The Agriculture Mod

OrionVeteran

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The Agriculture Mod for BTS 3.19

Ever have a city in need of more food? Now your workers can plant Corn, Rice or Wheat on plots with grassland or plains. Plot must have a source of water to plant. For your convenience, the mod comes with both Standard and WoC versions. The WoC version is completely modular. Recommend this Agriculture mod be used with the Water Well mod to gain the maximum food benefit for your crops. Enjoy! :)

Agriculture Mod Download: http://forums.civfanatics.com/downloads.php?do=file&id=14663

Orion Veteran :cool:
 

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Wow, that's one weird map.

Not to belittle the effort you put into making this mod, but doesn't it take away the whole point of resources? The whole point of them is to make you want to plan ahead and settle a city, choosing its speciality and whatnot. It's true that we do not know what they are farming, but CIV isn't supposed to be realistic.
 
Wow, that's one weird map.

Not to belittle the effort you put into making this mod, but doesn't it take away the whole point of resources? The whole point of them is to make you want to plan ahead and settle a city, choosing its speciality and whatnot. It's true that we do not know what they are farming, but CIV isn't supposed to be realistic.

1. Kind of hard to plan ahead for food resources if there are none where you want to have a city. :rolleyes:

2. Planting crops is realistic, that's the point of the mod and why it was developed.

3. Like everything else in CIV4, you must make a strategic decision to plant or not. In Marathon mode, it will take 30 turns to plant a corn field. That's 30 turns that a worker could be doing something else. Additionally, there could be a different resource on the plot that would have become available later, but is now permanantly replaced with corn. Does the need for food warrent planting crops? The decision is yours to make. With the Agriculture mod, you now have a choice. Choice is good.

BTW, the map example is a smartmap used in RevDCM.

Orion Veteran :cool:
 
1) You kinda have to work with what you got. At least at Civil Service you can chain-irrigate and at Biology you can farm wherever you wanna.

2) Okay :)

3) And... let's say I have 10 workers? How long would it take then? 2-3 turns?

I could surround a city in Corn and watch it go to size 30, while running Caste System... Add Pacifism
and Representation to that and you got a helluva monster city, popping great people like crazy.
 
1) You kinda have to work with what you got. At least at Civil Service you can chain-irrigate and at Biology you can farm wherever you wanna.

2) Okay :)

3) And... let's say I have 10 workers? How long would it take then? 2-3 turns?

I could surround a city in Corn and watch it go to size 30, while running Caste System... Add Pacifism
and Representation to that and you got a helluva monster city, popping great people like crazy.

What's good for the goose is good for the gander. The AI loves to plant corn. Yes, you can combine workers to finish sooner, but again they are all tied up planting the crop. Use as you see fit.

Orion Veteran :cool:
 
Nice Mod OrionVeteran...this is something we really needed...planting crops should be an option...as I noticed on some maps cases where valuable strategic resources were located in areas where food is scarce....this combined with your water well should help players settle these areas.
 
Nice Mod OrionVeteran...this is something we really needed...planting crops should be an option...as I noticed on some maps cases where valuable strategic resources were located in areas where food is scarce....this combined with your water well should help players settle these areas.

Yup! Suddenly remote cities have enough food to grow and become productive, which is more of a challenge for everyone.

Orion Veteran :cool:
 
My suggestion before this become a mod worthy of Afforess' inclusion (:joke: but still :D...) because I really the germination of this idea, pun intended :lol:.

Anyway, here goes nothing or everything:
#1 Have food resources that are plantable be no longer put in the map.
#2 Have these food resources be tied to the workers like you have them now.
#3 Figure out a fairly medium-high event to grant your civ the know-how before the worker can plant that specific food resource, and then apply that for all possible food resources.
#4 Limit how many plots your workers can plant food resources and let there be more of "farms" than specialized resource foods because I believe that generic farm represent mixed food/plant farming.
#5 This is perfect use of Resource Depletion by Afforess because specialized farming of a resource food in real life really do damage the land and thus deplete the resource for that plot.
#6 With appropriate techs, you have better and better chances at keeping these resource food plots longer than ever before.
#7 Slow down a city growth significantly than normal BtS because with this mod, the game will be terribly unbalanced.
#8 Last, but not the least, have fun and just take my suggestions as they are, suggestions. If you disagree with any o them, feel free to ignore them :).

:goodjob:
 
My suggestion before this become a mod worthy of Afforess' inclusion (:joke: but still :D...) because I really the germination of this idea, pun intended :lol:.

Anyway, here goes nothing or everything:
Spoiler :

#1 Have food resources that are plantable be no longer put in the map.
#2 Have these food resources be tied to the workers like you have them now.
#3 Figure out a fairly medium-high event to grant your civ the know-how before the worker can plant that specific food resource, and then apply that for all possible food resources.
#4 Limit how many plots your workers can plant food resources and let there be more of "farms" than specialized resource foods because I believe that generic farm represent mixed food/plant farming.
#5 This is perfect use of Resource Depletion by Afforess because specialized farming of a resource food in real life really do damage the land and thus deplete the resource for that plot.
#6 With appropriate techs, you have better and better chances at keeping these resource food plots longer than ever before.
#7 Slow down a city growth significantly than normal BtS because with this mod, the game will be terribly unbalanced.
#8 Last, but not the least, have fun and just take my suggestions as they are, suggestions. If you disagree with any o them, feel free to ignore them :).

:goodjob:


Hmm... I will plant these ideas (pun intended) :lol: with my fellow gamers and see what they think.

OK people, lets have your comments on these ideas for the Agriculture mod. Possitive or negative, lets hear what you think.

Orion Veteran :cool:
 
Here are my thoughts about the agriculture mod:

1. The agriculture mod is an extremely powerful mod. Teamed up with the Water Well mod, I can build up my empire, with cities virtually anywhere I want. Where before this mod, I could not. Now I can make the desert bloom!

2. It takes a long time to build (plant) the resource, corn, rice or wheat. 30 Tuns in Marathon.

3. Unwise use of this mod, will result in a city growing too fast and it will become paralyzed by unrest. Crops can be planted to meet the growing needs of a city, especially a city with a scarcity of food plots.

4. Like any mod, if you feel that the Agriculture causes things to grow too fast, you can increase the number of turns required to plant the crop. The iProduction value in the Civ4BuildInfos.xml file is set to 30 for each crop by default. That's 30 turns. Like any resource, the number of turns can be reduced by concentrating multiple workers on the plot.

5. Crop rotation on a generic farm are concepts that are new to Civ. That sounds like the beginning of a new mod to me. I'm interested in seeing how a crop rotation can be coded, as it might be worth considering in the future.

6. Ancient people used irrigation to spread water over large distances to allow crops to grow where no water existed before. We have that simulation with Civil Service and aqueducts.

7. Food is a renewable resource. Rice has been grown in Japan for about 3000 years. Soil reconditioning allows crop production year after year. This is in contrast to other resources like iron or copper, which has a finite amount that can be mined and will eventually deplete.

8. I have experimented with having corn, rice and wheat become available on the map after the discovery of the tech Agriculture. It works and has possibilities for future inclusion. Edit: After careful consideration, I have come to the conclusion that making crops visible with Agriculture, would give Civs that start with the Agriculture Tech, an incredible unfair advantage for initial city placement.

9. This mod is simple and meets a valid need in Civ4 and I think that is why it will become popular.

Orion Veteran :cool:
 
This is something Civ IV has needed for some time. The simple fact is that most of the food we eat comes is farmed, not wild. Early civilisations would have needed to discover wild maize, rice or wheat before they could commence planting elsewhere. Thereafter, though, organised agriculture is one of the factors that enabled city dwelling, as we know it. Crops are planted where fertile land exists from which food can realistically be transported to the population it sustains. This may, in fact, not be the specific locations where it grows wild. This mod addresses that.

The same could be applied to animal domestication, too. For example, the horses that our scouts discover on the map are actually brumbies. Brumbies need to be found before a civilisation can commence breeding domesticated horses. However, in reality, captured brumbies could be relocated for stud breeding. Placing pastures only where brumbies grazed prior to human settlement is just plain unrealistic. With sufficient time spent on breeding programmes for domesticated horses, new studs could be established across your civilisation. This is how farming works. However, at any given time, it would mean making a choice between domesticating, breeding or utilising as beasts of burden. There are trade-offs with each. The same could be applied to other land animals.

I'm keen to peruse some of the code in this mod to see ways this could be applied. There are other problems with food supply in Civ IV which (on the face of it) seem more complicated than the issue this mod addresses. Principally, that after the development of pickling and other preservation methods, food was able to travel greater distances. The result is that food is generally grown in rural areas, away from cities. Thus, farms/pastures outside a "fat cross" should be able to supply food to cities to which they are connected by road (after discovering "Preserving"). The same applies to fisheries. Similarly, food should be transferable between cities post-preservation also. This would fix the anomaly whereby cities with fat-crosses full of farms have improbably large populations (Real rural service-towns are often quite small) but cities surrounded by population/labour intensive mines, quarries and villages/towns can't get to the size required to service them (and some buildings are natural job creators like Universities, Banks, Corporate offices, Ironworks, etc). In reality, food is grown in sparsely populated plains/grasslands, but people live in higher concentration where there are jobs (that is, labour intensive industries, bureaucracies, commerce etc). This mod doesn't fix that anomaly, but that is a more complicated challenge for another day.

The problems with the way Civ IV handles food and population distribution are many, and each involves different fixes. The problems are such that they can be fixed individually. This mod fixes one of them quite well. It's code will also be very useful for fixing some of the others in the future. The first challenge is usually the hardest, and you seem to have cracked it. So, thank you and well done.:hatsoff: I hope this mod becomes the catalyst for further incremental improvements.
 
Good call, making a modular WoC version. Besides widening the base of potential users, this also makes for much easier code dissection. :goodjob:
 
This is something Civ IV has needed for some time. So, thank you and well done.:hatsoff: I hope this mod becomes the catalyst for further incremental improvements.

You are welcome. I have plans to develop population migration and in the future I will re-publish the terraforming component of Orions challenge mod pack.

Good call, making a modular WoC version. Besides widening the base of potential users, this also makes for much easier code dissection.

Yup! Like eating at a cafateria, I use WoC modules to add or remove any component I desire. Anyone can do the same. Thus, you are not be forced to play a game with units, buildings or capabilities that you may not want. Choice! That's what counts.


Orion Veteran :cool:
 
Great modcomp! But... planting wheat doesn't seem to work on standart version. I can't find the problem myself so I'm asking for your help.
 
Great modcomp! But... planting wheat doesn't seem to work on standart version. I can't find the problem myself so I'm asking for your help.

Early in the game, there are restrictions for planting crops. First, you must have a source of water. Second the plot must be flat land, ie, grassland or plains. I have used workers to plant wheat many times. ...and I just ran a successful test. So, I know it works.
 
Yes, I know about restrictions. The problem is the Wheat icon doesn't show up, see the screenshots.It's weird that it works for you but doesn't work for me.Btw, does the AI plant anything else than corn?
 

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Yes, I know about restrictions. The problem is the Wheat icon doesn't show up, see the screenshots.It's weird that it works for you but doesn't work for me.Btw, does the AI plant anything else than corn?

I doubt it. I think the AI would plant wheat or rice if the food output was higher, but they are not. It's apples vs oranges. So, the AI just defaults to the first crop it evaluates, which is corn.
 
The problem is the Wheat icon doesn't show up, see the screenshots.It's weird that it works for you but doesn't work for me.

The attached file shows that the wheat is available to plant. I suggest reinstalling the mod.
 

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I applaud this effort. Really good work!

But for game balance reasons, I would prefer to do it another way: have a separate unit to plant/herd units.

Here is what I am thinking:

Planter/Herder unit: an expensive unit that costs :food: to build, like Workers/Settlers. That unit will destroy itself to create one crop or herd that you already have access to on a suitable square. Then issues of game balance can be addressed simply by tweaking the amount of :hammers: the unit costs.

So you can't create a herd of cows if you have no access to cows; but if you set up a trade for cows, then build this unit and plant it, you get your Cow square!

Off to make my own mod :D
 
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