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.
ICON AND PHOTO EXAMPLES:
BUILDING EFFECTS EXAMPLE PICS:
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 see 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.
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.
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.
Resource location and wonder map:
(my additions added in black plain text) Thank you CanOmer for original map!
Wonders of the World Examples Here!
Want it to work with AFP mod? Check page 7, Rhinoinsomniac explains the process.
OLD VERSION OF MOD. FOR SAVE GAME COMPATIBILITY HERE! - V1.33
Suggested mods to go with this for a more immersive total war experience:
Hellbent's TTT
BullGod's Icons
Thank you CanOmer for original Resource map
Thank you Dainu for PFM
Thank you crzyndm for help with building chains.
Anyone want to include this mod in one of their compilations or overhauls. Just supply credit please. All Startpos changes documented above to make it easier.