Meaningful Resources and Wonders of the World V 2.0

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Author: X i

Last revision: 27 Dec, 2013 at 16:14 UTC

File size: 15.15 MB

On Steam Workshop

Description:

FOR USE WITH GRAND CAMPAIGN ONLY!

Version 2.0 requires a NEW CAMPAIGN

PLEASE THINK BEFORE SUGGESTING RESOURCE RELOCATION OR ADDITION, AND THEN REFERENCE HISTORICAL DATA. I KNOW WHERE THINGS ARE OFF, AND WHERE THEY ARE NOT. THIS IS A VIDEO GAME, AND THAT HAS TO BE KEPT IN MIND. I DO NOT WANT TO HINDER THE AI, OR MAKE RESOURCES TOO DENSE OR SPARSE IN AREAS.
AREAS THAT HAVE SPARSE RESOURCES ARE INTENTIONAL AND HAVE ADDED FEATURES TO COPE WITH IT.

WITH THAT SAID. IF YOU HAVE A LEGITIMATE SUGGESTION, AND HAVE PLAY TESTED THE MOD, AND REFERENCED THE LOCATION VIA THE SUPPLIED RESOURCE MAP. BY ALL MEANS PLEASE HELP ME.
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If you don’t want to start a new campaign. The old version of the mod is available on the TWC page link below.
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Meaningful Resources

I designed this for my own playthroughs… however now I am sharing it. Its been extensively play tested, a lot of thought has went into the balancing, location, addition, and requirements of resources based on culture and history. However remember this is a video game, so it has been balanced with that in mind. I didn’t want to go overboard and have everything be required at all times. Obviously there is more wood than just the timber we find right? I feel that the resources included are the best of the best if it were. I just couldn’t stand in vanilla that I never even cared what resources a faction had. Never bothered to look. In Shogun 2 it mattered… and now here, it matters even more. Another side goal was to make the faction unique buildings more desirable… now they are, and they are harder to acquire.
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Added all of the Wonders of the World to the campaign map. Similar to how Shogun 2 showed region specialties. The tiny green icon AFTER you own an area was not enough
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StartPos Changes:
Resource nodes added throughout the campaign map in strategic locations.
2 Turns per Year
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Full list of resources now available for production and trade. Vast Difference from Vanilla:

KEEP IN MIND. BEFORE YOU ASK, I BELIEVE IN RESOURCES HAVING A POINT. I’VE HAD MANY REQUESTS FOR BUILDINGS THAT YOU BUILD, WHEREVER YOU WANT, TO MAKE A CERTAIN RESOURCE. I ASK, WHAT IS THE POINT THEN? I HAVE SOME BUILDINGS THAT BUILD SPECIFIC THINGS AT YOUR DESCRETION, BUT THERE IS DESIGN AND INTENT BEHIND THEM. EXPLAINED BELOW.

-Fish
-Gold
-Leather
-Timber
-Copper
-Glassware
-Grain
-Warhorse
-Iron
-Lead
-Livestock
-Marble
-Olive Oil
-Purple Dye
-Salt
-Silk
-Slaves
-Wine
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Production Details:

-All resources are produced via campaign resource nodes. As in Vanilla. I have spent a lot of time balancing them out throughout the campaign map; as well as play testing all cultures for validity. The goal here was NOT TO HINDER the already struggling AI.

2 City Centre Building Chains added(Yellow Icons, can only be built in capitols) . Warhorse chain, Storage Chain. The warhorse/Storage chain, each tier, requires that you ALREADY have the Warhorse/Salt/Grain resource in order for it to be constructed. However, once constructed it will produce 1-8 Warhorse/Salt/Grain itself. Enough to then OFFER it for trade. (since you can’t offer things for trade that you import only) Not enough to get a big profit.

This design intent is to create a SANDBOX supply chain. It’s quite interesting to see how these form throughout a campaign. The main reason for this is because Warhorse and Salt Resource are rare. Only 2 locations each throughout the whole Campaign map, placed based on historical data. Grain has been tied into the Storage Chain as well. (1 Example of Salt location, is off the coast of the Adriatic on Italian Peninsula) You might just seeing that famous salt supply column from the Adriatic heading north. However it might head south. Its a sandbox after all… and the AI does random stuff.

Slaves work in the same way as above. However the existing Slave City Centre chains have been edited to function like the above centres.
2 Slave Cities are currently present in the game.

The New Slave, Warhorse, and Salt minor cities now specialize in what you would think they do. These are GREAT assets to hold.
The New Storage, Warhorse City Centres specialize in what you would think they do. Examples Pics listed below.
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Building Changes:

-All tier 5(faction unique) special buildings. Cost Increased. The effects of these buildings have been buffed.. some significantly.
-Barbarian Storage & all faction Slave Trader buildings to be in line with description above.
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Resource Requirements:
Many buildings, equipment, and training have been gated via resources. The design intent is to gate off units or excessive income. You may find that some chains don’t have a resource requirement until Tier 4, where some might have a requirement at Tier 2. It all depends on the units available. This was also implemented in a way to NOT hinder the AI.
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TWC Mod Page: (Has a downloadable campaign map with all world/resource locations. My additions added in black text. Thanks CanOmer for original!)
Meaningful Resources TWC Mod Page[www.twcenter.net]

Suggested Mods for a more immersive and complete Total War experience:
My Vanilla Fixes Mod
BullGod Unit Icons[www.twcenter.net]
Hellbent’s Traits, Talents, and Toadies: A Character Mod Overhaul[www.twcenter.net]