Welcome to the fifth FPS dev diary:
"A Change of Plants"
This one wasn't planned originally, so I won't show any new/exciting stuff (on which I have been working on ^^). Instead, I will present to you a first glimpse at my tradegood lineup. The reason is that I have decided that I want the tradegood design to be at least 99% done before I start implementing them. I'm still several steps away from that, and thus I thought it'd be helpful to get feedback already on it, so that I have time to adjust design before I start implementing stuff. I'm especially looking for stuff I might have been missing, even though it's unlikely - maybe an obscure but important tradegood that simply isn't listed on Wikipedia yet. And of course you may give general feedback as well.
(Needless to say that the title this time is simply a pun and no quotation, so no need to search for it, there will be no special teaser.)
Plants
Today's tradegood type will be plants - or plant
products, if you want. I won't go into any detail or give explanations, as that'll be done later when the design is finished. For now, I'll just post the complete (and unsorted) list, and leave you to google yourself if you don't know something. You'll note that the list has grown
quite a bit compared to the first version of the mod, and that is intentional - to compensate for the increased diversity, I have already stated before that every province can by default now produce 3 different resources.
Plants unchanged from the original version are marked with (O), while ones that I currently consider to scrap are marked with (?).
- Cotton (O)
- Flax (O)
- Hemp (O)
- Ramie
- Kenaf
- Jute
- Roselle
- Sugar Cane (O)
- Black Pepper
- Ginger
- Saffron
- Anise
- Cumin (?)
- Mustard Seeds
- Tanner's Sumac
- Tea (O)
- Dyer's Woad
- Indigo
- Henna
- Madder
- Weld
- Safflower
- Turnsole
- Spikenard
- Poppy (O)
- Sesame (O)
- Hops
- Saltwort
- Straw
- Wheat
- Barley
- Rye
- Oat
- Millet
- Buckwheat
- Rice
- Timber
- Firewood
- Flexible Twigs
- Sandalwood
- Ebony
- Agarwood
- Sappanwood
- Cedarwood
- Teak
- Tanbark
- Cork
- Birch Bark
- Palm Leaves
- Cinnamon
- Oak Galls
- Tamarind
- Almonds (O)
- Nuts
- Tree Fruit
- Dates
- Citrus Fruit
- Grapes
- Exotic Fruit
- Olives (O)
- Juniper Berries
- Resin
- Frankincense
- Myrrh
- Mastic
- Dragon's Blood
- Natural Gum
- Birch Sap
- Mushrooms
- Peat
- Seaweed
- Reed
- Bracken Fern
- Herbs (O)
- Berries
- Vegetables (O)
- Legumes
- Nettles
- Flowers (O)
- Papyrus Sedge (O)
- Khat
- Betel Leaves
- Areca Nuts
- Argan Seeds
- Palm Pulp
- Moringa Kernels
Whew. That's was a lot. Some of these are a bit obscure, some are generic "collective" goods for various similar items (such as "Nuts" or "Tree Fruit"), but again I really don't have nerve to explain them all in detail yet.
It might have become obvious that I am trying to actually "simulate" a medieval economy, and not just having a playable "game" feature. For those who are looking for a simpler design, I say look elsewhere - Maal's Trade League for example is another design path that is much more accessible. Of course my submod will still be playable, and hopefully fun - just not simple.
But if you are excited for obscure and half-forgotten detail like I am, then this mod is for you. Also needless to say that with all these options, player choice will be much more seldom and not regularly enforced as with the old mod version.
I hope this list hasn't scared too many people away, but yeah, feel free to comment if you have any questions/suggestions.
Oh and if you have questions about one or two individual plants, then I can give you a short explanation - I just didn't want to give them for all of them at once.