View Full Version : resources
orlanth Aug 07, 2008, 09:10 PM Here's a thread for some new resource ideas! We can start replacing vanilla resources like Gems with some more post-apocalyptic alternatives..
If cumulative resource bonuses turn out to be imbalancing in playtesting, a good way to include a diversity of resources while limiting their effects is to make any empire-wide bonus contingent on a later tech or improvement. (e.g. drugs could provide +1:) only after unlocking a Narcotics tech, algae could provide +1:health: with an Algal Vats improvement)
Luxury Resources:
found in Jungle:
Hallucinogens +1:food:+1:commerce:
+2:commerce: with Plantation, provides Hallucinogens +1:)
in Plains:
Opium +2:commerce:-1:hammers:
+2:commerce: with Plantation, provides Opium +1:)
in Grasslands:
Cannabis +1:commerce:+1:hammers:
+1:food:+1:commerce:+1:hammers: with Plantation, provides Hemp +1:)
near Highway or City Ruins:
Vintage Memorabilia +1:commerce:
with Salvage Center, +2:commerce:, provides Vintage Memorabilia +1:)
Industrial Resources:
A minable Desert resource:
Phosphates +1:hammers:
with Mine, +2:hammers:, provides Phosphates (Farms give additional +1 Food with Agriculture tech)
Replace some minable underground resources like Copper or Silver with surface resources harvested via Junkyard:
Scrap Iron
Aluminum
Plastics
Structural Steel
orlanth Aug 07, 2008, 09:21 PM New Food resources for a brave new world.. We could eventually introduce some industrial, junkyard, or pig-methane type buildings that cause unhealthiness, making fighting for scarce food sources more important.
in Coast:
Kelp +1:food:+1:hammers:
with Boats, +1:food: +1:hammers:, provides Kelp, +1 health
Red Algae +1:yuck: in nearby city. +1:hammers: in square.
with Boats, +1:food: +1:hammers:, provides Red Algae, +1 health
in Lake:
Green Algae +2:food:
with Boats, provides Green Algae, +1 health
in Ocean:
Plankton +2:food:
with Boats, +2:food: +1:hammers:, provides Plankton, +1 health
Plains/Desert:
Kangaroos: +1 :food: +1:hammers:
+2:food: with Camp. provides Bushmeat, +1 health (could enable Cavalry if anyone wants to make an unusual icon..) ;)
anywhere:
Rodents: +1 :food: -1:hammers: in square. +3:yuck: in nearby city.
with Camp, provides Rat-on-a-stick, +1 health
in Hills:
Trace Minerals +1:hammers:
with Mine +2:hammers:, provides Trace Minerals +1 health. could also be a prereq for building an advanced electronics unit or Wonder.
in Jungle/swamp:
Slime Molds +2:food:
with Plantation +1:food: +1:commerce:, provides Slime Mold, +1 health
in Tundra:
Lichen +2:food:
with Plantation +1:food: +1:commerce:, provides Lichen, +1 health
GeoModder Aug 08, 2008, 08:03 PM :lol::lol:
Deon Aug 08, 2008, 08:42 PM Trappers +1 :health:, granted (3) by the Trappertown wonder (http://forums.civfanatics.com/showpost.php?p=7120821&postcount=10).
-1 :yuck: from Rodents resource.
Methane. -1 :food: +1 :hammers:
Provides Methane resource. +1 :hammers:.
Serves as a power/energy source.
Coca plant +1 :food:
Provides Coca resource, +1 :).
Tobacco -1 :hammers: +1 :gold:
Provides Tobacco +1 :) +1 :yuck:.
Khat bush +2 :hammers:
Provides Amphetamine +3 :hammers:;
(+20% production with Global chem control project (http://forums.civfanatics.com/showpost.php?p=7120821&postcount=10)).
Clear Spring +1 :food: +1 :gold:;
Provides Spring water resource. +1 :health:, free 3 Spring Water resources for Deep water prospecting project.
Also I suggest this change:
Rat-on-a-stick :health: -> :food:.
Also why don't we borrow awesome brahmins from Fallout series?
We already have the graphics.
http://forums.civfanatics.com/showthread.php?p=6905462
Replaces cow.
Jabie Aug 09, 2008, 04:49 AM Not too sure about the narcotics or the rat on a stick but the rest sound OK. Power has been discussed before. It definitely should be represented in some manner, perhaps as a civic, but the in-built function only allows for it to provide bonuses to production.
GeoModder Aug 09, 2008, 03:19 PM Also why don't we borrow awesome brahmins from Fallout series?
We already have the graphics.
I suggest you take a *good* look at the cow resource next time you fire up Fury Road... ;)
Deon Aug 09, 2008, 06:36 PM As I told in another thread, I'll get my civ tomorrow =).
And these are pre-play ideas.
Sorry for that "bug" of me =).
Avahz Darkwood Aug 10, 2008, 05:35 PM Master Blaster Pig Poo Farm:
With slave wheel (? that thing that slaves or Conan turns in circles to generate power) will provide power and
+2 :hammers:
Though its possible to get power from slaves alone maybe this (the pig poo) could be used if slavery civic is not used...
Avahz Darkwood Aug 10, 2008, 05:38 PM Tobacco will be easy to use cause its already a resource in the game. Maybe let it give +1:yuck: , +1:commerce: , and +1 :)
I mean it should be understood that tobacco can kill but the addictive qualities would allow trade from commerce and make ppl happy cause they got their smokes.
davidlallen Aug 11, 2008, 10:27 AM Regarding pig poo, there is an earlier thread discussing how I would like to do it at this link (http://forums.civfanatics.com/showpost.php?p=7027845&postcount=10). It's worth it just to use the quote.
Regarding memorabilia, I thought about this a while ago; it should operate just like hit singles, and it should be tradeable. I haven't done this yet but it is definitely on the list.
I hadn't thought of "personalizing" the junk found by junkyards, but scrap iron and structural steel definitely fit the theme.
Regarding other food resources, thanks for the ideas. I will keep them on the list, but I am not sure how much they would add to the gameplay. Just adding variety is interesting, but I have a number of ideas which also add to gameplay, and I will probably work on those first. Also, for resources, there is not a big variety of art already available. There are some, but for something unique, I would need new / unique artwork, which may be a limit.
jefmart1 Aug 28, 2008, 06:34 AM I would add Cotton and Furs (existing graphics) since people still need to wear clothes. Perhaps in Australia that might not be prevalent, but in Europe and the US it would be.
Refar Aug 28, 2008, 10:54 AM A general comment on the map here (as it is loosely connected to ressources)...
The map usually look pretty "crowded" with "ressources" (special terrain IG) - there are the ruins (many of which do have ressources, usually in pulks), and normal ressources... At some point "natural features" -discussed in the wonders thread- might be added... Additional ressources discussed here -some of which sound interesting- would add to theis "problem".
Now everything listed abouve is cool, i do not suggest to remove it, but it might need more space on the map.
The default Pangaea map script (of which Davids script is based) does reduce the maps grid size by one. So choosing a "Standard Size" map with a Pangaea script actually gives you a "Small Size" - this is to a part compensated by the map having somewhat higher % of land...
However, it might make some sense to undo this reduction for Fury Road - more space for cool new ressurces, terrain features or natural wonders, more "unsafe" land for animals and barbs to spawn...
davidlallen Aug 28, 2008, 11:25 AM I hadn't realized that the pangaea script cut down the map by one whole size step. But, let's think about resource density, not absolute number of resources. The fact that the script uses a smaller grid size doesn't affect the resource density, right? That is, the resource density is affected by percentage parameters in the bonus xml file like iConstAppearance. A small, vanilla map has the same grid size as a standard, Fury Road map. If they had the same number of land plots, they should have the same number of resources.
Apart from adding the ruins and related resources, the only change I made in resource density is increasing the amount of oil. By quite a lot, actually. Now that I have added back mines (in version 6 or so) and increased the food around start positions, it is probably true that the overall resource density is higher.
So changing the mapscript to use the same grid size as vanilla will not decrease the resource density, it will stay just as high. It would decrease the player density, the same number of players on a larger map. That would lead to a longer game. I kind of like shorter games myself.
Refar Aug 28, 2008, 12:22 PM However the "additional stuff" you place on the map - ruins and (if to come) natural wonders - are not affected by the normal ressource density (nor are de facto Ammunitions, Depots, ... since these will only spawn on the Ruins)...
Also adding new ressource types - while keeping the density of each particular ressource more or less ocnstant - will increase overall ressource density.
You are right however, that incerasing the map size will have other "side effects" as well, so i dont want to advocate it too much, but it is something that should be kept in mind when talking new ressources.
jefmart1 Aug 28, 2008, 07:20 PM Making scenario maps of Australia, Europe, US, etc would eliminate the need to worry about the mapscript, correct?
arkham4269 Aug 28, 2008, 07:50 PM Making scenario maps of Australia, Europe, US, etc would eliminate the need to worry about the mapscript, correct?
I'm all for this. I wish I knew enough to build scenarios like I used to for Civ III.
I mean it would seem to me that it would be a matter of taking many of the excellent maps people make for different parts of the world and then extrapolating the rest. For example, in the Pacific North West, pretty much everything along the I-5 corridor is pretty much going to be shot to pieces, whether by nukes or this is the area that survivors are going to be in the most so would get trashed right quick.
Plus, one of the 'problems' for the players in Fury Road is simply that the best places for a city would already have a city in it and thus be already destroyed so already you are pushed out to the marginal areas.
That being said, I still think having some sort of mapscript that does the same thing that the FfH one does that causes the world to appear to 'warm up' could be used to alter the terrain a bit over time. After a nuclear war, you're going to have global weather changes whether its nuclear winter or not. So parts of the planet that start out as desert might turn to plains or nice areas dry up. Could make the game more interesting since if a Civ finds that their area is drying up or maybe their farmlands are turning to tundra, they'd have to decamp quickly and move by force to another area. Which happened all the time back in bad old days. I mean, that's how most of Europe's people ended up where they did; they either had to move or they got pushed ahead of people who 'had to move'.
Refar Aug 28, 2008, 08:16 PM Making scenario maps of Australia, Europe, US, etc would eliminate the need to worry about the mapscript, correct?Not really. Some people like to [re]play a [known] scenario map, others don't. It's a question of taste. A [good] random map script is needed for any good mod.
Also it's not like the current map script is so bad people have to "worry" about it :lol:
arkham4269 Aug 30, 2008, 12:07 PM Also it's not like the current map script is so bad people have to "worry" about it :lol:
I agree, but I've always felt that having specific scenarios and maps to go with it would help. I mean Australia has different terrain, city density and the like than say the US or Europe. Playing there would be different. I mean I think playing in Australia would be a lot harder than say playing a game in the Pacific Northwest of the US/Canada since there is a higher density of terrains with their resources, major river waterways, plenty of rural areas, current and abandoned mines as well as a pre-disaster level of population that would leave that much more stuff lying around.
Playing in Australia would be a lot, lot harder. Plus, having that big desert in the middle would pose problems of it's own.
davidlallen Aug 30, 2008, 12:34 PM It is pretty easy to use worldbuilder to create a scenario map. If anybody creates scenario maps, I will be happy to put them into the distribution. I think it would be a good "modmod" type addition.
Refar Aug 30, 2008, 04:06 PM If somebody going to make a map, he could probably also take existing maps of europa, america as base (on sure if we have australia yet)
Avahz Darkwood Aug 31, 2008, 01:50 AM May I suggest using FFH nightmares for the Horse resource in the game. They have a good mutant look to them, especially now that they tend to like the flavor of meat...
http://forums.civfanatics.com/attachment.php?attachmentid=187311&stc=1&d=1220165362
|
|