Description (Workshop):
Allows players to generate Resources.                                                              
                               
This mod works with Rising Tide but can also be used without it.

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[h1][b]IMPORTANT: The Devs have STILL not fixed the bug that messes up unit action buttons. To prevent this, you have to acvitate all the mods you want to use, then hit 'Next' and let the game configure the Game Files. Then Hit Esc and let it configure the Game Files a second time. It will then work properly for the Rest of the Session.[/b][/h1]

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This is mostly an experimental Mod that I was working on prior to Rising Tide and then... sort of forgot about. It's not "finished" yet and does not include all resources - but the stuff that is included works. In its current form this mod adds 4 technologies to the game that allow the player to create new Resources on the map, as well as a few buildings that synergize with different kinds of resources to allow for new and unique strategies. Currently Fruits, Fiber, Fungus, Tubers, Chitin, Resilin and Basalt can be unlocked.

The Technology 'Fertilization' - a leaf-tech of Chemistry - allows you to build a new Worker - the Grower (which costs 2 Petroleum each) - that is used to spawn all Resources, as well as the Improvements for Fruits, Fiber and Fungus - but you will need to research more advanced Technologies to unlock the other Improvements. Generating new Resources takes relatively long and each Resource has their own Terrain Requirements (documented in the tooltip). Most of the Buildings that can be unlocked are National Wonders that can only be built once, so it's probably a good idea to lay out a general Strategy very early and settle your cities accordingly to get the maximum benefit. Also, the Worker Unit requires Petroleum - don't forget that use can use Strategic Balance in the Setup Options if you want to make sure to have some around. In Rising Tide you can also start the game as the Slavic FFederation or use your spies to gather more on the Black Market if you want to extend your grower count up to the maximum of 5.  

If you like this mod let me know - I'll make sure to add more resources once I'm finally done with updating my other Mods to Rising Tide.



Description (Mod):
[COLOR_WHITE]Alows players to spawn resources.

All Resources have Terrain requirements. Unlock the new Worker Unit (the [COLOR_HIGHLIGHT_IMPROVEMENT]Grower[COLOR_WHITE]) and the first Set of Resource-creating Improvements by researching Fertilization, a Leaf-Technology of Chemistry.

More Improvements and Buildings can be unlocked by researching more advanced Technologies. This mod is balanced to give new Choices and Options to the player, not to become a mandatory system that feels like it needs to be fully used, therefore every option has their own opportunity costs and investments that need to be made. The mod is slightly geared towards making tall empires more viable than they are right now.

With the tools available it would be impossible to make the AI use these systems properly, so I decided to make it ignore all of them completely. It will not try to research or use any of the new stuff (unless it gets it by taking your cities :p)

[COLOR_HIGHLIGHT_IMPROVEMENT]Tipps for Starters[COLOR_WHITE]:
Study the unique Buildings that have been added - they are designed to have great synergies with different Resources. A thought-out strategy with well-placed, specialized cities and appropriately placed improvements will be of much greater efficiency than an empire with just randomly placed resources. Also, strong tech choices will change depending on the terrain that is available to you.

The Microbial Conditioning Technology for example (unlocks Tubers, which can only be built on Desert Tiles) will be really strong if you have a city with a lot of Flood Plains (or even Deserts) in one city, but if all of your cities have a few Desert Tiles here and there, but none has enough to make good use of the Desert Fortress (Bonus-Yields from Tubers), then the technology will probably not be that strong (especially because none of the new technologies give any Affinity Points) and it may be a good idea to use your [COLOR_HIGHLIGHT_IMPROVEMENT]Growers[ENDCOLOR][COLOR_WHITE] for other resources instead.

Of course this is completely up to you - if you'd rather design a Fruit Paradise or want to cover as many tiles as possible with Fungus to show your love for SMAC, go right ahead! :p Just don't miss the strategic possibilities - this mod is designed to reward good decision-making and clever strategies![ENDCOLOR]