View Full Version : Empire wide resource food/hammer/commerce benefits


Milly
Oct 03, 2008, 01:23 AM
Hello. This idea randomly popped into my head, and I hope it could be far more successful than my previous defensive retreat (http://forums.civfanatics.com/showthread.php?t=264794) idea from the beginning of this year.

Well. Everyone here remembers how certain resources show a food/hammer/commerce icon when you hover your mouse over them? I was thinking that perhaps those respective resources should give those bonuses (on top of the resource, health, and/or happiness bonus) to all the cities that have access to them.

In a way, I believe it makes logical sense. How can cows give a health bonus if no one in the city seems to enough eat cow meat to be worth +1 :food:, since the city doesn't have cow in its BFC? In another way, having access to horses would make it easier to build things, since the horses would be used to transport the materials much more quickly, thus being worth 1 :hammers:. Likewise, spices would give +1 :commerce: because... uh... well, I can't justify every single resource!

This will make the founding of new cities, especially later in the game, far less painfully slow, especially if you don't have access to corporations yet!

Of course, having multiple copies of resources won't stack; whether you have 5 sheep or 1 sheep, your cities would only get +1 food.

Of course, this may cause trouble with starvation if an enemy civilization or barbarians pillage your resources, but that's all the more reason to defend them, or at least have more than a few Workers lying around.

In addition, I don't think this would make Corporations obsolete, if anyone thinks that may happen. Especially since the corporations make use of redundant resources.

So where would one go in order to edit resources so they can give that sort of bonus? Are there any concerns of this being overpowered, especially in the early game? Was this idea done already?

Polobo
Oct 03, 2008, 10:03 PM
You may want to wait for an actually modder to verify this but the change you are desiring would require SDK changes; the way resource yields are currently handled they cannot apply to all cities with access to the resource. You would need to add elements to the XML and then process and implement them in either python or more likely C++ (this is where my lack of modding comes in, I haven't done any of the code implementations just some cursory reviewing of the XML files as shipped).

I don't see the early-mid game being that big a problem as your health and happy caps are going to effect you more than the extra food/production. Your cities will grow faster, and those with access to commerce will even get a bigger boost so the game as a whole should play quite a bit faster. I don't buy the "logical" piece since the "cow" is an abstraction solely meant to implement a heath/happy benefit to your cities.

If you do implement it I would say to attach it to a civic choice instead of it being always on (corporations lite) - then balance by making yield and timing changes.

Aussie_Lurker
Oct 04, 2008, 09:25 AM
Its true that it will require an SDK change, but the addition of the code for corporations (which grant commerce and yield bonuses depending on the number of a resource you possess) would make it much easier to implement this. I don't think such a mod would make corporations obsolete either. After all, if having access to 5 sources of fish give all cities +2.5 food, then having Sid's Sushi would simply represent a more efficient use of that food resource. Alternatively, you might give the corporation a smaller food bonus (+0.25 food per resource) and compensate with +25 Gold per food source.

Well, just a thought-and thanks for raising the idea.

Aussie.

Milly
Oct 07, 2008, 01:22 AM
SDK changes? Blah. I can't do any editing, then, since I'm clueless.

Thank you both for your input, though!

MikeJep
Oct 07, 2008, 10:16 PM
i think i would like it more if the resources would not have a benefit to all cities but would take # of iron(example) times some modifier(lets say 5) and then divide it by the number of cities you have and then that is the amount of hammers you get.
For luxuries and health things i would divide by the population fraction present in the city. Then the buildings could give you multipliers for example 50% bonus in a coal plant for coal and mabye 25% for factory. So instead of +2hammers you would get 3.5hammers.

Of course i would also love it all of these resources were quantitative and could be stored and consumed(manufactured) later or sold on a market and shipped... maybe in CIV5... or a civ mmorpg.