SpincruS' Resource Graphics - Pack1

spincrus

sol invictus
Joined
Dec 6, 2001
Messages
1,084
Location
Europe
I wanted to be actually "useful" (until I get Poser and start making units), and decided to add a few new resources to the game.

This small resource pack actually consists of one of my older (actually first) works, two brand new, hand-drawn graphics and three conversions from another game.

First, let me post the pictures. The comments for each are at the bottom.

Here are the resources:
spincrus-resources-1.gif


Here are the shadows:
spincrus-resources-shadows-1.gif


1A: Tobacco
Type: Hand made, old.
Preferable Use: Luxury.
Preferable Terrain: Hills.
Definition: Probably one of my first resources ever. Many people wanted a leaf version, but I could never have time to do one. You can read the older thread, dating 2002, from here (oh, you can actually witness history here, the good old days when everybody thought there was a "limit" to the amount of resources you can add).

1B: Gas:
Type: Hand made, new.
Preferable Use: Strategic || Luxury
Preferable Terrain: Mountains, Hills.
Definition: I tried to make it as flames coming out of a crack/hole on the ground, which is supposed to be the way it is in reality. Gas is not always found as a side-product of petroleum, and often exists as a seperate source of fuel, relevant to petrolium in many ways. Azerbaijan, Mexico and Russia being some, there are many major suppliers of gas in the modern day. The kind of the gas differs.

1C: Medicinal Herb:
Type: Hand made, new.
Preferable Use: Luxury.
Preferable Terrain: Forests && Jungles &| Mountains.
Definition: Having become a notable field of study today for botanics and medicine, alternate medicine is seen as the last and major hope for certain diseases, which are uncurable with today's technology levels. However, it's existence has been known by many tribal and modern societies throughout the dawn of civilization.

2A: Chinaware (Orientware):
Type: Europa Universalis II Conversion.
Preferable Use: Luxury.
Preferable Terrain: Grassland && Hills.
Definition: Especially becoming valuable during the British-colonial eras of China, Asian luxury items have always been "interesting" to other cultures, even including the Middle Eastern ones, since China still left "undiscovered" for many of the western societies. The initial introduction of chinaware were through the Silk Road, being quite abundant in the Arabian and Persian peninsulas.

2B: Slaves/Labor:
Type: Europa Universalis II Conversion.
Preferable Use: Luxury || Strategic
Preferable Terrain: Grassland && Plains &| Hills
Definition: Slaves, which can later be called "labor" (due to the fact, that there is a lot of cheap laborforce that exists in the third world - not trying to be politically incorrect here), was the backbone of many older societies. The ancient Greek captured the slaves through combat (introduced by Conquests), whereas the British colonies in the Americas shipped Africans in inhuman conditions to the new continents, since they thought slavery was rather "natural" for such tribal societies. This can be a very useful strategic resource, though, to build another kind of worker unit, which doesn't need a population point, but can't join cities and are uncapable of doing certain stuff.

2C: Sugar:
Type: Europa Universalis II Conversion.
Preferable Use: Luxury.
Preferable Terrain: Grassland.
Description: Being pretty scarce in Europe before the discovery of the new world, sugar became a very important resource, since it was hard to process it and distances were huge. Therefore, free labor force was employed usually, whereas Africans were put on sugar fields, along with cotton fields, to generally supply Europe.

If you have questions regarding how to add the resource graphics (which I doubt), please read these threads;
- http://forums.civfanatics.com/showthread.php?s=&threadid=17371
- http://forums.civfanatics.com/showthread.php?s=&threadid=9337

Download the resource pack (resources & shadows) from here.

Whenever I have time, I'll try to take in-game previews.

And keep in mind: The more the resources, the more the fun!
 
Oh, thank you. Wherever that extra "-s" came from into "resources" on the link there.
 
I know I know... :)

It's a Europa Universalis II conversion, so flame them :crazyeye:

I tried to make it a requirement for a slave unit first, which cannot join cities or build colonies or whatever, but doesn't cost any citizens' lives. It worked pretty fine, until I figured out, that you can't give worker units the terraform AI check, until you give them the ability to join cities, build colonies, etc. So, you couldn't really automate them, and therefore I removed those units from the game.

Instead, I have this resource as a "slaves/labor" kind of thing. Since there is no way to make resources obsolete or anything, it becomes "cheap labor force" in the industrial and modern times.

I also made it a requirement for mercenary units, that only the Mediterranian civs (Rome & Greece) could build.
 
Originally posted by W.i.n.t.e.r
if the "build colony" does the trick why not let the poor "lesser" civs build some ...? they still wont flourish if then have no means of building further cities...

Well because the "slave" unit would be available to every civ, as long as you have the control for the "slave" resource, whereas the poor "lesser" civs will be able to build their workers. Besides, there would be no balance, if a unit which doesn't cost you any citizen points can simply build a colony on a resource, or a watchtower, or radar, etc... The civ which has the slave resource would be MUCH stronger than any other.

Also, historically, I don't recall slaves to be the initial colonizers in any era :) (Although they were brought from other continents later on).
 
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