On the resources issues.
I was working on these initially for Tornnight and they really need a complete re-working. It has been shown to me that we are missing an entire set of merchant traits - Monopolist - because no province has 2 (or more) of the same resource.
So, I'm going to go over the entire list of resources and see about rearranging them altogether. Have a doubled reource in one of each faction's starting provinces. This will give merchants the chance to gain the Monopolist trait line again in TLR.
It will also allow me to focus a particular resource type for each faction.And then balance the resource base values so they're equivalent for each faction's possible monopoly.
These are the resources we have to use:
Amber
Coal
Cotton
Dyes
Grain (has special funtion for population growth)
Gold
Fish
Furs
Iron
Ivory
Marble
Silk
Silver
Slaves
Spices
Sugar
Sulphur *see below
Textiles
Timber
Tin
Wine
Wool
Not used in TLR:
Tobacco
Chocolate
Some possible resource monopoly choices for each faction. Ideas welcome! I've listed some preliminary ideas below with reasons for each:
Scots - wool (England was more wool rich, but they also had a tin monopoly so wool for the Scots)
English - tin
French - textiles (technically Flanders was the real textiles powerhouse)
HRE - timber (The Rhine was used as a timber highway)
Danes - amber
Novgorod Rus - furs
Kievan Rus - slaves
Magyars - silver (and other ores like iron and gold too)
Abbassids - spices
Syrian Turks - cotton (Damascus was a major cotton center)
Khwarzemids - silk (control of the silk road)
Egyptian - ivory
Moors - iron (one of the world's major iron mining centers is still northern Mali)
Polish - salt*
*I saw a thread where someone figured out an easy way to graphically convert sulphur to salt. This makes a lot of sense, as sulphur really didn't become important until the advent of gunpowder, and salt was so precious it was often worth as much as gold. Some of the oldest salt mines in Europe are in Poland and Germany. So Poland could have salt as its monopoly.
That leaves several open factions.
Milanese
Venitians
Portuguese
Spanish
Rum Turks
Sicilians
Greeks/Byzantines
Remaining resources:
Fish
Coal
Marble
Sugar
Wine
Dyes
Gold
Grain - since it gives a population boost, I'd like to try and give each starting faction one grain region and not use it for a monopoly. Likewise for gold.
Sicily (and southern Italy) was a huge source of grain. But grain has a special function in MTW, and would thus give that population boost just to them if we made it a regional monopoly.
Keeping grain out, that means we have 7 factions and 7 resources.
Some possibles:
Portuguese - wine (port wine is still a leading export there)
Greeks/Byzantines - dyes (the famous purple dye)
Sicilians - sugar (technically fruit like dates and olives)
That leaves some bad choices:
Milanese - fish?
Venitians - gold?
Rum Turks - coal?
Spanish- marble?
However, we also still have chocolate and tobacco, which can be modified to fit our needs.
Ideas?





Reply With Quote






