Quantified Resources

Khan Quest

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Quantified Resources

One small iron mine should not provide enough iron for 100 cities to build battleships at the same time. Map resources should be quantified. A number would appear next to a resource, once developed, representing the maximum number of cities able to use this resource. Firaxis will have to figure out what the number range should be of course, but 3 – 5 could be a typical number. So, for example, if a civilization has only one iron mine with a 4 on it, only four cities could be producing swordsmen at any one given time

Strategic resources would be allocated on an as needed basis.
Health/happiness resources would be allocated as by the Trade Advisor, unless over-ridden by the player. If there are not enough resources for all cities that require them, the trade advisor will bias toward the larger, more productive cities.

A city that works a resource access to that resource for free, i.e., it does not count against the total yield. In the example above, a fifth swordsman could be built in the city working the iron mine, as long as the mine is worked for the entire time the swordsman is being produced.

Certain tech discoveries will improve a resource’s yield by 1 to 2. Here are some examples:
Mine – chemistry, combustion
Farm, vineyard – machinery, biology
Plantation, seafood – refrigeration
Spices, dye – corporation
Etc.

Certain buildings in a city that is working the resource will improve the yield by 1. More examples:
Mine – forge
Fish, clam, crab, whale – harbor
Banana, cattle, etc. – grocer
Gold, silver, gems – market
Farm - RR on the farm tile
Etc.

A resource can be overworked to provide a yield of +1. Doing so will risk permanent loss of one yield point, say 2% each turn.
It may be worth the risk. Consider having enough aluminum for six cities and needing to build seven spaceship components in a tight space race.

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Only one more resource needed in civ…

I think the current selection and allocation of resources is well balanced & proportioned representing history’s most traded items & foodstuffs, except one … The historically most significant traded commodity… Salt !
After all, salt was used as currency in many civilizations. The term ‘salary’ is derived from someone being paid for their labors in salt

Also, adding salt make a few more otherwise unworkable desert tiles, well, workable.

Salt: +1 Health, +5 Trade. Historic & desert
The health is for salts use as a preservative. The trade of salt for +5 should be second only to the +6 of gold.

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World Wonder – Genome Project
Buildable after researching Biology. +2 yield to all organic resources
Increases chance of Great Scientist.

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10% production bonus.

If a resource is worked in a city that is building a unit that requires that resource, it may be built at 90% the production cost. A double bonus may be had if two resources are worked by the city, such as iron and horses to build a knight. This could include catapults and trebuchets and worked forest. This advantage would be available after guilds.
 
Khan Quest said:
World Wonder – Genome Project
Buildable after researching Biology. +2 yield to all organic resources
Increases chance of Great Scientist.

Interesting suggestions you give here. I think it is something that should at least be considered to add a little bit of depth into the game.

One resource that I think is very important to consider is uranium, for obvious reasons and due to history.

However, on the Genome Project, IIRC, its only goal was the better understand human DNA. I don't see how it would improve the (presumably food) yield on all organic resources.
 
cairo140 said:
Interesting suggestions you give here. I think it is something that should at least be considered to add a little bit of depth into the game.

One resource that I think is very important to consider is uranium, for obvious reasons and due to history.

However, on the Genome Project, IIRC, its only goal was the better understand human DNA. I don't see how it would improve the (presumably food) yield on all organic resources.

True, but that's why I didn't suggest the wonder be called the Human genome Project. The genome of several lifeforms have been mapped now, including cash crops like corn and tobacco. It assumes future, important genome maps are included. It's kinda like building pyramids allowing all governmental forms.

There is uranium in the game, by the way. You must finish games hella early.
 
About the quantifiable ressources, I agree.
This has been discussed in the past already to quite some extent, but your approach to allow them to provide a given number of cities seems to be new and is well worth to have a thought about it.

Actually, the economic system of the Civ series is absolutely weak and both deserves and requires a massive overhaul.
 
Commander Bello said:
About the quantifiable ressources, I agree.
This has been discussed in the past already to quite some extent, but your approach to allow them to provide a given number of cities seems to be new and is well worth to have a thought about it.

Actually, the economic system of the Civ series is absolutely weak and both deserves and requires a massive overhaul.

As the first one to suggest quantified resources way back in the pre-civ4 days, I feel I an entitled to start a new thread.:D On the other hand, trade has also been heavily debated, and I will shamelessly discuss it here.:mischief: Mainly because what I suggest below fits in with this thread.

Manufactured Goods
As part of trade, I’d like to see manufactured goods. Certain technologies will allow special buildings to be constructed that allow a raw resource, like copper, wheat or gold, into refined resources like brass, flour and jewelry. This does not represent common products like leather boots or bear-skin rugs, rather fine Roman footwear or Russian sable coats.

These manufactured goods can be consumed by your own civ or traded to others.

Any city can build the special building. The city must receive the raw resource to create the manufactured product.

One raw resource unit will make three manufactured units. There is no limit to how many manufactured goods a building can produce – 10 wheat gives 30 flour.

For each tile in a city which the raw resource is worked, a bonus manufactured good is produced. It pays to keep it local when possible.

Brand Domination.
The first civ to trade a manufactured good for twenty turns gains a representation of being the best, and preferred. “Oh, is that Aztec jewelry, I have Zulu jewelry! <sniff>”.

Preferred goods give the consumer +1 gold/turn for every three imported goods.

Black Market
Resources and manufactured goods can be traded clandestinely, but both sides must pay the price in gold per turn to keep such dealings secret.

Here are some ideas for the manufactured goods:
Cow Butcher-Beef
Tanner-Leather
Dairy-Cheese
Sheep ?-Mutton
?-Felt
Sugar Refinery-Confections
Dye ?-Textiles
?-Paint
Iron Smith-Wrought Iron
Copper smelter-Brass
Fish Cannery-Kipper
Silver Silver Smith-Dining ware
Gold Gold Smith-Jewelry
Gems Clockworks-Timepieces
Wheat Mill-Flour
Bakery-Bread
Corn ?-Cornmeal
Silk ?-Textiles
Pigs ?-Bacon
?-hotdogs, ok sausage
Forrest woodshop-furniture
Jungle Logging camp-Mahogany, teak, etc.
Horses ?-Glue
?-Dogfood

Trade routes
The player would have some control over trade routes, primarily domestic routes. Most routes will be the shortest distance, but other factors like city size, docks and market could be taken into account.

Routes could be toggled on and off, like everything else.

Sea routes, or shipping lanes, would appear as a pair of colored lines (with each of the trading civ’s colors) and a traded item icon with an arrow indicated the direction of travel. When at war , an enemy ship on the shipping lane has a % chance of intercepting a shipment (perhaps converted to gold). A friendly ship(s) can be commanded to escort duty on the shipping lane. This will reduce the odds of enemy interception. If the enemy ship(s) defeats the escort(s), the chance of gaining the booty is substantially increased.

To intercept land routes all roads between cities, even circuitous ones, must be occupied by troops. Maybe a zone of control could be implemented here.

A land unit fortified on a improved resource tile can receive half the quantity of the raw resource if a chain of land units is made between the resource and the cultural border. Maybe every other tile would be ok.
 
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