Yaotlatoani
YaoCuauhtli
Bear with me on this idea since theres many gaps that has lots of room for expansion.
Resources shouldn't just be a single resource unit but more as a quantity of resources. For example, as of now, 1 horse resource supplies the whole nation with all the horses it requires. Thats just not the way it works normally. Instead there should be quantities of horses. Like a quantity of 25 horses to supply 25 military units or even better 1 horse per city for civilian needs then rest available for military units, for example 5 cities would leave only 20 horses of 25 available for military uses. Your probably wondering how to get 25 resources of horses. Well, that can be achieved through building a Pasture that will allow horses to breed over time with a single pasture holding 10 horses or 15 that can increase with later technologies and stables as well. The same for Cows, sheep and pigs, pastures built to increase their supply of available. Now the next idea is that those are animals and they should not be stationary but like any ordinary wild animal to start with that can be captured with military units and scouts that does defend itself against threats from other animals including humans too since thats still their nature but can be tamed. Keeping that in mind scouts should have a very weak attack, but enough to capture animal resources and lure them into the cities and choose a good safe and protected spot to build a pasture.
-This idea should include farming resources like into corn, wheat and rice where seeds can be taken from wild fields and brought back into the civs to be cultivated on only freshwater tiles like next to a river or lake. Quantities should arise from these resources as well. Having an x amount population points will require an x amount of these food resources or else health will begin declining.
-Plantation resources are strictly environmental so they should be tougher to transport from seeds. For example bananas and sugars can't grow in grasslands far from the equator or in plains anywhere. Spices are probably grown somewhere in between. Incense can be grown in dry climates while Dyes and Silks are static resources. These will also produce more quantities overtime that can be traded.
-Stones and Marbles are stationary which should be widely available especially in the deserts hills and mountains for stone and marble. Mountains should be navigable by only workers and scouts.
-Water Wells built to grab extra water from an oasis would be a great addition for desert cities. Along with building cottages with 1 food, 1 prod next to the water wells in desert tiles. However waterwells must be built 1st.
-The same for Mining resources that can produce quantities as well but should be diminishing quantities since they don't get renewed. Technological improvements and scouts upgrade to surveyers to search for more resources in the tiles. These surveyers look further into the earth by excavating to find new resources. They should spend 1 or 2 turns per tile to uncover new resources.
-One last thing to point out is that cottages, hamlets and villages should be unchanged until it becomes a town that use up one food for the tile.
Resources shouldn't just be a single resource unit but more as a quantity of resources. For example, as of now, 1 horse resource supplies the whole nation with all the horses it requires. Thats just not the way it works normally. Instead there should be quantities of horses. Like a quantity of 25 horses to supply 25 military units or even better 1 horse per city for civilian needs then rest available for military units, for example 5 cities would leave only 20 horses of 25 available for military uses. Your probably wondering how to get 25 resources of horses. Well, that can be achieved through building a Pasture that will allow horses to breed over time with a single pasture holding 10 horses or 15 that can increase with later technologies and stables as well. The same for Cows, sheep and pigs, pastures built to increase their supply of available. Now the next idea is that those are animals and they should not be stationary but like any ordinary wild animal to start with that can be captured with military units and scouts that does defend itself against threats from other animals including humans too since thats still their nature but can be tamed. Keeping that in mind scouts should have a very weak attack, but enough to capture animal resources and lure them into the cities and choose a good safe and protected spot to build a pasture.
-This idea should include farming resources like into corn, wheat and rice where seeds can be taken from wild fields and brought back into the civs to be cultivated on only freshwater tiles like next to a river or lake. Quantities should arise from these resources as well. Having an x amount population points will require an x amount of these food resources or else health will begin declining.
-Plantation resources are strictly environmental so they should be tougher to transport from seeds. For example bananas and sugars can't grow in grasslands far from the equator or in plains anywhere. Spices are probably grown somewhere in between. Incense can be grown in dry climates while Dyes and Silks are static resources. These will also produce more quantities overtime that can be traded.
-Stones and Marbles are stationary which should be widely available especially in the deserts hills and mountains for stone and marble. Mountains should be navigable by only workers and scouts.
-Water Wells built to grab extra water from an oasis would be a great addition for desert cities. Along with building cottages with 1 food, 1 prod next to the water wells in desert tiles. However waterwells must be built 1st.
-The same for Mining resources that can produce quantities as well but should be diminishing quantities since they don't get renewed. Technological improvements and scouts upgrade to surveyers to search for more resources in the tiles. These surveyers look further into the earth by excavating to find new resources. They should spend 1 or 2 turns per tile to uncover new resources.
-One last thing to point out is that cottages, hamlets and villages should be unchanged until it becomes a town that use up one food for the tile.