch like they did it in civ3. This way mapmakers can put Griffonseggs, Trolllairs, Dragoneggs etc where they think it fits. Each of these ressources should be guarded by an immobile mommy:D (So we should xml some immobile monsterunitversions for the mapmakers to use)
 
Ploeperpengel said:
I think we should diverse the monsterressource after the next patch like they did it in civ3. This way mapmakers can put Griffonseggs, Trolllairs, Dragoneggs etc where they think it fits. Each of these ressources should be guarded by an immobile mommy:D (So we should xml some immobile monsterunitversions for the mapmakers to use)

Good Idea, but first you could use the nifviewer again and put together a Monster resource with a griffon and a pegasus??

EDIT I´ll put up the resources list tomorrow, or the day after - already worked 2 hours on the lists for buildings/wonders.
 
So the plan is to have monsters as resources ala D&D Mystara from CivIII? So if you have a road connected to an Orge resource you can build ogre units, for example? Personally I love that system.
 
woodelf said:
So the plan is to have monsters as resources ala D&D Mystara from CivIII? So if you have a road connected to an Orge resource you can build ogre units, for example? Personally I love that system.

was the same thing in the WH mod for civ3 i think, and that´s a great system.

But I wouldn´t do it for Giants, Ogres and Halflings (Humanoids i.e.), I would rather make those units available to the races that do not naturally have them via the Dogs of War (Mercmod).
 
That sounds perfect Duke. I could never convince Kael to do that with FfH so it's WHFB's gain. :D
 
woodelf said:
That sounds perfect Duke. I could never convince Kael to do that with FfH so it's WHFB's gain. :D

Your own sidekick`s not listening to you? Better get that Robin costume from him right now!

But I think it´s good, that he didn´t pick up that idea - will diverse the two mods a even little more.
 
I'm not sure if Kael opted for this idea or not, but I was hoping for mushrooms as a resource that only certain traited civs could see. In a CivIII mod I played it helped civs that couldn't farm or used mountains.
 
Dwarves, Dark elves, gobbos and skaven, should have "mushrooms" in mountain and marsh squares (if marshes get included)

Wood elves should get a special recource "Forest Spirits" which enables the building of Dryads, treemen, treekin and Spites( yes without the 'r')
 
maybe in the greenmod, don´t know but I´ll search around for it, don´t bother yourself - I´m also searching for Quality Timber, that is also somewhere on the forum.
 
Instead of a griffon as monster I tried to design a Trolllair(I would prefer some simple eggs for griffons and Dragons with just different skins later and didn't want to produce stuff not used in future releases). However I got a transparency problem with the trolls ears and don't know how to fix that. Do you think we can live with that or better I take the ears off?

screen:


Would you like to skin the mine afterwards, Duke?

Btw: I played around with the animations but they won't repeat so what we get is a troll fixed in different positions for resource default, normal, worked and not worked. you can play with that by simply switching names of the kf-files I'll send after you tell me about the ear-thing. It will play the animation for a short time in the worldbuilder but freezes afterwards. At least it will indicate if the resource is worked on or not.
 
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