Re: DOWNLOAD NEW RESOURCES: Coffee, Salt, Tobacco ... why wait for Firaxis?
Is it possible to have negative effects from a resource? Why not provide +2 production and -1 health to the empire from coffee (the coffee's not necessarily bad for you but lack of sleep is and our culture has become one where sleep is undervalued).
Importing coffee would then become a trade-off proposition. Can I afford the negative health benefit for the sake of the increase in production?
Salt was perhaps THE most important trade item of the ancient world. Perhaps only copper might edge it out in importance. There really ought to be a lot of money to be made from salt, though the monetary benefit should diminish with the invention of refrigeration/electricity.
If we can enjoy negative effects in CIV, this is another resource that would make a great trade off. How about +2 happiness in exchange for -1 health?
Would be really cool if we could build a "Bohemian Cafe" that provides "+1 Angst." ;-)
Ahh! I see that negatives can be incorporated! And you've modeled the diminishing value of Salt post-refrigeration.
neeto! But is the happiness gain worth the health loss?
Originally posted by rjwoer
COFFEE
The tile receives: +1 gold. With plantation: +1 gold (in addition to existing +1); +2 hammer
The empire receives: +1 happiness
COFFEE
The tile receives: +1 gold. With plantation: +1 gold (in addition to existing +1); +2 hammer
The empire receives: +1 happiness
Importing coffee would then become a trade-off proposition. Can I afford the negative health benefit for the sake of the increase in production?
SALT
The tile receives: +1 food. With quarry: +1 food (in addition to existing +1); +2 gold
The empire receives: +1 health
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
The tile receives: +2 commerce. With plantation: +3 commerce (in addition to existing +2)
The empire receives: +1 happiness
COFFEE
+1 happiness for cities with a GROCER
+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.)
+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
+1 happiness for cities with a GROCER
-1 health for cities with a GROCER
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