Resources Overview

Minor update for 1.2.2, got the two new economic city-state resource slot bonuses. Also redesigned the strategics section a little, incl swapping light and heavy naval to bring it in line with my units table that asserts light naval is the new category.
 
Teeny update for 1.2.3, Grand Bazaar gives +2 resource slots. Otherwise nothing changed afaik.
 
Thank you for this work, I use the left Age Resources breakdown regularly (to know which Resource adjacency may disappear with Age transition).

Gold appears twice (instead of Silver) for Exploration Age +Gold Yield Effect Summary:
1759741099308.png

Also it's only a minor detail (I would not even mention it if I was not posting for something else), but the Songhai Ability for Exploration Unique Resources Slots is the only one with the CIV / Name format while all others are in the NAME / Civ format.
 
Thank you for this work, I use the left Age Resources breakdown regularly (to know which Resource adjacency may disappear with Age transition).

Gold appears twice (instead of Silver) for Exploration Age +Gold Yield Effect Summary:
View attachment 744382
Also it's only a minor detail (I would not even mention it if I was not posting for something else), but the Songhai Ability for Exploration Unique Resources Slots is the only one with the CIV / Name format while all others are in the NAME / Civ format.
Oops, thanks for noticing that! Also yeah, makes sense to change the Songhai one. I won't update the whole thing just yet, but made both those fixes now so will be corrected when I next update the overview.
 
New version made with new resources, all icons replaced to their new styles (took forever to replace each one omg), a couple improvements to the layout and added a Dark Age as another way to gain resource slots. Also included an unused Glass resource I found via the debug console bc I had a little space to fill. Edit: Also realised I didn't get the Songhai ability/name switch in, next time it'll be changed I promise lol
 
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New version made with new resources, all icons replaced to their new styles (took forever to replace each one omg), a couple improvements to the layout and added a Dark Age as another way to gain resource slots. Also included an unused Glass resource I found via the debug console bc I had a little space to fill. Edit: Also realised I didn't get the Songhai ability/name switch in, next time it'll be changed I promise lol
Amazing work, really useful. , when this one gets next updated, I think Wild Game might have the wrong Terrain. The wiki has it as
Wet Tundra+Grass
Veg Trop
and then Flat/Rough for all 3
 
Amazing work, really useful. , when this one gets next updated, I think Wild Game might have the wrong Terrain. The wiki has it as
Wet Tundra+Grass
Veg Trop
and then Flat/Rough for all 3
That's what is in the game files too.
Tropical Flat / Hill / Rainforest (wet would be the Mangrove)
Tundra Flat / Hills / Bog
Grassland Flat / Hill / March
 
That's what is in the game files too.
Tropical Flat / Hill / Rainforest (wet would be the Mangrove)
Tundra Flat / Hills / Bog
Grassland Flat / Hill / March
Do the files show any limitations on the water resources? ie can Whales spawn in Lakes, Fish in Reefs, Pearls in Open Ocean?
 
Do the files show any limitations on the water resources?
There are a lot of definitions and associations, this is not always easy to follow up.
It's mainly in the resources (and resources-v2 for the ones added in later updates) XML files, in the data folder for the base-standard module.
Lines like this one define the authorized biome, terrain and feature for each resource:
Code:
<Row ResourceType="RESOURCE_DATES" BiomeType="BIOME_DESERT" TerrainType="TERRAIN_FLAT" FeatureType="FEATURE_OASIS"/>
But there are also lines like these ones that can add some other restrictions using a large range of attributes:
Code:
<Row ResourceType="RESOURCE_COCOA" Name="LOC_RESOURCE_COCOA_NAME" Tooltip="LOC_EXP_RESOURCE_COCOA_TOOLTIP" ResourceClassType="RESOURCECLASS_EMPIRE" Weight="5" HemisphereUnique="true" MinimumPerHemisphere="8"/>
<Row ResourceType="RESOURCE_COWRIE" Name="LOC_RESOURCE_COWRIE_NAME" Tooltip="LOC_ANT_RESOURCE_COWRIE_TOOLTIP" ResourceClassType="RESOURCECLASS_BONUS" Weight="10" AdjacentToLand="true" LakeEligible="false"/>


ie can Whales spawn in Lakes,
The Whales have a "Lake eligible" attribute, and it's false for Whales. So, no. Ah, and apparently they must be adjacent to land.
Fish in Reefs,
Fish only says Marine (Biome) + Coast (Terrain), no feature listed. If as I guess a feature is only allowed if specifically mentionned for a resource, then the answer would be no.
Pearls in Open Ocean?
That one is easy, no, it's specifically Marine + Coast, while Ocean would be another terrain type.
 
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