st.lucifer
King
Well those discoveries weren't deterministic but rather dependent on advancing technology and economics - is it possible to tie Resources.py to technological discoveries (by any player to simply things)?
For Example
Some gold resources are available at the start
Shallow mine metals like the Silver in Saxony turns up with Vaulted Arches
Deep mines like the Sala silver mine turn up with Replacable Parts (see De Re Metallica)
Mines that used explosives like the Slovakian ones turn up with Gunpowder.
Potatos arrive with Trading Companies
Wheat resources on the eastern Steppes start with Scientific Method (these areas weren't very productive till the advent of dryland farming techniques)
Dyes appear in Northern Europe with Alchemy
If it is possible we can make a more comprehensive list...
I've also got to say North Africa is possibly to fertile now - sure it was the Breadbasket of the Roman Empire, but its fertility crashed immensely after the end of the medieval warm period and unless we're doing dynamic terrain we should probably try to strike a balance between the two states...
Its also IMO not correct in the distribution of fertility:
1) In Western Morocco its the inland rain catching highlands that are liveable, not the barren coasts.
2) There is a significant drop in fertility between Morocco and Algeria-Tunisa, this difficult area is one of the main reasons Morocco and Algeria exist as seperate entities.
3) Libya is serious desert, especially and tripolitania (if you want to make it a good city give it seafood and sheep on the desert), the middle and west is more fertile, but shouldn't be more than one tile thick plains anywhere.
4) The Cyrenica fertile seciton wraps further round the bulge catching the moisture off the Khalij Surt
5) The almost liveable area actually extends further south than you've got shown on your map.
Heres the current map with the above overlaid:
Blue: The high pine forest, composed of forested plains hills (timber resources)
Green: Fertile areas consisting of forest/grass/hills, forest/plains, and some grassland (wheat and seafood)
Yellow: Inner plains: forest/hills/deserts, plains (the sheep resources should mainly go here)
The rest should be desert of some type:
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Thanks a lot for the map. I readily admit I don't know North Africa as well as some of the other parts covered, and this makes some fixes obvious. I'll try to get an updated map out next week.
As far as the dynamic resources go:
It's a good idea, but I worry about the effects on city placement. In particular, I worry about the grains in the steppes and some of the silver only being available with late techs - given the increased (and to be further increased) amount of dense forest, we're going to have some areas of Europe that are simply not productive or competitive with the Mediterranean areas. Also, without the grain resources, Kiev doesn't have much going for it, although we could have them put more of a priority on the Crimea and Caucasus and shift more resources to each of those places.
I'm not sure whether or not it would be possible to code this, but I'd be interested in seeing techs like vaulted arches and explosives make it more likely that a metal/gem/coal be discovered in an existing mine. The chance per turn is pretty low, so we wouldn't really have to raise the chance that the event will trigger much for it to make a difference.