Thankyou for your interest in my work!

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Index
1) Introduction
2) Compiled Resource list
3) How to add resources
4) Terrain - Resource list
5) EXTRA Resources.pcx
__________________________________________



--------------.
INTRODUCTION  |
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This zip contains two pictures, "resources.pcx" and "EXTRA resources.pcx". You need a decent art program like Paintshop Pro (which is excellent, and free for eval. at www.jasc.com) to view 'Zsoft Paintshop' files.

The pictures are icon charts for resources. You can cut-and-paste them into your personal resources.pcx file. That file is found in your CivilizationIII/Art folder. You can also just replace your old resources.pcx with the one in this zip, but cattle will get a different icon if you do. The old icon for cattle is in "EXTRA resources.pcx" and I've also included the original file that comes with the game in case anyone screws up. I think the new cattle icon is better; the old one looks like a bird with its head at the ground picking a seed... or so I think.

So, extract the files into a folder and lets open resources.pcx. The icons here are diverse and used for different resources, unlike the other file which is just a cut-and-paste collection not intended to be used on its own.

The Horse in the top left corner is Icon 1. Coal is Icon 4, and Aluminium is Icon 7. You need to know how to count icons when you add your resources. I should probably say that you can settle for adding three resources and leave the rest of the icons as they are; you don't HAVE to use all of them, it won't affect the game to leave them where they are.

Gold -- Icon 21 -- is the last standard resource. Below is my reworked chart of all resources. It's pretty self-explanatory, but see right underneath it for some miscellaneous notes.



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COMPILED  RESOURCE  LIST |
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	Resource	Appears in:	Fo/Shi/Com	Appear/disapp.	Prerequisite

* Strategic
	Horses		(Gr. & Pl.)	0/0/1		[160]0		The Wheel
	Iron		(Mountains)	0/1/0		[120]800	Iron Working
	Saltpeter	(Desert)	0/0/1		[80]800		Gunpowder
	Coal		(Hills)		0/2/1		[80]400		Steampower
	Oil		(Des. & Tun.)	0/1/2		[80]500		Refining
	Rubber		(Jungle)	0/0/2		[80]0		Replaceable Parts
	Aluminium	(Hill & Tun.)	0/2/0		[80]400		Rocketry
	Uranium		(Mountains)	0/2/3		[60]100		Fission
	--------------------------------------------------------------------------
	Copper		(Mountains)	0/1/2		[140]500	*Nil*
	Timber		(Forest)	0/1/2		[100]700	Astronomy
	Tungsten	(Mountains)	0/3/0		[40]300		Superconductor



* Luxury
	Wine		(Hills.)	1/0/1		[0]0
	Furs		(For. & Tun.)	0/1/1		[0]0
	Dyes		(For. & Jun.)	0/0/1		[0]0
	Incense		(Desert)	0/0/1		[0]0
	Spices		(Jungle)	0/0/2		[0]0
	Ivory		(Plains)	0/0/2		[0]0
	Silks		(Forest)	0/0/3		[0]0
	Gems		(Mt. & Jun.)	0/0/4		[0]0
	--------------------------------------------------------------------------
	Jade		(Hills)		0/1/2		[0]0
	Cotton		(Grassl.)	0/1/3		[0]0
	Wool		(Grassl.)	1/1/2		[0]0
	Coffee		(Hills)		0/0/3		[0]0
	Tobacco		(Plains)	0/0/2		[0]0		Navigation
	Salt		(Coast)		0/0/3		[0]0
	Sugar		(Plains)	1/0/1		[0]0
	Beer		(Grassland)	1/0/2		[20]0
	Whisky		(Flood pl.)	0/1/3		[20]0
	Pearls		(Sea)		0/0/4		[0]0		Currency



* Bonus
	Whales		(Sea)		1/1/2
	Game		(For. & tun.)	2/0/0
	Fish		(Coast)		2/0/1
	Cattle		(Plains)	2/1/0
	Wheat		(Fl.p. & Gr.)	2/0/0
	Gold		(Mountains)	0/0/4
	-------------------------------------
	Banana		(Jungle)	2/0/0
	Mineral		(Mountains)	0/2/0
	Oasis		(Desert)	2/0/1
	Walrus		(Tundra)	2/0/2
	Bloom		(Desert)	1/0/0
	Tea		(Hill & Jun.)	0/0/2
	Apple		(Grassl.)	1/0/0
	Pear		(Grassl.)	1/0/0
	Melon		(Flood p.)	1/0/0
	Orange		(Plains)	1/0/1
	Lemon		(Plains)	0/0/1
	Cherry		(Forest)	1/0/0
	Strawberry	(Forest)	1/0/1
	School		(Sea)		3/0/0
	Calamari	(Sea)		1/1/1
	Dolphin		(Ocean)		0/1/0
	Seaweed		(Coast)		4/0/0
	Oat		(Plains)	2/0/0
	Potato		(Grassland)	2/0/0

	Below potatoes is a 'resource' I personally use called Ruins which gives 1 commerce from tourism. I have it set to strategic so I can control its appearance ratio, but of course it doesn't have any applications the way real strategic luxuries do.
	Oat replaces wheat in Plains, or so I use it.
	Calamari = squid, octopus.
	Beer and Whisky aren't very 'natural' resources; they represent barley (beer) and rye (whisky), which would be farfetched to use as resources because the player would just confuse them with Wheat and Oat.
	Tungsten (or Wolfram) is used to, among other things, light up a light bulb. It's 50% more massive than led and is frequently mentioned in science fiction as a component for advanced robots. I'm using it for some of my futuristic units.
	The seven types of fruit are there for the variety. I have them giving the same limited food bonus, except for lemon which is almost inedible but gives commerce bonus as a form of spice. Bonus resources are distributed evenly among the different types.
	"Marine" means any kind of water you deem appropriate.
	Seaweed is meant to be used in the late stage of the game as an unused source of food. Personally I'm planning to tie a special building to this resource which allows each water tile in that city to produce an extra food.



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HOW TO ADD RESOURCES   |
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Do you have Civ3MultiTool? If not, get it here: http://apolyton.net/forums/showthread.php?s=&threadid=31391

In the CopyTool, select your bic (civ3mod.bic).

Choose to add as many resources as you want. Don't add too many! You can add more later, but you can't delete resources that are left over.

Doubleclick on civ3mod.bic in your CivilizationIII root directory and you're in the editor. Press CTRL+R. Select the "Natural Resources" tab. Scroll down the list until you get to gold -- now you'll see a bunch of entries named identically. These are the blank slates you'll use for your new resources. (Actually they're not blank, they're copies of the item you chose in Grampho's program).

	1) Set the appropriate icon. You can do like I often do, click in the box with the numbers and use the up and down arrow to scroll through the icons, or double-click and type in the number you want.

	2) Click the "Rename" button and name your resource.
		2b) Optionally, enter a link to an entry in the civilopedia. There's a great guide to modding the 'pedia here: http://apolyton.net/forums/showthread.php?s=&threadid=33937

	3) If you choose a prerequisite, your resource will be hidden until that tech has been researched.

	4) By default, appearance ratio is only used with Strategic R., though I like to use it with Luxury R. in some cases. Beer and Whisky (see below) will be required to build a Brewery and Distillery in my future update to my mod.

	With 16 players an appearance ratio of 160 will give each player one instance of this resource, meaning it will be placed in relative vicinity of them. If they succeed in claiming it is another matter. Naturally the more strategic resources you have the more cluttered the map will be -- that's why you might want to rescale the ratios for all Strategic luxuries so the player won't get a headache.

		Original Appearance Ratios:
			160	Horses & Iron
			120	Saltpeter, Coal, Oil, Rubber & Aluminium
			100	Uranium

Horses are very important for any civilization because the best units - horsemen, knight, cavalry - dominate 2 1/2 ages. If this value is too low, you'll likely see more wars since the Horse-owners will be far superior to those lacking steeds. I'm keeping it at 160.
	I'm giving Iron a setting of 120.
	Category II goes from 120 to 80 in my book, and uranium goes down to 60. Civs won't be allowed to sit on their ass now, hehe. So if I did my math correct we went from 1020 to 740 total points. That gives me 280 points to distribute on my three new strategic resources. I gave:
		Copper		140
		Timber		100
		Tungsten	40

Since bonus resources can't be requirements for anything (in the newer patches), I have set Seaweed (ap:40) and Ruins (ap:20) to be strategic resources; the first lets the city build a building increasing food from water, the second lets it build a culture-generating museum.



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TERRAIN - RESOURCE LIST  |
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  I suggest you tick these options instead of the defaults
  on the "Terrain" tab  to get a nice spread of resources.


Desert		Saltpeter, oil, incense ** oasis, bloom.
Plains		Horses, ivory, cattle ** tobacco, sugar, oat, orange, lemon.
Grassland	Horses, wheat ** cotton, wool, beer, potato, apple, pear.
Tundra		Oil, aluminium, furs, game ** walrus.
Flood plain	Wheat ** whisky, melon.
Hills		Coal, wines, aluminium ** jade, coffee, tea.
Mountains	Iron, uranium, gems, gold ** copper, tungsten, mineral.
Forest		Furs, dyes, silks, game ** timber, cherry, strawberry.
Jungle		Rubber, dyes, spices, gems ** banana, tea.

Coast		Fish, salt, seaweed
Sea		Whales,	calamari, pearls
Ocean		Dolphin



---------------------.
EXTRA Resources.pcx  |
---------------------'



The icons are of:
tobacco, weird fruit, tobacco again, two weird fruits, weed (as in drugs),
Easter Island Heads from CtP2, Uranium I think, Tomato, Oasis, Fruit, Banana.

Next come resources with increased visibility, that someone else made.

Then comes horse, oil, uranium, deer, "Original civ3 cattle" and gold.













							Patrik "MonsterMan" Jonasson (webmaster@overvikt.se)
							2002-02-25