

All base resources used to manufacture more refined resources can enter a resource shortage. To end a resource shortage, remove the district(s) causing the shortage, access additional copies of the base resource, or import more of the base resource from a foreign empire. The yield(s) affected in a resource shortage of a particular resource are shown in the resource's tooltip. This malus grows significantly for each additional overallocated copy of the resource. This shortage will apply a malus to at least one yield in all your cities (typically both Stability and one other yield). If you construct more districts than you have copies of a base resource, for example if you have three copies of Gold but build four Jewelsmith districts, your empire will enter a resource shortage. This represents how the base resource is consumed by the manufacture of the more refined resource and is no longer available to be used for other purposes.

For example, if you have three copies of the Gold resource and build a Jewelsmith, your empire will only receive the bonuses of two copies of Gold. When you build a district that produces a Manufactured Resource, one copy of every required base resource will be allocated, meaning that it will no longer provide its bonuses to your empire.
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A full map of the production chains introduced in the mod can be found on the mod page on mod.io. While some production chains are short and simple, others are more complex or have several intermediate steps from first base resource to final product. In order to build the district that produces Jewelry, you must have access to at least one copy of both Gold and Gemstones. For example, the Gold and Gemstone resources are required to manufacture the Jewelry resource.


These chains represent how basic resources are used to manufacture more refined resources. These districts also unlock at various points of the tech tree, and have varied placement restrictions that are fully described in their tooltips.Īll 31 Manufactured Resources and 7 Natural Resources (plus Salted Beef) are part of production chains. The 31 new resources are what the mod calls "Manufactured Resources" and must be created by building the luxury's associated district. Unlike in the base game, these luxury extractors are unique to one type of resource and are unlocked at various points in the tech tree. The 20 vanilla resources still appear on the map at the start of the game (the mod calls these "Natural Resources"), and must be extracted with a luxury extractor. In addition to reworking all bonuses from the vanilla game's 20 luxury resources (and replacing four of them with different resources), 31 more resources have been added. You can see full details of the mod, including all luxury bonuses and a full production chain diagram on the mod's page on mod.io, but I'll give a summary here. It reworks all luxury resource bonuses, adds 31 new luxuries, introduces production chains to manufacture more complex luxuries, and creates a resource shortage malus system for empires that overallocate their luxuries to those production chains. Yesterday I released Resources Expanded, a new mod that changes how luxury resources work in the game.
