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Aug 25, 2006
119
1
New Resourses??...Meat, Beer, Milk, Fruit, Vegetables etc...


Any Ideas of what should be inclued?? :confused:

I think those and more should be! :cool:
 
Aug 25, 2006
119
1
mandead said:
Lumber & Mixed Veg :cool:


Is that a fact.............or...........you wish? :confused:


Cause if it is a fact... it's still very poor and lacks a lot of good ones! ;)
 

knul

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Crespo_Portugal said:
New Resourses??...Meat, Beer, Milk, Fruit, Vegetables etc...


Any Ideas of what should be inclued?? :confused:

I think those and more should be! :cool:
You sure like food ;)

I've no idea what resources are included, but modding in new ones is a breeze: Johan's development diary on goods. Price, buildings that raise demand and demand boundaries are the main options you can edit, but I'm curious what "plantation = yes" does.

In my opinion, more does not equal better. Having more goods types is only better IMO if there are gameplay differences between them. If two goods have the same demand properties, prices, etc. the only difference between them is the name. If meat and milk and fruit have the same properties, it's better to have one resources called "foodstuffs" or something.

What I hope is that there are processed goods - cigars, rum, fabrics, that kind of stuff, made in manufactories. But I don't know if there are any.
 

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knul said:
but I'm curious what "plantation = yes" does.
Perhaps those province's production is affected by the colonisation of slave trading provinces.
 

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knul said:
but I'm curious what "plantation = yes" does.

It probably means there is a plantation already built in the province.
 

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Silk (Silk Road anyone?), Textiles (instead of clothing), Paper, Amber (Amber Road)...
Silk_road.jpg
 

knul

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cwhomer said:
It probably means there is a plantation already built in the province.
The description is about goods, not provinces. As it is defined globally, it isn't about a particular province, so I'm sure it's not that.

Registered said:
Perhaps those province's production is affected by the colonisation of slave trading provinces.
That's a good one, I think you may be right. It does sound historical and would add some nice gameplay.
 
Aug 25, 2006
119
1
Tunch Khan said:
Silk (Silk Road anyone?), Textiles (instead of clothing), Paper, Amber (Amber Road)...
Silk_road.jpg




I cant do nothing else...but.....AGREE! ;)
 

unmerged(6777)

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For reference, this is from EU2's goods.csv
Code:
Goods;Base Resource Value;Mine;TradePost;NumOfSlaves
CLO;15;0;0;0
COT;10;0;0;1
FISH;10;0;0;0
FURS;10;0;1;0
GOLD;0;1;0;0
GRAI;5;0;0;0
IVOR;10;0;1;0
METAL;15;1;0;0
NAVS;5;0;0;0
MINERAL;15;1;0;0
ORIENT;15;0;1;0
SALT;15;1;0;0
SLAV;5;0;1;0
SPIC;15;0;1;0
SUG;15;0;0;1
TOB;10;0;0;1
WINE;15;0;0;0
WOOL;5;0;0;0
COFFEE;10;0;0;0
TEA;10;0;0;0
NOTHING;0;0;0;0
 
Aug 25, 2006
119
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MrT said:
For reference, this is from EU2's goods.csv
Code:
Goods;Base Resource Value;Mine;TradePost;NumOfSlaves
CLO;15;0;0;0
COT;10;0;0;1
FISH;10;0;0;0
FURS;10;0;1;0
GOLD;0;1;0;0
GRAI;5;0;0;0
IVOR;10;0;1;0
METAL;15;1;0;0
NAVS;5;0;0;0
MINERAL;15;1;0;0
ORIENT;15;0;1;0
SALT;15;1;0;0
SLAV;5;0;1;0
SPIC;15;0;1;0
SUG;15;0;0;1
TOB;10;0;0;1
WINE;15;0;0;0
WOOL;5;0;0;0
COFFEE;10;0;0;0
TEA;10;0;0;0
NOTHING;0;0;0;0



So this means it has a couple resouces more! :(
 

unmerged(6777)

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Crespo_Portugal said:
So this means it has a couple resouces more! :(
:confused:

Read my post again. I was simply posting the ones that EU2 used in case anyone felt like looking at them. I said nothing whatsoever about EU3. That's why I took the trouble to highlight "EU2" in bold in my post. :rolleyes:
 
Aug 25, 2006
119
1
MrT said:
:confused:

Read my post again. I was simply posting the ones that EU2 used in case anyone felt like looking at them. I said nothing whatsoever about EU3. That's why I took the trouble to highlight "EU2" in bold in my post. :rolleyes:


Ok ;)

I'm relieved to hear that! :D
 

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Machine parts!
Steamer convoys!
Barrel factories!
 
Aug 14, 2006
770
2
Why do you want to have more different resources?

It would be good if the different goods had a bigger effect on the gameplay, e.g.
having access to surplus food would give you a protection against a year with bad harvest,
without a source of naval supply you can't build ships
having access to luxury goods (tobacco, sugar, ivory...) gives you lower RR because population has a good lifestyle.
etc etc
So by denying an enemy access to certain goods you could either hinder him to build ships or arm soldiers or increase RR in his provinces.


But IMO you don't need more different goods and especially not different types of food. As long as my people have enough to eat I don't care whether they eat bread or potatoes or vegetables or meat.
 

Registered

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Kerry said:
Why do you want to have more different resources?
Flavour and diversity?

Kerry said:
having access to surplus food would give you a protection against a year with bad harvest,
without a source of naval supply you can't build ships
having access to luxury goods (tobacco, sugar, ivory...) gives you lower RR because population has a good lifestyle.
etc etc
So by denying an enemy access to certain goods you could either hinder him to build ships or arm soldiers or increase RR in his provinces.
Well in EUII the amount of grainprovinces you had did affect your supply limit and thus the amout of troops you could keep at a reasonable price. Something similar might be true for naval supplies an ships, i'm not actually sure. I'd be surprised if there isn't something similar in EUIII

Kerry said:
But IMO you don't need more different goods and especially not different types of food. As long as my people have enough to eat I don't care whether they eat bread or potatoes or vegetables or meat.
True, there is no real need to distinguish between foodstuffs. But like i said, it's good for the flavour of the game.
 

Alexandre

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What I'd love to see is multiple goods per province, including mineral extraction, food stuff, and some level of manufactured good.

Obviously, the mineral wealth is or isn't there. You need to invest in order to extract what you've got, but you have no control over what you'll find.

Food stuff can be modified by introducing new crops/livestock. These crops/livestock would spread province-to-province, like techspread in CK. Food stuffs would be tied to one or more climate zones, and would give a larger boost to provinces in that climate zone, and a smaller one to adjacent climate zones, but no boost to other climate zones. So, potatos could spread from Mexico to Spain to England to Ireland, to British North America, or wheat/corn could spread from the Old World to the New World. And, as all of these food stuffs spread the effects of famines would diminish.

Manufactured goods, which would be everything from naval supplies to weapons to luxury goods could be built up, more-or-less manufactury-like. Once again, I'd see it in a tech-spread kind of way, based upon the raw materials that you have in your local.

But, I realize that this is all EU IV. :(

Alexandre
 
Aug 14, 2006
770
2
Registered said:
Flavour and diversity?


Well in EUII the amount of grainprovinces you had did affect your supply limit and thus the amout of troops you could keep at a reasonable price. Something similar might be true for naval supplies an ships, i'm not actually sure. I'd be surprised if there isn't something similar in EUIII


True, there is no real need to distinguish between foodstuffs. But like i said, it's good for the flavour of the game.

Flavour and diversity, good point! I agree.

Still, I'd like to see more impact of the products on the gameplay. Not in a depth as in Imperialism II, if anyone remember that funny game.
But what did the Romans say: panem et circenses. Give bread and entertainment and the people will be happy. Would be nice to have something similar in EU III, food and luxury goods to bribe your own people! ;).