Fossils Resource

Well, Saltpeter can always be added to speed up the production for gunpowder units, just not as a requirement. So you will still benefit from having it, but you won't die without it.
 
In CivIII, saltpeter was only needed for the early gunpowder units. Later units didn't need it: by that stage it was a common commodity, was the explanation, or thereabouts.
 
In CivIII, saltpeter was only needed for the early gunpowder units. Later units didn't need it: by that stage it was a common commodity, was the explanation, or thereabouts.
Well, Saltpeter can always be added to speed up the production for gunpowder units, just not as a requirement. So you will still benefit from having it, but you won't die without it.
Either solution (or even the 2 together) could work IF saltpeter would be added.

I think both fossils and ancient relics are completely irrelevant. Name one instance when access or non-access had an influence on a civilisation and its prosperity??

Here are ressources that would be MUCH more important:

If Phosphorus becomes scarse/more expensive modern agriculture collapses and most people starve to death. There is no way to replace it in Biochemistry, because it is an element. THAT is relevant. would be a much more important ressource.
That's "only" nedded for chemical fertilizer, but the good-old bio ways are always there (and better IMO). So we don't need that as a resource.
EDIT: Giving it a second thought maybe it would be a good idea to give fertilizers a requirement, so not every civ could get it --> could be relevant to late game resource trading.

Access to Nitrates was incredibly important before the discovery of the haber-bosh process in the 20th century. Also, historically very relevant. (e.g.for the economic history of South America)
I don't see why we would really need that? But if you were also referring to saltpeter, than it's fine.

Rare Earth mininerals are essential to most forms of modern electronics and technology. Without them kiss anything from Iphone to PCs good bye.

That's a good one! :) As production booster I would accept it happily, but as a requirement it would change way too many things.

Natual Gas provides is hugely relevant to modern Energy systems (albeit closely related to oil).

Basicly I miss that too, but I accept that oil covers both, so it's fine the way it is.

Amber was/is a very important trade ressource in various periods around the world. Less strategic, but historically MUCH more relevant than fossils or ancient ruins.
Gem covers that area.

I have no idea why you are so stoked on a ressource that is absolutely irrelevant for history.
Yes, for history it is irrelevant, but fossils and ruins are both relevant for tourism for example.
We could also mention incense. How important is that? A lesser on.

About the resources take it this way: Some of them are the meat on your dish (the "must") while others are the spices on your meat (you can eat your food without them, but it's tastier with them ;) )

And as my personal whining: Am I the only one missing camels? :mischief:
 
By that logic, we should axe Ancient Relics too.

That is exactly what I am suggesting, although I don't agree with the rest of what you are saying. I never said that historical understanding doesn't make mankind better or that research in archeology etc. isn't extremely important, but in terms of handling it as ressources - I think its the wrong approach.
 
Actually. On nitrates/phosporous/sulphur. Is it possible to make resources give improved results from improvements (i.e, having access to nitrates would give +1 :food: from farms) and sulphur would make stronger musketmen/arquebuisers?

Is this possible?
 
Actually. On nitrates/phosporous/sulphur. Is it possible to make resources give improved results from improvements (i.e, having access to nitrates would give +1 :food: from farms) and sulphur would make stronger musketmen/arquebuisers?

Is this possible?

1) AFAIK current xml does not allow that. What is possible, to create a building (NW) that gives the said bonus, but I feel that a bit C2C-ish.

2) I personally don't thing that is needed.
 
Actually. On nitrates/phosporous/sulphur. Is it possible to make resources give improved results from improvements (i.e, having access to nitrates would give +1 :food: from farms) and sulphur would make stronger musketmen/arquebuisers?

Is this possible?

Possible yes. But +1 :food: to farms is a rather huge effect.
 
Azote, phosphorus and potassium are the main elements needed by the vegetation, so these are widely used in agriculture. However, what you call phosphorus is contained in fertilizers, and i think Vokarya already included this in a building.
 
If we really want to go down the route of adding this kind of resource (just brainstorming, anyway we have to agree with Afforess and Vokarya), we could add something like phosphorus, available at chemistry (which I remember was a bit tricky to fix in terms of trick counts, although it's been fixed recently) and giving some bonus similar to fertilizers until fertilizers are available. Only problem is that it looks like a narrow timespan. IF we want to add this kind of resource, which I'm not saying it's really necessary. I feel somehow that either phosphorus, sulphur or nitrates are missing, but I'm not really sure we need them.
 
Considering the importance of Phosphorous for modern Agriculture it almost seems too little:

http://en.wikipedia.org/wiki/Phosphorus#Fertiliser

http://en.wikipedia.org/wiki/Peak_phosphorus

http://phosphorusfutures.net/why-phosphorus.html
(I will stress these guys are not some wacky group but an established academic thinktank)

No, you misunderstand me. I am not doubting the effects of phosphorus for farming, I am saying +1 :food: for farms seriously unbalances the game. More food leads to large cities, which can produce more specialists, build more buildings, earn more commerce, which each in turm leads to faster research, more expansion, and will ultimately have an exponential effect on increasing the speed of the game. Extra food acts as a catalyst for exponential growth.

A "small" +1 :food: for farms could effectively generate an outsized effect on the entire game balance. It's a massive balancing hassle unless you have a plan to soak up the extra +1 :food:, or remove food from some existing source.
 
All I wanted was to take an idea that I thought was nice but a bit underdeveloped (Ancient Relics) and go further with it, providing another use for Archeological Dig and a doubler for some Wonders that wouldn't have one.

I don't want to go any further with resources; I have a very worked-out plan in mind for what I want Fossils to do, and any other resource would require a lot of work to properly integrate into the mod; more than what I think is appropriate.
 
All I wanted was to take an idea that I thought was nice but a bit underdeveloped (Ancient Relics) and go further with it, providing another use for Archeological Dig and a doubler for some Wonders that wouldn't have one.

I don't want to go any further with resources; I have a very worked-out plan in mind for what I want Fossils to do, and any other resource would require a lot of work to properly integrate into the mod; more than what I think is appropriate.

I wanted to point out that the mod doesn't need fossils and that ancient relics are pretty pointless too. The only reason I mentioned other ressources is because I just felt IF you guys really felt the need to add something more (which I think is unnecessary) you should add something that makes sense.
 
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