Thanks,
@Natan35 for the DoM. It's exactly what I need to the playable civs!
About Resources: While I like the idea of adding a few to give the mod a deeper, immersive historical quality, the ones I'm looking to add generally contribute to some kind of scenario mechanic. For example, I plan on adding a "Bronze Tipped Arrow" promotion for archer units that greatly increases damage to units. To receive this promotion, a civ must have, obviously, bronze... Bronze is a tricky one, as it is almost all copper, with other alloys added - primarily tin at this point in history. Not much tin anywhere on the map (a bit in the Spain and the Balkans, even less near Tuscany). Most of it from off map civs making it hard to introduce to the game using "normal" (i.e. database only) coding. Could substitute Iron for Tin, but historically, this is a step backwards. And so on...
This is only preliminary at this point, but here are the Resources I'm planning to add into the scenario:
Map-Based Resources/Luxuries: The (xNumber) is the amount of the resource found on the map (these numbers, along with all other Strategic Resources might be further randomized by the SME to offer more interesting replayability)
o Hardwood (Lumber Mill): Strategic Resource (x4) – required for larger ships (e.g. Trireme, Level 3 (Late/Heavy), etc. Might use it for Level 3 Catapults as well)
o Tin (Mine): Strategic Resource(x2) - A "must have" metal to create Bronze. Having this metal will allow certain promotions (TBD)
o Sulfur (Mine): Strategic Resource(x2). This one may fall out. Used as an insecticide, to purify sick rooms/rituals, medicines, pyrotechnics, wine preservation – allows buildings that perform these functions.
o Lead (Mine): Strategic Resource(x4). This one may fall out. Required Resource to construct a "Water System" type building(s) (stats TBD) that generates lots of yields (either a series of new buildings or a mini-wonder)
o Olive Trees (Plantation): Luxury (x2). +1 Happiness., +1 Food. Olives resemble a Strat Res, they are needed to create the luxury Olive Oil, which is created when a city builds an Olive Press (which requires 1 Olive resource)
o Honey (Plantation): Luxury. +4 Happiness, +2 Food
o Amber (Mine): Luxury. +4 Happiness, +2 Culture
Created Resources/Luxuries: These Luxuries are created when a certain building is constructed. These buildings will be quite expensive, taking many turns to complete. There will be constraints on the number a player can build. The name after the resource, in parentheses, is the building that will create the resource. Building names are placeholders at the moment:
o Olive Oil (Olive Press): Luxury. +4 Happiness, +2 Gold
o Manuscripts (Scriptorum): Luxury. +1 Happiness, +3 Culture, +1 Gold (needs a constraint of some kind - perhaps building limit, or other rare/expensive prereq building)
o Glass (Glazier): Luxury: +2 Happiness, +1 Culture (City must be near a desert tile)
o Pottery (Potter): (Not sure if Lux or SR): +1 Happiness, +2 Food (needs a minor constraint of some kind - perhaps building limit, or other semi-rare/expensive prereq building. Need more of these to recreate the ubiquity of pottery at the time)
o Jewelry (Jeweler): Luxury. +2 Happiness, +1 C (requires a nearby source of gold, silver, gems, or pearls). This will be removed from the "City State" Luxury list (leaving only Porcelain)
o Beer (Brewery): Luxury +2 Happiness, +2 Food (requires a nearby source of wheat? Or perhaps a Farm in the city?)
o Cheese (Cheeserie). Lux. +2H, +2F (requires a nearby source of sheep, cow, horse)
o Bronze (Smelter): Luxury +4 Happiness. A special resource; created in a city with nearby source of copper (and that Civ must have at least 1 Tin on hand [tin may/may not be consumed to make Bronze - not sure yet]); Bronze is used for promotions (employ "unit can have promotion" method) – better arrowheads, and also was used as ship rams, so a melee ship attack promotion.
o War Elephants (Khedda): Strategic Resource(x2) – required for elephant units; +2 Gold (must be near a source of Ivory). The extra burden of constructing the building demonstrates the years required to actually train an elephant to fight.
There's a rather circular design process going on right now, where changes in Resources require changes to Buildings and vice-versa. I've cut down the list of both a lot, trying to only add those things that directly impact game play. There are a lot of things I can add to improve historical accuracy, even immersion, but if it doesn't directly impact game play, it's more of a distraction and an addition.
It goes back to the primary design criterion of my "World at War" family of mods: change vertically, not horizontally. This means expand the gaming experience by adding more of the kinds of things that are already in the game, not new concepts with no connection to existing game systems. So, more buildings, techs, units, policies, etc., is good. Brand new concepts, e.g. tax rates, conscription, etc., should be avoided unless it brings something quite meaningful to the game - which ties in to my second most important design criterion: "Go Big or Go Home!" - which means don't add too many things to the player to learn if those things only chip away at the edges of the gaming experience.
Ultimately, it's all a balance between what adds more accuracy to that experience, what's possible given limits in the game engine/my capabilities, player learning curves, etc. And again, it's one of the reasons I'm hammering so hard on getting the design more mature before work begins on the SME in earnest.
And finally, you may not have noticed, but a lot of what appears to be "extra work" on this mod isn't accidental or wasted effort: the design of this scenario is starting to serve as the foundation to what I'm thinking about working on next: a counterpart to my "SMAN`s World at War" series: "SMAN`s Ancient World at War" - a family of mods that expands the game in the Ancient+Classical+Medieval+Renaissance Eras in the same way WAW did for the Eras after that. This scenario will provide much of the framework for that new mod series.
Thanks again for the DOM! Keep 'em coming!