Habitat Loss and Land Conversion
As the borders of civilization expand, the ancient world changes with it. The sprawling forests are tamed, the amber is depleted, and the sprawling metropolises of the Mediterranean pave over the fertile fields of their ancestors. How will you adapt to the changing times as "civilization" changes the landscape around you?
Usually in Imperator, trade goods are entirely static. A massive, sprawling megacity with 200 pops can somehow still produce "Wild Game" or "Honey" for centuries. While some mods address this via changing trade good when founding a city on a food tile or having events where wood is depleted (at least in Invictus), Dynamic Habitat Loss & Urbanization introduces highly immersive, terrain-aware events that dynamically change trade goods as your civilization grows.
- The Vanishing Frontier (Wilderness Depletion): As territories with high Civilization values or City status expand, gathered resources like Wild Game, Furs, and Honey will deplete. How you direct the land to be used or stifle development to preserve these resources can impact your pops and trade goods.
- Dynamic Outcomes: The new trade goods are determined by terrain and region. "Clear" a jungle, and you might find Spices or Dye. Tame a desert, and you’ll establish Camel herds or Date farms. Prospect the hills to find Base Metals or perhaps plant a vineyard for Wine.
- Player Agency: Choose to focus the newly cleared land on food security, military resources, or profitable cash crops. Alternatively, traditional rulers can spend political capital to legally protect the ancient hunting grounds forever. And local magistrates will always be able to direct development if the capital lacks interest.
- Urban Sprawl (Industrialization): Cities naturally outgrow their local agriculture. When a territory with farmed goods (Not just food, but many crops and animals) becomes a massive, highly populated city, the land becomes too valuable for mere farming.
- Organic Growth: Allow the city to naturally transition to manufactured goods based on its past (e.g., Papyrus farms transitioning into Cloth/Earthware industries).
- State-Directed Industry: Tyrannical or greedy rulers can forcefully mandate the creation of various industries at the cost of local unrest.
- Maritime Hubs: Cities with ports can transition their economy towards the sea, producing Fish or Salt.
- Resource Exhaustion: Highly developed Amber coasts and inland quarries will eventually tap out, forcing the local economy to endure a painful restructuring period as they pivot to other viable industries.
- Invictus Compatible: Built from the ground up to support Invictus trade goods (Cloth, Earthware, etc.) and seamlessly integrates with Invictus map setups.
- Save-Game Compatible: This mod adds standalone events and modifiers. It does not overwrite any vanilla files, meaning it should be 100% safe to add to an ongoing campaign.
- AI Enabled: The AI will interact with these events dynamically based on their ruler’s traits. A "Lunatic" or "Greedy" AI ruler will handle their habitat loss very differently than a "Just" republic!
Triggers for events on yearly pulses:
Habitat loss event on tiles with fur, honey, or wild game:
tile civ value >= 30
tile pop total >= 15
tile is a city
Any of those can trigger it, with these giving additional chance/weight:
base chance of 10
tile civ value >= 50 [+10]
tile has city [+90]
tile total pop >= 30 [+10]
Urbanization
reqs:
tile is a city
lacks "preserved farmland"
tile trade is any of the following: grain, vegetables, livestock, honey, hemp, dates, olives, wine, papyrus, horses, camel
base chance of 7
tile civ_value >= 80 [+7]
tile total_population >= 50 [+3]
Amber Depletion
Tile has amber trade good (inland and coastal have some terrain checks too)
Tile also needs either a civ val of 30, pop of 15, or city
base chance of 7
tile civ value >= 50 [+7]
is city [+90]
total_population >= 30 [+7]
Kushite fish restriction
(just realize the trigger requires a city, which very rarely would be on a fish tile because of the preservation mechanics. will fix.)
Edits of Ahimsa
reqs: tile has trade good of livestock or wild game, not already subject to modifier, owner has Dharmic religion
base chance of 4
Zealous ruler [+4]
"Into the valley of Egeria we descend, and the caves so altered from their natural state. How much more present the deity of the water would be, if a green edge of grass enclosed the pool, and no marble profaned the native stone!"
— Juvenal, Satire III, 17-20