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resource_data.cpp
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#include "resource.h"
Resource_datum* Resource_data [RES_MAX];
Crop_datum* Crop_data [CROP_MAX];
Mineral_datum* Mineral_data [MINERAL_MAX];
// RESOURCE MACROS
#define _resource(n) \
cur_id = (n)
#define _rname(s) \
Resource_data[cur_id]->name = (s)
#define _rcolor(c) \
Resource_data[cur_id]->color = (c)
#define _rvalue(n) \
Resource_data[cur_id]->value = (n)
#define _luxury(t) \
Resource_data[cur_id]->luxury_type = (t)
#define _demand(n) \
Resource_data[cur_id]->demand = (n)
#define _morale(n) \
Resource_data[cur_id]->morale = (n)
#define _meta() \
Resource_data[cur_id]->meta = true
#define _description(s) \
Resource_data[cur_id]->description = (s)
// CROP MACROS
#define _crop(n) \
cur_id = (n)
#define _cname(s) \
Crop_data[cur_id]->name = (s)
// percentage is the frequency of placement; what % of terrain should it cover
#define _cpercent(s) \
Crop_data[cur_id]->percentage = (s)
#define _temperature(a, b) \
Crop_data[cur_id]->min_temp = (a); \
Crop_data[cur_id]->max_temp = (b)
#define _altitude(a, b) \
Crop_data[cur_id]->min_altitude = (a); \
Crop_data[cur_id]->max_altitude = (b)
#define _rainfall(a, b) \
Crop_data[cur_id]->min_rainfall = (a); \
Crop_data[cur_id]->max_rainfall = (b)
#define _food(s) \
Crop_data[cur_id]->food = (s)
#define _bonus(t, a) \
Crop_data[cur_id]->bonus_resources.push_back( Resource_amount ( (t), (a) ) )
#define _type(s) \
Crop_data[cur_id]->type = (s)
#define _cdescription(s) \
Crop_data[cur_id]->description = (s)
// MINERAL MACROS
#define _mineral(n) \
cur_id = (n)
#define _mpercent(s) \
Mineral_data[cur_id]->percentage = (s)
#define _mvalue(s) \
Mineral_data[cur_id]->value = (s)
#define _mname(s) \
Mineral_data[cur_id]->name = (s)
#define _mcolor(c) \
Mineral_data[cur_id]->color = (c)
#define _mhidden() \
Mineral_data[cur_id]->hidden = true
#define _mdescription(s) \
Mineral_data[cur_id]->description = (s)
void init_resource_data()
{
for (int i = 0; i < RES_MAX; i++) {
Resource_data[i] = new Resource_datum();
}
for (int i = 0; i < CROP_MAX; i++) {
Crop_data[i] = new Crop_datum();
}
for (int i = 0; i < MINERAL_MAX; i++) {
Mineral_data[i] = new Mineral_datum();
}
int cur_id = 0;
_resource(RES_NULL);
_rname("any resource");
_rcolor(c_dkgray);
_resource(RES_GOLD);
_rname("gold");
_rvalue(100);
_rcolor(c_yellow);
_description("\
Gold is the universally accepted currency of Edigotia. This is its processed \
form, as opposed to the <link=mineral>ore</link> mined out of the ground \
(which can be <link=smeltery>smelted</link> to make usable gold). While gold \
is not required for trade, it does greatly facilitate it. Also, it is a \
necessary <link=resources>resource</link> for building many <link=area>areas\
</link> and <link=building>buildings</link>, as well as for paying the wages \
of workers. Gold can be acquired from your citizens via <link=taxes>taxation\
</link>.\
");
_resource(RES_FOOD);
_rname("food");
_rvalue(20);
_rcolor(c_green);
_description("\
Food is one of the most basic needs for a <link=city>city</link> to thrive. \
Without an adequate and continuous supply of food, your <link=citizens>citizens\
</link> will go hungry, their health will suffer, and eventually they will die \
of starvation. Fortunately, there are several sources of food; \
<link=farming>farming</link> and <link=hunting>hunting</link> are available to \
any city with the proper <link=city map tile>terrain</link> (so long as your \
<link=race>race</link> is competent at one or both of these). As food is \
relatively inexpensive, even a modest economy can <link=trade>trade</link> for \
it.\
");
_resource(RES_WOOD);
_rname("wood");
_rvalue(30);
_rcolor(c_ltred);
_description("\
Wood is an important building material, and most new <link=city>cities</link> \
start with a considerable supply of it. Both <link=area>areas</link> and \
<link=building>buildings</link> frequently require wood to be built. Once \
your starting supply of wood runs out, you'll either need to <link=trade>trade\
</link> to get more, or <link=logging>harvest</link> some from the \
<link=city map tile>land</link> using a <link=sawmill>sawmill</link>. \
<link=forest (terrain)>Forest</link> and <link=jungle (terrain)>jungle</link> \
contain the most wood, with <link=swamp (terrain)>swamps</link> not far \
behind, but even of map tiles will often have at least a few trees on them \
which can be cut down.\n\
Wood can also be used in a <link=woodworking shop>woodworking shop</link> to \
craft a variety of goods, including several <link=luxuries>luxuries</link>.\
");
_resource(RES_STONE);
_rname("stone");
_rvalue(10);
_rcolor(c_ltgray);
_description("\
Stone is an important building material, and most new <link=city>cities</link> \
start with a considerable supply of it. Both <link=area>areas</link> and \
<link=building>buildings</link> frequently require stone to be built. Once \
your starting supply of stone runs out, you'll either need to <link=trade>trade\
</link> to get more, or <link=mining>mine</link> some from the \
<link=city map tile>land</link> using a <link=mine>mine</link>. Fortunately \
stone is the most common <link=mineral>mineral</link>, and is available in \
essentially-infinite amounts in <link=hill (terrain)>hills</link> and \
<link=mountain (terrain)>mountains</link>. After mining stone, you will have \
to cut it into usable blocks at a <link=masonry>masonry</link>.\
");
_resource(RES_TIN);
_rname("tin");
_rvalue(15);
_rcolor(c_ltcyan);
_description("\
Tin is the most common and least valuable metal. It can be <link=mining>mined\
</link> from the ground in the form of <link=tin ore>tin ore</link>, and then \
<link=smeltery>smelted</link> into this usable form. Tin is too soft to be \
used for <link=weapon>weapons</link>, but can be made into various \
<link=luxury>luxuries</link> at a <link=smith>smith</link>.\
");
_resource(RES_COPPER);
_rname("copper");
_rvalue(30);
_rcolor(c_ltred);
_description("\
Copper is a shiny red metal which is relatively common. It can be \
<link=mining>mined</link> from the ground in the form of \
<link=copper ore>copper ore</link>, then <link=smeltery>smelted</link> into \
this usable form. Copper can be used to make <link=weapon>weapons</link>, \
though as it is rather soft they will not be of a high quality. It can also \
be fashioned into a variety of <link=luxury>luxuries</link> at a \
<link=smith>smith</link>.\
");
_resource(RES_IRON);
_rname("iron");
_rvalue(50);
_rcolor(c_cyan);
_description("\
Iron is a hard, gray metal with a wide variety of uses. It can be \
<link=mining>mined</link> from the gorund in the form of \
<link=iron ore>iron ore</link>, and then <link=smeltery>smelted</link> into \
this usable form. Iron is the best metal for making <link=weapon>weapons\
</link>, and is also used for making heavy <link=armor>armor</link>. Iron can \
also be made into a variety of <link=luxury>luxuries</link> at a \
<link=smith>smith</link>.\
");
_resource(RES_FIBER);
_rname("fiber");
_rvalue(14);
_rcolor(c_ltgray);
_description("\
Fiber refers to any of a variety of materials suitable for making \
<link=clothing>clothing</link>. Some <link=crops>crops</link> such as \
<link=hemp>hemp</link> provide a source of fiber, and some \
<link=livestock>livestock</link> <link=animal>animals</link>, such as \
<link=sheep>sheep</link>, provide a wool which is an excellent fiber. Fiber \
can be sewn into clothing at a <link=tailor>tailor</link>, or used to make \
paper for <link=book>books</link> at a <link=scribery>scribery</link>.\
");
_resource(RES_FUR);
_rname("fur");
_rvalue(16);
_rcolor(c_brown);
_description("\
Fur is the fine, long-haired pelt of any of a variety of <link=animal>animals\
</link>. Fur cannot be harvested without killing the animal, either in a \
<link=hunting>hunt</link> or by slaughtering <link=livestock>livestock\
</link>. Fur is used to make <link=fur coats>fur coats</link> at a \
<link=tailor>tailor</link>.\
");
_resource(RES_LEATHER);
_rname("leather");
_rvalue(16);
_rcolor(c_brown);
_description("\
Leather is the tough, hairless pelt of any of a variety of <link=animal>animals\
</link>. Leather cannot be harvested without killing the animal, either in a \
<link=hunting>hunt</link> or by slaughtering <link=livestock>livestock\
</link>. Leather is used to make <link=leather coats>leather coats</link> at \
a <link=tailor>tailor</link>, and can also be used to make light \
<link=armor>leather armor</link>.\
");
_resource(RES_UNICORN_HORN);
_rname("unicorn horn");
_rvalue(5000);
_rcolor(c_pink);
_description("\
Unicorn horns are extremely rare and valuable. They can only be obtained by \
killing a <link=unicorn>unicorn</link>, one of the rarest <link=animal>beasts\
</link> in all the land. As killing a unicorn is considered a sin by many \
<link=god>gods</link>, possessing a unicorn horn is both taboo and a great \
status symbol. Unicorn horns are a vital component in a variety of \
<link=spell>spells</link>, particularly in the <link=magical school>schools\
</link> of <link=life magic>life</link> and <link=death magic>death</link>.\
");
_resource(RES_SALT);
_rname("salt");
_rvalue(35);
_rcolor(c_white);
_luxury(LUX_NULL); // Salt's technical a spice, but it's universally wanted
_demand(150);
_morale(8);
_description("\
Salt is an extremely popular spice and an excellent preservative. Its \
universal appeal means that it is demanded by every citizen, and does not \
compete with other spice <link=luxury>luxuries</link>. It is the only luxury \
to have a standard demand of more than 1 unit per citizen. Salt can be \
<link=mining>mined</link> from the ground in certain locations; in this case, \
it is brought to the surface in a coarse form, mixed with other minerals, and \
must be processed in a <link=kitchen>kitchen</link> prior to being eaten.\
");
_resource(RES_PEPPER);
_rname("pepper");
_rvalue(28);
_rcolor(c_dkgray);
_luxury(LUX_SPICE);
_demand(80);
_morale(5);
_description("\
<c=magenta>For the crop, see <link=pepper>pepper</link><c=magenta>.<c=/>\n\
\n\
Pepper is a small fruit, dried and crushed for use as a slightly-hot \
<link=luxury>spice</link>. It is highly enjoyed by most. As a spice, it \
competes for popularity with <link=cinnamon (resource)>cinnamon</link>, \
<link=cumin (resource)>cumin</link> and <link=paprika (resource)>paprika\
</link>.\
");
_resource(RES_CINNAMON);
_rname("cinnamon");
_rvalue(26);
_rcolor(c_brown);
_luxury(LUX_SPICE);
_demand(40);
_morale(3);
_description("\
<c=magenta>For the crop, see <link=cinnamon>cinnamon</link><c=magenta>.<c=/>\n\
\n\
Cinnamon is a <link=luxury>spice</link> obtained by drying the inner bark of \
a certain tree. It has a pungent flavor which enjoys moderate popularity. As \
a spice, it competes for popularity with <link=pepper (resource)>pepper\
</link>, <link=cumin (resource)>cumin</link> and \
<link=paprika (resource)>paprika</link>.\
");
_resource(RES_CUMIN);
_rname("cumin");
_rvalue(45);
_rcolor(c_brown);
_luxury(LUX_SPICE);
_demand(35);
_morale(5);
_description("\
<c=magenta>For the crop, see <link=cumin>cumin</link><c=magenta>.<c=/>\n\
\n\
Cumin is a <link=luxury>spice</link> made by drying and crushing the seeds of \
a low-growing plant. It has a rich, smoky flavor which is greatly enjoyed by \
a relatively small portion of the population. As a spice, it competes for \
popularity with <link=pepper (resource)>pepper</link>, \
<link=cinnamon (resource)>cinnamon</link> and <link=paprika (resource)>paprika\
</link>.\
");
_resource(RES_PAPRIKA);
_rname("paprika");
_rvalue(20);
_rcolor(c_ltred);
_luxury(LUX_SPICE);
_demand(60);
_morale(3);
_description("\
<c=magenta>For the crop, see <link=paprika>paprika</link><c=magenta>.<c=/>\n\
\n\
Paprika is a <link=luxury>spice</link> which is made by drying a red pepper \
and grinding it into a powder. It has a mildly spicy, earthy, slightly-sweet \
flavor which is enjoyed by much of the population. As a spice, it competes \
for popularity with <link=pepper (resource)>pepper</link>, \
<link=cinnamon (resource)>cinnamon</link> and <link=cumin (resource)>cumin\
</link>.\
");
_resource(RES_TOBACCO);
_rname("tobacco");
_rvalue(25);
_rcolor(c_brown);
_luxury(LUX_SMOKABLE);
_demand(75);
_morale(4);
_description("\
<c=magenta>For the crop, see <link=tobacco>tobacco</link><c=magenta>.<c=/>\n\
\n\
Tobacco (the <link=luxury>luxury</link> good) is the dried leaves of the \
tobacco plant. When smoked, it acts as a mild stimulant and provides a \
pleasant sense of relaxation. It is widely popular. As a casually-smoked \
drug, it competes for popularity with <link=cannabis>cannabis</link>.\
");
_resource(RES_CANNABIS);
_rname("cannabis");
_rvalue(38);
_rcolor(c_green);
_luxury(LUX_SMOKABLE);
_demand(40);
_morale(5);
_description("\
Cannabis is a <link=luxury>smokable drug</link> made up of the flower buds of \
the <link=hemp>hemp</link> plant. When smoked, it gives the user a sense of \
relaxation and expanded thoughts. It is usually highly enjoyable, but due to \
side effects such as anxiety and paranoia, it has limited popularity. As a \
casually-smoked drug, it competes for popularity with \
<link=tobacco (resource)>tobacco</link>.\
");
_resource(RES_AMANITAS);
_rname("amanitas");
_rvalue(75);
_rcolor(c_magenta);
_luxury(LUX_HALLUCINOGEN);
_demand(5);
_morale(3);
_description("\
<c=magenta>For the crop, see <link=amanitas>amanitas</link><c=magenta>.<c=/>\n\
\n\
Amanitas is a <link=luxury>hallucinogenic</link> mushroom. It belongs to a \
family of mushrooms which are mostly very poisonous, and must be parboiled \
prior to ingestion. Its effects are highly delirious, and considered \
unpleasant by almost all of the population; however, those who brave the \
mental breakdown it causes find their <link=morale>quality of life</link> \
highly enhanced. As a hallucinogen, it competes for popularity with \
<link=ayahuasca (resource)>ayahuasca</link> and \
<link=spicereed (resource)>spicereed</link>.\
");
_resource(RES_AYAHUASCA);
_rname("ayahuasca");
_rvalue(80);
_rcolor(c_magenta);
_luxury(LUX_HALLUCINOGEN);
_demand(4);
_morale(3);
_description("\
<c=magenta>For the crop, see <link=ayahuasca>ayahuasca</link><c=magenta>.\
<c=/>\n\
\n\
Ayahuasca is a <link=luxury>hallucinogenic</link> brew made from a tropical \
vine, along with other plant ingredients (which are grown alongside the \
vine). It has a powerful dissociative effect on the mind, and is enjoyed by \
very few; however, those few find that it brings a great deal of \
<link=morale>happiness</link> to their lives. As a hallucinogen, it competes \
for popularity with <link=amanitas (resource)>amanitas</link> and \
<link=spicereed (resource)>spicereed</link>.\
");
_resource(RES_SPICEREED);
_rname("spicereed");
_rvalue(45);
_rcolor(c_magenta);
_luxury(LUX_HALLUCINOGEN);
_demand(30);
_morale(4);
_description("\
<c=magenta>For the crop, see <link=spicereed>spicereed</link><c=magenta>.\
<c=/>\n\
\n\
Spicereed is a hallucinogenic, stimulant <link=luxury>drug</link> consisting \
of a light blue, woody reed which is crushed and smoked. Its effects are less \
intense than other hallucinogens, and so it enjoys a much greater popularity. \
Users report minor, colorful visuals and a feeling of mind expansion and \
joyful energy. As a hallucinogen, it competes for popularity with \
<link=amanitas (resource)>amanitas</link> and \
<link=ayahuasca (resource)>ayahuasca</link>.\
");
_resource(RES_CLOTHING);
_rname("clothing");
_rvalue(35);
_rcolor(c_white);
_demand(15);
_morale(2);
_description("\
While <link=citizens>citizens</link> can make do with home-sewn clothing made \
from fabric scraps, they greatly prefer finer clothing made by a \
<link=tailor>tailor</link>. For those with even finer taste, \
<link=couture>couture</link> is available.\
");
_resource(RES_COUTURE);
_rname("couture");
_rvalue(38);
_rcolor(c_white);
_demand(12);
_morale(2);
_description("\
A level above regular <link=clothing>clothing</link>, couture is elegant \
clothing made from the finest materials, including <link=fiber>fiber</link>, \
<link=fur>fur</link> and <link=leather>leather</link>.\
");
_resource(RES_FUR_COATS);
_rname("fur coats");
_rvalue(60);
_rcolor(c_brown);
_luxury(LUX_COATS);
_demand(10);
_morale(3);
_description("\
Fur coats are an elegant option to be worn over <link=clothing>clothing\
</link>. They are durably made, and do not need to be replaced very often. \
As a coat, they compete with <link=leather coats>leather coats</link> for \
popularity.\
");
_resource(RES_LEATHER_COATS);
_rname("leather coats");
_rvalue(65);
_rcolor(c_brown);
_luxury(LUX_COATS);
_demand(8);
_morale(3);
_description("\
Leather coats are an elegant option to be worn over <link=clothing>clothing\
</link>. They are very durably made, and rarely need to be replaced. As a \
coat, they compete with <link=fur coats>fur coats</link> for popularity.\
");
_resource(RES_WOOD_HOUSEWARES);
_rname("wood housewares");
_rvalue(70);
_rcolor(c_ltred);
_luxury(LUX_HOUSEWARES);
_demand(10);
_morale(4);
_description("\
Housewares are a <link=luxury>luxury item</link> consisting of a variety of \
home goods; cookware, dining utensils, cups, plates, etc. These housewares \
are made from <link=wood>wood</link>, but they can be made from a variety of \
materials. Only one variety will be in fashion at a given time. As such, \
wood housewares are in competition with housewares made from \
<link=tin housewares>tin</link>, <link=copper housewares>copper</link>, and \
<link=iron housewares>iron</link>.\
");
_resource(RES_TIN_HOUSEWARES);
_rname("tin housewares");
_rvalue(85);
_rcolor(c_ltcyan);
_luxury(LUX_HOUSEWARES);
_demand(10);
_morale(5);
_description("\
Housewares are a <link=luxury>luxury item</link> consisting of a variety of \
home goods; cookware, dining utensils, cups, plates, etc. These housewares \
are made from <link=tin>tin</link>, but they can be made from a variety of \
materials. Only one variety will be in fashion at a given time. As such, \
tin housewares are in competition with housewares made from \
<link=wood housewares>wood</link>, <link=copper housewares>copper</link>, and \
<link=iron housewares>iron</link>.\
");
_resource(RES_COPPER_HOUSEWARES);
_rname("copper housewares");
_rvalue(90);
_rcolor(c_ltred);
_luxury(LUX_HOUSEWARES);
_demand(10);
_morale(6);
_description("\
Housewares are a <link=luxury>luxury item</link> consisting of a variety of \
home goods; cookware, dining utensils, cups, plates, etc. These housewares \
are made from <link=copper>copper</link>, but they can be made from a variety \
of materials. Only one variety will be in fashion at a given time. As such, \
copper housewares are in competition with housewares made from \
<link=wood housewares>wood</link>, <link=tin housewares>tin</link>, and \
<link=iron housewares>iron</link>.\
");
_resource(RES_IRON_HOUSEWARES);
_rname("iron housewares");
_rvalue(110);
_rcolor(c_cyan);
_luxury(LUX_HOUSEWARES);
_demand(10);
_morale(7);
_description("\
Housewares are a <link=luxury>luxury item</link> consisting of a variety of \
home goods; cookware, dining utensils, cups, plates, etc. These housewares \
are made from <link=iron>iron</link>, but they can be made from a variety of \
materials. Only one variety will be in fashion at a given time. As such, \
iron housewares are in competition with housewares made from \
<link=wood housewares>wood</link>, <link=tin housewares>tin</link>, and \
<link=copper housewares>copper</link>.\
");
_resource(RES_FURNITURE);
_rname("furniture");
_rvalue(130);
_rcolor(c_ltred);
_demand(8);
_morale(8);
_description("\
Furniture is a <link=luxury>luxury good</link> consisting of tables, chairs, \
and other common household furniture. It can be made from wood at a \
<link=woodworking shop>woodworking shop</link>. It greatly improves the \
<link=morale>quality of life</link> for those who own it, and very rarely \
needs to be replaced; these qualities combine to give furniture a very high \
cost.\
");
_resource(RES_JEWELRY);
_rname("jewelry");
_rvalue(200);
_rcolor(c_magenta);
_demand(5);
_morale(12);
_description("\
Jewelry takes the form of necklaces, rings, earrings, and other fine bodily \
accessories. It is a very valuable <link=luxury>luxury</link> made at a \
<link=smith>smith</link> from <link=tin>tin</link>, <link=copper>copper</link> \
and <link=gems>gems</link>. It provides a very high boost to \
<link=morale>morale</link> but rarely needs to be replaced.\
");
_resource(RES_BLANK_BOOK);
_rname("blank book");
_rvalue(50);
_rcolor(c_white);
_resource(RES_FARMING);
_rname("farming");
_rcolor(c_magenta);
_meta();
_resource(RES_MINING);
_rname("mining");
_rcolor(c_magenta);
_meta();
_resource(RES_HUNTING);
_rname("hunting");
_rcolor(c_magenta);
_meta();
_resource(RES_LOGGING);
_rname("logging");
_rcolor(c_magenta);
_meta();
// _food() is per 100 units of the crop!
_crop(CROP_NULL);
_cname("any crop");
_crop(CROP_WHEAT);
_cname("wheat");
_cpercent(90);
_temperature(25, 90);
_altitude(0, 90);
_rainfall(10, 70);
_type(CROPTYPE_FOOD);
_food(100);
_crop(CROP_CABBAGE);
_cname("cabbage");
_cpercent(70);
_temperature(10, 75);
_altitude(0, 80);
_rainfall(5, 100);
_type(CROPTYPE_FOOD);
_food(120);
_crop(CROP_GRAPES);
_cname("grapes");
_cpercent(30);
_temperature(30, 70);
_altitude(15, 90);
_rainfall(15, 60);
_type(CROPTYPE_FOOD);
_food(50);
_crop(CROP_MELON);
_cname("melon");
_cpercent(40);
_temperature(35, 90);
_altitude(0, 60);
_rainfall(20, 100);
_type(CROPTYPE_FOOD);
_food(80);
_crop(CROP_RICE);
_cname("rice");
_cpercent(90);
_temperature(50, 100);
_altitude(0, 45);
_rainfall(45, 100);
_type(CROPTYPE_FOOD);
_food(110);
_crop(CROP_CACTUS);
_cname("cactus");
_cpercent(90);
_temperature(60, 100);
_altitude(0, 80);
_rainfall(0, 15);
_type(CROPTYPE_FOOD);
_food(60);
_bonus(RES_FIBER, 20);
_crop(CROP_PEPPER);
_cname("pepper");
_cpercent(40);
_temperature(60, 90);
_altitude(0, 60);
_rainfall(10, 60);
_type(CROPTYPE_SPICE);
_food(15);
_bonus(RES_PEPPER, 90);
_crop(CROP_CINNAMON);
_cname("cinnamon");
_cpercent(20);
_temperature(65, 90);
_altitude(15, 80);
_rainfall(10, 60);
_type(CROPTYPE_SPICE);
_bonus(RES_CINNAMON, 100);
_crop(CROP_CUMIN);
_cname("cumin");
_cpercent(8);
_temperature(70, 100);
_altitude(10, 65);
_rainfall(40, 100);
_type(CROPTYPE_SPICE);
_bonus(RES_CUMIN, 80);
_crop(CROP_PAPRIKA);
_cname("paprika");
_cpercent(45);
_temperature(40, 70);
_altitude(0, 50);
_rainfall(20, 60);
_type(CROPTYPE_SPICE);
_bonus(RES_PAPRIKA, 100);
_crop(CROP_TOBACCO);
_cname("tobacco");
_cpercent(30);
_temperature(50, 85);
_altitude(0, 50);
_rainfall(20, 50);
_type(CROPTYPE_DRUG);
_bonus(RES_TOBACCO, 100);
_crop(CROP_AMANITAS);
_cname("amanitas");
_cpercent(10);
_temperature(0, 40);
_altitude(0, 70);
_rainfall(20, 100);
_type(CROPTYPE_DRUG);
_bonus(RES_AMANITAS, 100);
_crop(CROP_AYAHUASCA);
_cname("ayahuasca");
_cpercent(10);
_temperature(65, 100);
_altitude(20, 70);
_rainfall(60, 100);
_type(CROPTYPE_DRUG);
_bonus(RES_AYAHUASCA, 100);
_crop(CROP_SPICEREED);
_cname("spicereed");
_cpercent(8);
_temperature(70, 100);
_altitude(0, 30);
_rainfall(0, 15);
_type(CROPTYPE_DRUG);
_bonus(RES_SPICEREED, 100);
_crop(CROP_DEATHCAP);
_cname("deathcap");
_cpercent(7);
_temperature(20, 70);
_altitude(0, 70);
_rainfall(45, 100);
_type(CROPTYPE_POISON);
_crop(CROP_VIPERVINE);
_cname("vipervine");
_cpercent(10);
_temperature(65, 100);
_altitude(20, 70);
_rainfall(40, 100);
_type(CROPTYPE_POISON);
_crop(CROP_SCORPICON);
_cname("scorpicon");
_cpercent(7);
_temperature(60, 100);
_altitude(0, 70);
_rainfall(0, 10);
_type(CROPTYPE_POISON);
_crop(CROP_COTTON);
_cname("cotton");
_cpercent(70);
_temperature(60, 90);
_altitude(0, 80);
_rainfall(10, 50);
_type(CROPTYPE_FIBER);
_bonus(RES_FIBER, 100);
_crop(CROP_HEMP);
_cname("hemp");
_cpercent(60);
_temperature(25, 90);
_altitude(0, 100);
_rainfall(5, 100);
_type(CROPTYPE_FIBER);
_bonus(RES_FIBER, 80);
_bonus(RES_CANNABIS, 20);
// Minerals
_mineral(MINERAL_NULL);
_mname("any mineral");
_mcolor(c_dkgray);
_mineral(MINERAL_STONE);
_mname("stone");
_mpercent(98);
_mvalue(5);
_mcolor(c_white);
_mineral(MINERAL_TIN);
_mname("tin ore");
_mpercent(70);
_mvalue(5);
_mcolor(c_ltcyan);
_mhidden();
_mineral(MINERAL_COPPER);
_mname("copper ore");
_mpercent(50);
_mvalue(10);
_mcolor(c_ltred);
_mhidden();
_mineral(MINERAL_IRON);
_mname("iron ore");
_mpercent(70);
_mvalue(30);
_mcolor(c_cyan);
_mhidden();
_mineral(MINERAL_SALT);
_mname("salt");
_mpercent(50);
_mvalue(28);
_mcolor(c_white);
_mhidden();
_mineral(MINERAL_GEMS);
_mname("gems");
_mpercent(3);
_mvalue(100);
_mcolor(c_pink);
_mhidden();
// The value of gold is less than 100 because it takes labor and fuel to
// convert it into spendable currency!
_mineral(MINERAL_GOLD);
_mname("gold");
_mpercent(4);
_mvalue(80);
_mcolor(c_yellow);
_mhidden();
_mineral(MINERAL_COAL);
_mname("coal");
_mpercent(20);
_mvalue(50);
_mcolor(c_dkgray);
_mhidden();
}