Nordicus New Trade Goods  v.1.4

THIS VERSION IS AN APOLYTON PACK, MEANING THAT IT IS INTENDED TO BE USED WITH CTP, THE 1.2 PACTH, THE 1.21 "HACK," AND THE  APOLYTON PACK INSTALLED ON YOUR SYSTEM. FOR THE VERSION WITHOUT THE PACK, PLEASE SEE THE README FOR THE NON-CD VERSION.

March 13th, 2000.

(BY  Nordicus --aka. Thomas Hempstock ---- additional work done by Gemini-- aka. Darryl Marcinkoski  and  ETB -- aka. Chuck Bryan)

Contents:

•	1 .  Information

•	2 .  Installation

•	3 .  More info...

1.     Information :

Disclaimer:

NO WARRANTY
-----------
THIS New Trade Goods MOD IS PROVIDED "AS IS" AND WITHOUT ANY WARRANTY 
AS TO  MERCHANTABILITY OR FITNESS FOR A PARTICULAR PURPOSE OR ANY
OTHER WARRANTIES EITHER EXPRESSED OR IMPLIED. THE AUTHORS/CREATORS
WILL NOT BE LIABLE FOR DATA LOSS, DAMAGES, LOSS OF PROFITS OR
ANY OTHER KIND OF LOSS WHILE USING OR MISUSING THIS MOD OR
ANY FILES ASSOCIATED WITH THE Nordicus New Trade Goods Mod.
-----------
The authors/creators are in no way associated with Activision or any 
other company that is involved with Civilization: Call to Power.
-----------

Firstly, a great deal of thanks to Gemini (Darryl) for the awesome work with the sprites, ETB (Chuck) for testing, adapting files to work with the Pack, and the excellent work on the gl text files (as well as making pre-release versions available at his website); thanks also to Timothy Pintello for discovering how to add food, shield, and gold values to the new trade goods (making them resources rather than just trade goods), and thanks to Paul van den Belt for fixing that irritating right-clicking message bug.

Secondly, special thanks to Wes Whitaker, 'Wheathin,' John LeMaitre, 'Locutus' (Wouter Snijders), 'Skorpion59' (Don Blevens),  'Poling' (Jay), and anyone else who offered suggestions, feedback, or helped by testing or otherwise helped in some way with the mod.

This is a mod which adds 33 new trade goods to Civilization :  Call to Power.
   It is the result of about two months' work -- almost five, really, but off & on . I found the 
default CtP trade goods ( only 17 of them) disappointing and quite inadequate (and not all
that practical -- well, several of them I found a bit questionable as trade goods) for trade on a
planetary scale -- moreso when I moved up in map sizes and when I made an earth map. So, I hoped
to add realism, diversity of resources, and increased competition for those resources. 
   This brings the total to 52 trade goods available now in CtP.  Of course, only 38 trade goods
can be used in one game at one time. Also, the ones chosen were done so for use with an earth-type map, so additional versions are on pending...depending on demand. 
   True realism could not be obtained because of CtP's  2 trade-goods-per-terrain 'rule,' and not all the new trade goods/resources could be used in one game at one time because of this. If you are not satisfied with the pre-selected choices for resources, instructions can be found (in the More info...  section) which will assist you in changing any of the 52 resources for your games.

Terrain & Trade Goods:

This is a quick run through showing the food, production (shield), and gold values for each resource. The two HTML-formatted files that were distributed with this readme file contain tables that show the same information that is presented below plus some additional values assigned to the various terrains and trade goods. These values benefit a city whose worker is laboring on the good in question; they do not affect trade. The trade values of course affect trade and gold collected through it.

	Resource   Values	Trade   Values

	Food	Shield	Gold	Gold

[1. Forest]
1. Silk            	--	 5	10	10
2. Apples  	10	--	--	5
-------------------------------------------------------------------------------------------------------------
[2. Plains]
3. Wheat 	15	--	--	5
4. Grapes  	5	--	5	5
-------------------------------------------------------------------------------------------------------------
[3. Grassland]
5. Rice  	15	--	--	5
6. Cotton	--	10	--	5
-------------------------------------------------------------------------------------------------------------
[4. Tundra]
7. Caribou	10	5	--	5
8. Oil	--	15	10	35
-------------------------------------------------------------------------------------------------------------
[5. Desert]
9.  Dates	10	--	--	10
10. Oil	--	15	10	35
-------------------------------------------------------------------------------------------------------------
[6. Swamp]
11. Spices	5	--	5	15
12. Oil	--	15	10	35
-------------------------------------------------------------------------------------------------------------
[7. Hills]
13. Coffee 	5	--	--	5
14. Uranium	--	15	--	30
-------------------------------------------------------------------------------------------------------------
[8. Jungles]
15. Tea 	5	--	--	5
16. Bananas 	10	--	--	5
-------------------------------------------------------------------------------------------------------------
[9. Mountains]
17. Coal 	--	20	--	5
18. Gold 	--	5	10	20
-------------------------------------------------------------------------------------------------------------
[10. Desert Mountains]
19. Diamonds 	--	--	20	40
20. Iron Ore 	--	20	--	5
-------------------------------------------------------------------------------------------------------------
[11. Desert Hills]
21. Copper 	--	15	--	5
22. Silver	--	10	5	15
-------------------------------------------------------------------------------------------------------------
[12. Polar Mountains]
23. Bauxite	--	15	--	5
24. Rubies	--	--	15	20
-------------------------------------------------------------------------------------------------------------
[13. Polar Hills]
25. Sapphires	--	--	15	30
26. Emeralds	--	--	15	20
-------------------------------------------------------------------------------------------------------------
[14. Shallow Water]
27. Salmon 	15	--	--	15
28. Lobster 	10	--	--	15
-------------------------------------------------------------------------------------------------------------
[15. Beach]
29. Crabs 	10	--	--	5
30. Fish 	10	--	--	5
-------------------------------------------------------------------------------------------------------------
[16. Deep Water]
31. Whales	15	5	--	10
32. Tuna 	15	--	--	10
-------------------------------------------------------------------------------------------------------------
[17. Shelf]
33. Pearls	5	--	5	10
34. Oil	--	15	10	35
-------------------------------------------------------------------------------------------------------------
[18. Glaciers]
35. Seal	5	10	--	10
36. Walrus	10	5	--	10
-------------------------------------------------------------------------------------------------------------
[19. Volcano]
37. Diamonds	--	--	20	40
38. Crabs	10	--	--	5
-------------------------------------------------------------------------------------------------------------
[20. Deep Sea Rift]
Not Available.
-------------------------------------------------------------------------------------------------------------
[21. Trench]
Not Available.
-------------------------------------------------------------------------------------------------------------
[22. Space]
No Trade Good made for this terrain.
-------------------------------------------------------------------------------------------------------------
[23. Dead]
Not Available.
-------------------------------------------------------------------------------------------------------------
[24. Dead Hill]
Not Available.
-------------------------------------------------------------------------------------------------------------

(All trade goods have been given the GOOD_CAN_DIE setting in terrain.txt for added realism.)

Additional Trade Goods include: 

Buffalo, Olives, Camels, Potatoes, Lemons, Peat, Peppers, Tomatoes, and Strawberries.

Default CtP trade goods which have been replaced in this version:

Beaver, Giant Squid, Alligator, Elephant, Jade, Tobacco, and Sugar.

2.	Installation:

The Nordicus New Trade Goods (Apolyton Pack version) modification requires that Activision Civilization: Call to Power, the Civilization: Call to Power Patch v1.2, and the Apolyton Pack be properly installed on your computer in order to function. In addition, installation of and the Apolyton version 1.21 "Hack" is recommended. Please perform the following steps to install this modification:

1) Simply run the install program, 'Nordicus Apolyton Pack New Trade Goods v1.4.EXE'. The install program will assume the standard installation CtP directories (i.e., C:\Program Files\Activision\Civilization-Call To Power). If you did not install CtP to the standard location make sure you alter this 'Install-To' directory during your install.

2) This install is only for the Apolyton Pack version of CtP (in the original Apolyton Pack CtP file structure). It is not intended for use with any other modifications (such a non-Apolyton Pack installation, Wes's Medieval Mod, or Wes's Modern Mod). Other versions of this modification has been adapted for use with a CtP "out-of the box" installation and Wes's Medieval Mod. You will need to download the corresponding new trade goods modification file for use with those installations.

3) This modification is designed to work under the Apolyton Pack scenario file structure. It will overwrite some Apolyton Pack files, but it will not overwrite any of the default CtP files, even though additional sound and Great Library files will be placed in their respective default directories. To see which files are installed by this mod, run the install program and specify a temporary directory instead of the top-level CtP directory. The created directory structure will show up in the temporary directory. You will then need to run the install again using the CtP top-level directory in order for the modification to work.

4) Users will need to select the Apolyton scenario pack to start a new game that uses the New Trade Goods mod. All new games played under the Apolyton scenario pack will automatically use the New Trade Goods mod. Just select the remaining game setup options and start enjoying a whole new world of goods! Any additional scenarios that are made under the Apolyton scenario pack will automatically use the New Trade Goods mod.

Files:

Here are all the files that will be installed; note that * indicates a file that will be installed in the DEFAULT CtP DIRECTORY, all other files will be installed in the Apolyton SCENARIO DIRECTORY. This list is provided mainly for those who wish to move the files from a temporary directory to the main or default CtP directory, and so it shows where the files need to go.

scenarios\apolyton\default:

[gamedata]

concept.txt
concepticon.txt
goods.txt
goodsicon.txt
goodsID.txt
sounds.txt
terrain.txt
terrainicon.txt

[graphics]
[pictures]

33 tga gl (Great Library) 'concept' files, CG020F.tga to CG052F.tga
33 tga 'trade screen' files, beginning as UPBA....
UPBAAPPL.TGA   UPBABANA.TGA   UPBABAUX.TGA   UPBABUFF.TGA   UPBACAME.TGA   UPBACOAL.TGA   UPBACOPP.TGA   UPBACOTT.TGA   UPBADATE.TGA   UPBAEMER.TGA   UPBAFISH.TGA   UPBAGOLD.TGA   UPBAIRON.TGA   UPBALEMO.TGA   UPBALOBS.TGA   UPBAOLIV.TGA   UPBAPEAT.TGA   UPBAPEPP.TGA   UPBAPOTA.TGA   UPBARICE.TGA   UPBASALM.TGA   UPBASAPP.TGA   UPBASEAL.TGA   UPBASILK.TGA   UPBASILV.TGA   UPBASPIC.TGA   UPBASTRA.TGA   UPBATEAS.TGA   UPBATOMA.TGA   UPBATUNA.TGA   UPBAURAN.TGA   UPBAWALR.TGA   UPBAWHEA.TGA

[sprites]

33 trade screen sprites, Gc120.spr to Gc152.spr
33 trade good sprites, Gg20.spr to Gg52.spr

ctp_data:

[default]
[sound]

*33 wav files
NORDAPPL.WAV   NORDBANA.WAV   NORDBAUX.WAV   NORDBUFF.WAV   NORDCAME.WAV   NORDCOAL.WAV   NORDCOPP.WAV   NORDCOTT.WAV   NORDDATE.WAV   NORDEMER.WAV   NORDFISH.WAV   NORDGOLD.WAV   NORDIRON.WAV   NORDLEMO.WAV   NORDLOBS.WAV   NORDOLIV.WAV   NORDPEAT.WAV   NORDPEPP.WAV   NORDPOTA.WAV   NORDRICE.WAV   NORDSALM.WAV   NORDSAPP.WAV   NORDSEAL.WAV   NORDSILK.WAV   NORDSILV.WAV   NORDSPIC.WAV   NORDSTRA.WAV   NORDTEAS.WAV   NORDTOMA.WAV   NORDTUNA.WAV   NORDURAN.WAV   NORDWALR.WAV   NORDWHEA.WAV

[english]
[gamedata]

gl_str.txt

[gl]

*142 Great Library text files:
GANPG001.TXT   GANPG002.TXT   GANPG003.TXT   GANPG008.TXT   GANPG014.TXT   GANPG015.TXT   GANPG016.TXT   GANPG017.TXT   GANPG021.TXT   GANPG022.TXT   GANPG023.TXT   GANPG024.TXT   GANPG025.TXT   GANPG026.TXT   GANPG027.TXT   GANPG028.TXT   GANPG029.TXT   GANPG030.TXT   GANPG031.TXT   GANPG032.TXT   GANPG033.TXT   GANPG034.TXT   GANPG036.TXT   GANPG037.TXT   GANPG038.TXT   GANPG040.TXT   GANPG041.TXT   GANPG042.TXT   GANPG049.TXT   GANPG050.TXT   GANPG051.TXT   GANPG052.TXT
HINPG017.TXT   HINPG021.TXT   HINPG022.TXT   HINPG023.TXT   HINPG024.TXT   HINPG025.TXT   HINPG026.TXT   HINPG027.TXT   HINPG028.TXT   HINPG029.TXT   HINPG030.TXT   HINPG031.TXT   HINPG032.TXT   HINPG033.TXT   HINPG034.TXT   HINPG036.TXT   HINPG037.TXT   HINPG038.TXT   HINPG040.TXT   HINPG041.TXT   HINPG042.TXT   HINPG049.TXT   HINPG050.TXT   HINPG051.TXT   HINPG052.TXT
PRNPG001.TXT   PRNPG002.TXT   PRNPG003.TXT   PRNPG008.TXT   PRNPG014.TXT   PRNPG015.TXT   PRNPG017.TXT   PRNPG021.TXT   PRNPG022.TXT   PRNPG023.TXT   PRNPG024.TXT   PRNPG025.TXT   PRNPG026.TXT   PRNPG027.TXT   PRNPG028.TXT   PRNPG029.TXT   PRNPG030.TXT   PRNPG031.TXT   PRNPG032.TXT   PRNPG033.TXT   PRNPG034.TXT   PRNPG036.TXT   PRNPG037.TXT   PRNPG038.TXT   PRNPG040.TXT   PRNPG041.TXT   PRNPG042.TXT   PRNPG049.TXT   PRNPG050.TXT   PRNPG051.TXT   PRNPG052.TXT
VANPG001.TXT   VANPG002.TXT   VANPG003.TXT   VANPG007.TXT   VANPG008.TXT   VANPG013.TXT   VANPG014.TXT   VANPG015.TXT   VANPG016.TXT   VANPG017.TXT   VANPG021.TXT   VANPG022.TXT   VANPG023.TXT   VANPG024.TXT   VANPG025.TXT   VANPG026.TXT   VANPG027.TXT   VANPG028.TXT   VANPG029.TXT   VANPG030.TXT   VANPG031.TXT   VANPG032.TXT   VANPG033.TXT   VANPG034.TXT   VANPG036.TXT   VANPG037.TXT   VANPG038.TXT   VANPG040.TXT   VANPG041.TXT   VANPG042.TXT   VANPG049.TXT   VANPG050.TXT   VANPG051.TXT   VANPG052.TXT   
VANPT001.TXT   VANPT002.TXT   VANPT003.TXT   VANPT004.TXT   VANPT005.TXT   VANPT006.TXT   VANPT007.TXT   VANPT008.TXT   VANPT009.TXT   VANPT010.TXT   VANPT011.TXT   VANPT012.TXT   VANPT013.TXT   VANPT015.TXT   VANPT016.TXT   VANPT017.TXT   VANPT053.TXT   VANPT054.TXT   VANPT055.TXT   VANPT056.TXT

3.	More Info...

Terrain Changes:

(Please see the two HTML-formatted tables that were distributed with this readme file spreadsheet for more information.)

For added realism, many changes have been made to most terrain tiles; also, to balance the extra resources now available on these tiles, some characteristics have been adjusted; all of this was done in an attempt to have a more Earth-like world with Earth-type values for terrain in general (polar mountains are regarded as extremely high mountain ranges now, for instance), making resources much more valuable and giving slightly more realistic combat results, depending on the terrain, giving terrain increased strategic importance (terrain defense value changes shown in this color). Here is a brief description of the changes, including their default values--in case anyone wishes to return to these values.

1. Forest: TRANSFORM_REMOVE is now 3  400  from 1  200; base ENV_SHIELD is now 15, not 20, and ENV_DEFENSE is increased to 0.75 from 0.50; city bonus ENV_SHIELD is now 10, not 5; river bonuses: ENV_FOOD and ENV_SHIELD are both now 10, not 5;  ENV_ROAD1: ENV_MATERIALS is now 150, not 200.

2. Plains: TRANSFORM_REMOVE is now 1  400  from 1  200; base ENV_SHIELD is now 5, not 10, and ENV_DEFENSE is up 0.25 from 0.0; city bonus ENV_FOOD is now 15, not 10; river bonus: ENV_FOOD is now 15, not 5; ENV_ROAD1: ENV_MATERIALS is now 45, not 60.

3. Grassland: TRANSFORM_REMOVE is now 1  40 from 1  20; base ENV_FOOD is now 15, not 10, ENV_SHIELD is now 0 from 5, and ENV_MOVEMENT and ENV_FREIGHT are now 50 from 100; city bonus ENV_FOOD is now 15, not 10; river bonuses: ENV_FOOD is now 20 from 5, and ENV_MOVEMENT and ENV_FREIGHT are now 33 from 50; ENV_ROAD1: ENV_MATERIALS is now 75 from 60; ENV_ROAD2: ENV_MATERIALS is now 175 from 120; and ENV_ROAD3: ENV_MATERIALS is 350, not 240; ENV_IRR1: ENV_MATERIALS is 300 from 200, ENV_IRR2: ENV_MATERIALS is now 600 from 500, and ENV_IRR3: ENV_MATERIALS is now 1800 from 1400.

4. Tundra: TRANSFORM_REMOVE is now 3  800 from 2  400 and TRANSFORM_ADD_ADVANCE and TRANSFORM_ADD_ADVANCE are now ADVANCE_SUPERCONDUCTOR rather than ADVANCED_COMPOSITES; base ENV_SHIELD is now 0, not 5, ENV_MOVEMENT is now 300, not 200, and ENV_FREIGHT  is 300, not 100; ENV_DEFENSE is 0.25 from 0.0; river bonus: ENV_FOOD is now 10, up from 5; ENV_ROAD1: ENV_MATERIALS is now 225 from 300. (Also, irrigation and mining are now possible on the Tundra terrain tile.)

5. Desert: base ENV_SHIELD is now 10, not 5; ENV_DEFENSE is 0.25, not 0; river bonus: ENV_FOOD is now 15 from 5; ENV_ROAD1: ENV_MATERIALS is now 45, not 60.

6. Swamp: base ENV_FOOD is now 5 from 0, ENV_SHIELD is now 10 from 5; city bonus ENV_FOOD is now 15, not 10; river bonus: ENV_FOOD is now 10, not 5; ENV_ROAD1: ENV_MATERIALS is now 225 from 300. (Also, irrigation and mining are now possible on the Swamp terrain tile.)

7. Hills: ENV_DEFENSE is now 0.75 from 0.5; city bonus ENV_SHIELD is now 10, not 5; ENV_ROAD1: ENV_MATERIALS is now 150, not 200; ENV_MINE1: ENV_SHIELD is now 15, not 10, ENV_MINE2: ENV_SHIELD is now 30, not 20, and ENV_MINE3: ENV_SHIELD is now 50, not 30.

8. Jungles: TRANSFORM_REMOVE is now 2  800 from 1  200;  base ENV_FOOD is now 10, not 5; ENV_MOVEMENT is 400 up from 300 and ENV_FREIGHT is now 500 from 600; ENV_DEFENSE is now 0.75 from 0.5; ENV_ROAD1: ENV_MATERIALS is now 350 from 200; ENV_ROAD2: ENV_MATERIALS is now 600 from 400; and ENV_ROAD3: ENV_MATERIALS is 1200, not 800.

9. Mountains: TRANSFORM_REMOVE is now 4  2000 from 5  2000; base ENV_FOOD is now 5 from 0 and ENV_DEFENSE is now 1.5 from 1; city bonus ENV_FOOD is now 15, not 10; river bonuses: ENV_FOOD is now 15, not 5, ENV_SHIELD is now 10, not 5; ENV_ROAD1: ENV_MATERIALS is now 300, not 400; ENV_MINE1: ENV_SHIELD is now 20, not 15, ENV_MINE2: ENV_SHIELD is now 40, not 30, and ENV_MINE3: ENV_SHIELD is now 65, not 45.

10. Desert Mountains: base ENV_SHIELD is now 15, not 20; ENV_DEFENSE is now 1.5 from 1; ENV_ROAD1: ENV_MATERIALS is now 300, not 400; ENV_MINE1: ENV_SHIELD is now 20, not 15, ENV_MINE2: ENV_SHIELD is now 40, not 30, and ENV_MINE3: ENV_SHIELD is now 65, not 45.

11. Desert Hills: base ENV_MOVEMENT and ENV_FREIGHT are now 400 from 200; ENV_DEFENSE is now 1 from 0.5; ENV_ROAD1: ENV_MATERIALS is now 400, not 200, ENV_TIME is now 3, not 2, and ENV_ADVANCE is now AGRICULTURAL_REVOLUTION, not TOOLMAKING; ENV_ROAD2: ENV_MATERIALS is now 800, not 400, and ENV_TIME is now 4, not 3; and ENV_ROAD3: ENV_MATERIALS is now 1600, not 800, ENV_TIME is now 5, not 4; ENV_MINE1: ENV_GOLD is now 10, not 5; ENV_MINE1: ENV_GOLD is now 20, not 10; ENV_MINE1: ENV_GOLD is now 30, not 15.

12. Polar Mountains: TRANSFORM_REMOVE is now 5  3000 from 5  2000 and TRANSFORM_ADD is now 5  9000 from 5  8000; base ENV_MOVEMENT is now 700 from 400 and ENV_FREIGHT is now 700 from 600; ENV_DEFENSE is now 1.5 from 1; river bonuses: ENV_MOVEMENT is now 200, not 50, and ENV_FREIGHT is now 200, not 50; ENV_ROAD1: ENV_MATERIALS is now 300, not 400, and ENV_TIME is now 5, not 4; ENV_ROAD2: ENV_TIME is now 5, not 4; and ENV_ROAD3: ENV_TIME is now 5, not 4; ENV_MINE1: ENV_SHIELD is now 20, not 15, ENV_GOLD is now 10, not 5; ENV_MINE2: ENV_SHIELD is now 40, not 30, ENV_GOLD is now 20, not 10, ENV_MATERIALS is 2000, not 1000; and ENV_MINE3: ENV_SHIELD is now 65, not 45, ENV_GOLD is now 35, not 15, ENV_MATERIALS is 3200, not 2200.

13. Polar Hills: base ENV_SHIELD is now 5, not 10; ENV_MOVEMENT is now 400, not 200; and ENV_FREIGHT is now 500, not 200; ENV_DEFENSE is now 1 from 0.5;  ENV_ROAD1: ENV_MATERIALS is now 850, not 200, and ENV_ADVANCE is now RAILROAD, not TOOLMAKING; ENV_ROAD2: ENV_MATERIALS is now 1700, not 400, ; and ENV_ADVANCE is now OIL_REFINING, not RAILROAD; ENV_ROAD3: ENV MATERIALS is now 3500, not 800; ENV_MINE1:  ENV_GOLD is now 15, not 5; ENV_MINE2: ENV_GOLD is now 30, not 20; and ENV_MINE3: ENV_GOLD is now 55, not 15.

14. Shallow Water: base ENV_SHIELD is now 5, not 10; ENV_IRR1: ENV_FOOD is now 10, not 5; ENV_IRR2: ENV_FOOD is now 25, not 15; and ENV_IRR3: ENV_FOOD is now 35, not 25.

15. Beach: base ENV_GOLD is now 10, not 5.

16. Deep Water: base ENV_SHIELD is now 5, not 15, and ENV_FOOD is now 10, not 5.

17. Shelf: (This terrain tile can now be mined.)

18. Glaciers: ENV_MOVEMENT is now 400, up from 300, and ENV_FREIGHT is 600 from 500; river bonuses: ENV_MOVEMENT and ENV_FREIGHT are up to 100 from 50. (Also, roads are now possible on this terrain tile.)

19. Volcano: base ENV_SHIELD is now 25, not 45, and ENV_FOOD is now 0, not 5.

 20. Deep Sea Rift: No changes.

 21. Trench: base ENV_SHIELD is now 20, not 10, and ENV_FOOD is now 5, not 10.

 22. Space: No changes.

 23. Dead: No changes.

 24. Dead Hill: No changes.

CHANGING TRADE GOODS:

Here is a simple guide to change any trade goods in Civilization: Call to Power. 

Say that you wish to change Plains goods2, Grapes, to Buffalo--I had originally chosen Buffalo, but, wanting these for an earth map, since there's no Buffalo occurring naturally outside of North America, this left only 1 trade good for the Plains terrain in Europe, Asia, Africa, etc. To change this, first open the goods.txt file (ctp\data\default\gamedata folder), assuming you have this mod installed already. You'll see this

# Grapes 18
TERRAIN_PLAINS_GOOD_TWO {
	GOOD_SOUND_ID SOUND_ID_GRAPES
	GOOD_GOLD_VALUE 5 
}

as the 19th good down the list (listed as 18th, since the 1st, Silk, is actually 0). Change to this:

# Buffalo 18
TERRAIN_PLAINS_GOOD_TWO {
	GOOD_SOUND_ID SOUND_ID_BUFFALO
	GOOD_GOLD_VALUE 5 
}

You can set the gold trade amount to whatever you feel is appropriate. Now, in that same folder, open terrain.txt. Scroll down to PLAINS (it will be the 2nd terrain listed). Keep scrolling until you find this:

###Grapes###		

GOOD2	{

GOOD_INDEX	18
PROBABILITY	0.5
GOOD_CAN_DIE
ENV_BASE	{
ENV_SCORE	386
ENV_GOLD	5
ENV_FOOD	10	}
TRANSFORM_REMOVE	1	50
TRANSFORM_ADD	1	400
TRANSFORM_ADD_ADVANCE	ADVANCE_TOOLMAKING
TRANSFORM_REMOVE_ADVANCE	ADVANCE_TOOLMAKING
}

All you might want to change would be the bonuses, perhaps replacing the ENV_GOLD bonus for an ENV_SHIELD one, like this:

###Buffalo###		

GOOD2	{

GOOD_INDEX	18
PROBABILITY	0.5
GOOD_CAN_DIE
ENV_BASE	{
ENV_SCORE	386
ENV_SHIELD	10
ENV_FOOD	10	}
TRANSFORM_REMOVE	1	50
TRANSFORM_ADD	1	400
TRANSFORM_ADD_ADVANCE	ADVANCE_TOOLMAKING
TRANSFORM_REMOVE_ADVANCE	ADVANCE_TOOLMAKING
}

Now you will receive a shield bonus of 10 rather than the gold bonus of 5. If you're not sure what else to change, then change nothing else here.
   Next, open up goodsicon.txt (same folder) and find this:

TERRAIN_PLAINS_GOOD_TWO	"UPBA5540.TGA"  # Grapes 19

Change it to this:

TERRAIN_PLAINS_GOOD_TWO	"UPBABUFF.TGA"  # Buffalo 19

You have just changed the trade screen graphic file responsible for the Plains' 2nd trade good. (Note: all new trade good UPBA files will have the first 4 letters of the good, such as BUFF for Buffalo. For default trade goods' UPBA file names, please see your default goodsicon.txt file.)
   Now, open up goodsID.txt (same folder) and find this line:

TERRAIN_PLAINS_GOOD_TWO			8	# "Grapes"

And change it to this:

TERRAIN_PLAINS_GOOD_TWO			20	# "Buffalo"

This tells CtP which sprite to use for Plains' 2nd trade good. 20 is the start of all the trade goods I have added--I will include a full list of these after this last step.
   Finally, exit this folder and enter english\gamedata. Find the gl_str.txt file. Scroll down, way down, until you find the "terrain strings" and then this line:

TERRAIN_PLAINS_GOOD_TWO	"Grapes"

Simply change "Grapes" to "Buffalo;" now you will get the correct name, and that's it. Done. You can use this method for changing any trade good--all you need is the correct ID number in goodsID.txt. They indicate which sprite is to be used--the first sprite used without this mod would be, for Forests, 4 for Beaver, but in my mod it's Silk, 49. Here are all of them:

1. Diamonds
2. Rubies
3. Oil
4. Beaver
5. Tobacco
6. Poppies
7. Coffee
8. Grapes (otherwise called "cocoa")
9. Sugar
10. Jade
11. Elephant
12. Alligator
13. Caribou
14. Crab
15. Pearls 
16. Whales
17. Giant Squid
18. (Unknown)
19. "Dummy Good"
20. Buffalo
21. Wheat
22. Cotton
23. Apples
24. Spices
25. Bananas
26. Copper
27. Bauxite (aluminum)
28. Sapphires
29. Emeralds
30. Coal
31. Gold
32. Iron Ore
33. Silver
34. Seals
35. Olives
36. Fish
37. Salmon
38. Lobster
39. Camels
40. Tea
41. Uranium
42. Walrus
43. Peppers
44. Potatoes
45. Tomatoes
46. Strawberries
47. Peat
48. Lemons
49. Silk
50. Dates
51. Tuna
52. Rice

VERSION HISTORY/KNOWN ISSUES:

October 17th, 1999: Nordicus New Terrain & Trade Goods created, adding 22 trade goods and 14 new terrains for use with a WWII scenario; all graphic material completed, except for sprites, by the 19th;  adding new terrains proved extremely difficult, and  incorrect formats of targa files compounded the mod's delay in completion; it was scrapped in November.

December 28th, 1999: Nordicus New Trade Goods v1.0 finished--functional.

January 12th, 1999: v1.1: GL (Great Library) graphic files added; trade screen graphic files (the 6th set finally corrected the size problem) finished; sound files done. 

January 20th, 2000: v1.2: New GL graphic files complete; right-clicking message 'bug' not fixed yet.

February 3rd, 2000: v1.3: Right-clicking problem fixed; food, gold, and production (shield) values added to the new trade goods; trade gold values decreased; all graphic material completed; 9 replacement sprites added; it has been mentioned that the Uranium resource can be difficult to see, especially when playing the game "zoomed" out. 

March 13th, 2000: v1.4: Initial release.

PROBLEMS/FEEDBACK:

Mail any feedback to Thomas Hempstock (nordicus@home.com), Chuck Bryan (scbryan@scescape.net), or Wes Whitaker (wesw@hiwaay.net).  Alternatively, you can post a message in the Apolyton CTP-Creation Forum, http://apolyton.net/forums.