Khan Quest
Prince
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 resources 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 historys 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.
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 resources 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.
--------------------------------------------------------------------------
Only one more resource needed in civ
I think the current selection and allocation of resources is well balanced & proportioned representing historys 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.
--------------------------------------------------------------------------
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.