I sent a suggestion to Firaxis this weekend, that they include the resources COFFEE, SALT, and TOBACCO in Civ 4. I admit this came from watching too much History Channel (LOL!). Nevertheless, I really think these resources should be included.
So until they recognize the brilliance of my idea and can work it into the next patch, I thought I'd implement my own versions of the resources, and share them with the Apolyton community.
There are six files in this download, plus a “read me” file which includes details and instructions for install and uninstall.
I have spent many hours testing my changes and everything is working smoothly, now that I’ve tweaked a few things. Because I wanted to keep the aesthetics of the game as Firaxis developed them (no cheesy hand-made art), I used art files for existing resources (Incense for Tobacco; Stone for Salt—it’s a mineral, remember; Spices for Coffee). The other resources remain intact and unchanged, including Incense, Stone, and Spices.
The zip file includes city building (grocer, market, etc.,) tweaks to incorporate the resources in a realistic and full manner, along with Civilopedia entries for each resource. Here are the details you’ll probably be interested in before downloading/installing:
[EFFECTS]
COFFEE
The tile receives: +1 gold. With plantation: +1 gold (in addition to existing +1); +2 hammer
The empire receives: +1 happiness
SALT
The tile receives: +1 food. With quarry: +1 food (in addition to existing +1); +2 gold
The empire receives: +1 health
TOBACCO
The tile receives: +2 commerce. With plantation: +3 commerce (in addition to existing +2)
The empire receives: +1 happiness
[BUILDING INTERACTION]
COFFEE
+1 happiness for cities with a GROCER
SALT
+1 health for cities with a MARKET
-1 health for cities with a SUPERMARKET
(Why? Well, in the earlier stages of food production--a la, "Market"--food was preserved and bacteria kept at bay by salt. Later--a la, "Supermarket"--as is the case in today's world, salt tends to be overused, resulting in high blood pressure which leads to numerous health problems such as chronic renal failure and heart disease. Keep in mind, the original +1 health bonus is retained, so salt still provides benefit to your empire . . . just not as much as in earlier times, as is the case historically.)
TOBACCO
+1 happiness for cities with a GROCER
-1 health for cities with a GROCER
[TECHNOLOGY AND/OR IMPROVEMENT REQS]
COFFEE
Requires PLANTATION
SALT
Revealed by MINING tech
Requires QUARRY
+1 food, +1 gold with CHEMISTRY tech (for city working the tile only)
TOBACCO
Revealed by AGRICULTURE tech
Requires PLANTATION
Suggestions are always welcome, as are questions or criticism. I think these resources are very important and are quite lacking in the box version of Civ 4.
Enjoy!
So until they recognize the brilliance of my idea and can work it into the next patch, I thought I'd implement my own versions of the resources, and share them with the Apolyton community.
There are six files in this download, plus a “read me” file which includes details and instructions for install and uninstall.
I have spent many hours testing my changes and everything is working smoothly, now that I’ve tweaked a few things. Because I wanted to keep the aesthetics of the game as Firaxis developed them (no cheesy hand-made art), I used art files for existing resources (Incense for Tobacco; Stone for Salt—it’s a mineral, remember; Spices for Coffee). The other resources remain intact and unchanged, including Incense, Stone, and Spices.
The zip file includes city building (grocer, market, etc.,) tweaks to incorporate the resources in a realistic and full manner, along with Civilopedia entries for each resource. Here are the details you’ll probably be interested in before downloading/installing:
[EFFECTS]
COFFEE
The tile receives: +1 gold. With plantation: +1 gold (in addition to existing +1); +2 hammer
The empire receives: +1 happiness
SALT
The tile receives: +1 food. With quarry: +1 food (in addition to existing +1); +2 gold
The empire receives: +1 health
TOBACCO
The tile receives: +2 commerce. With plantation: +3 commerce (in addition to existing +2)
The empire receives: +1 happiness
[BUILDING INTERACTION]
COFFEE
+1 happiness for cities with a GROCER
SALT
+1 health for cities with a MARKET
-1 health for cities with a SUPERMARKET
(Why? Well, in the earlier stages of food production--a la, "Market"--food was preserved and bacteria kept at bay by salt. Later--a la, "Supermarket"--as is the case in today's world, salt tends to be overused, resulting in high blood pressure which leads to numerous health problems such as chronic renal failure and heart disease. Keep in mind, the original +1 health bonus is retained, so salt still provides benefit to your empire . . . just not as much as in earlier times, as is the case historically.)
TOBACCO
+1 happiness for cities with a GROCER
-1 health for cities with a GROCER
[TECHNOLOGY AND/OR IMPROVEMENT REQS]
COFFEE
Requires PLANTATION
SALT
Revealed by MINING tech
Requires QUARRY
+1 food, +1 gold with CHEMISTRY tech (for city working the tile only)
TOBACCO
Revealed by AGRICULTURE tech
Requires PLANTATION
Suggestions are always welcome, as are questions or criticism. I think these resources are very important and are quite lacking in the box version of Civ 4.
Enjoy!
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