View Full Version : Buildings and Resources


SadoMacho
Oct 14, 2006, 04:35 AM
Many building are influanced by resources , you can build them faster, the make people happier,...

I have some problems with the forge. The make people happier with gold and silver, that I like. But they give + 25% hammer. That's not logical unless you have some ore to forge and make something to build with. It could be better if the forge gave + 10¨with copper and + 15 % with iron. This makes the forge (and indirectly the civ's industry) improve with advancing technology.

Same thing with the factory. A + 15% bonus with iron and a +10% (or even +20% to make up for the production loss in the past) with Aluminium. This again gives an advancing industry with technology. More advanced technology gives better and higher production.

mitsho
Oct 14, 2006, 05:05 AM
But it will help the snowball effect... wouldn't it?
Small civs won't have all the ressources, and perhaps they desperately need the +25% to catch up/survive...

mitsho

PS: But why not, in rhyes and fall of civ, the ressources are fairly well spread...

Lobsterboy
Oct 14, 2006, 10:36 AM
Speaking of resources, my one pet peeve regarding the mod is that the resources are fixed. I wish they'd be randomized a bit from game-to-game, but understand if this isn't possible. Otherwise, I have enjoyed this mod immensely.

SadoMacho
Oct 21, 2006, 03:43 AM
Industrialism makes Ivory obselete and combustion whales. But now we see eco-tourism giving these recouses a new boost. Perhaps with ecology these recouses could get some extra gold on the map from tourism.
+2 gold from Ivory
+1 gold from whales
People pay al lot of money for safari, in Thailand, watching Elephant (and giving money of this) is allways included in the organized travels, and going to watch the whales is a new trend.

Elhoim
Oct 21, 2006, 06:31 AM
That´s a pretty good idea...

Blasphemous
Oct 21, 2006, 08:03 AM
I'll second that! (Or would it be thirding it at this point?)

TheGreatOne
Oct 21, 2006, 10:42 AM
I fouth it

kairob
Oct 21, 2006, 03:34 PM
I second the the thirding ;)

McA123
Oct 22, 2006, 06:29 AM
I whatever the whatevering. That's a good idea.

SadoMacho
Oct 22, 2006, 11:49 AM
RFC is a dynamic MOD so I think recouses shouldn't be as static as they are in plain CIV. Rhye did a good job with the apearing corn, horses and sheep, but I think a bit of evolution in recouses could give an extra boost to the rise and fall of some civ's.

Same thing could be said about buildings.

SadoMacho
Oct 24, 2006, 01:03 PM
with the development of steam engines, English engineers build pomps to pump water out of mines, giving a higher prodution. This was the very first use of steam engines. To reflect this in the game we could give a +1 hammer to every mine.

Robotics would give a manufacturing plant in CIV I to III. In Civ IV this lacks. Perhaps giving a bonus to factories would be nice. Robotic speeded up assambley line production like the production of cars.