We filled the gaps and finished the production chains that involve farming, harvesting plants and processing the crop. In this very modest approach we now have two plants that yield basic production materials. Other plants do offer material as well but the difference here is you can also use the seeds to plant new plants and enlarge your field.
Wheat has been around for quite some time in the objects pack. Fully grown, it can be harvested using a sickle to get seeds. Those can either be sown or ground into flour in the windmill. The flour is then used to bake bread in the kitchen. Bread is the best option to regain life.
We decided to not have ‘cotton’ look like what are you are used to from real life. Instead, we made something that hopefully looks interesting but behaves very different from other plants. The cotton plant will sprout its fruit that look like big balloons. If let undisturbed, the fruit will soon detach and fly off, drifting wherever the wind blows. At some point, the fruit pops open, spilling its contents. If you want to catch the price before that, you better get a sword or a bow and stop the fruit before it takes off. Cotton can also be sown or has to be processed using the loom to get cloth. Many objects formerly unbuildable are now available: the airship, the balloon, the windbag!
You got me excited, where can I see this?
Bugger! Scenario development has not caught up yet. All the objects will be included in the next release (hopefully early January 2016) but no scenarios really feature these. I will be working on this, I promise! But feel free to include these objects into any self-made scenarios. Use it either to aid the gameplay, adding a new variety of things to manage in a successful settlement or create scenario goals around it. Can you feed a starving city with your bread? Or help to bring forward the local cloth manufacturing?