Gaius Octavius
Deity
- Joined
- Jul 28, 2006
- Messages
- 4,016
Original Idea: May 19, 2007
Quantitative resources -- perhaps the biggest and best feature missing from Civilization, and something I've longed to see implemented. Seeing as how many of us have already thought about this, and as I'm only just beginning to get the hang of python, I'd like to request someone look into the idea of modding it into Civ 4.
Here's the basic idea: right now, if you get a resource, say horses, that one resource can supply all your needs for the entire civilization...unrealistic, to say the least. What I'd like to do is make it so that you can set in XML/Python (preferably XML) how many of each resource is produced/consumed every turn.
Example: let's say an iron deposit that is mined creates +5 iron per turn. Building a swordsman requires 10 iron. That means you have to wait 2 turns before you have enough stockpiled in order to build the unit, or if you have two mines, you can produce one swordsman per turn, etc.
This gives advantages to civs which have large resources in their borders, and makes it all the more critical to one-up your opponents with extra resources. It also means if your enemy pillages your mine, you have several turns before your supply runs out, giving you time to retake the plot and rebuild the mine. Coupled with oil in the modern age... I think you get the idea.
I'd also like to be able to set buildings that can produce/consume resources (already possible to some degree, a la Hollywood, Broadway or Rock 'n Roll), so I can set Factories to take in coal and iron and produce steel, for example.
This idea sounds a bit complex, but it's far from impossible. Does anyone have any ideas to point me in the right direction, or is there anyone out there currently working on this or who would like to take it on?
I should point out that quant. resources are already in the game to some degree, namely food, hammers and culture. Surely we can adapt this code somehow?
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Latest Update: May 13, 2008
In the time since this project was first discussed, Fanatic Demon has produced a very interesting mod that utilizes a kind of quantified resource system. This allows for production bonuses if you have a specific resource, like iron.
Grey Fox has also produced his Unit Fuel Mod, which implements individual (i.e. unit-specific) and global oil counters. Each oil-based unit requires X oil to be built, and if you don't have that much, you can't build that unit.
I also have created my own SDK mod that has a stockpile system as we discussed it, though I have not released it yet. Each unit and building will require a specific amount of a resource to be built, and when you run out you won't be able to create any more until you replenish your stockpile through trade or conquest. If you lose immediate access to resources, however, you'll still be able to build things so long you have a stockpile left.
Quantitative resources -- perhaps the biggest and best feature missing from Civilization, and something I've longed to see implemented. Seeing as how many of us have already thought about this, and as I'm only just beginning to get the hang of python, I'd like to request someone look into the idea of modding it into Civ 4.
Here's the basic idea: right now, if you get a resource, say horses, that one resource can supply all your needs for the entire civilization...unrealistic, to say the least. What I'd like to do is make it so that you can set in XML/Python (preferably XML) how many of each resource is produced/consumed every turn.
Example: let's say an iron deposit that is mined creates +5 iron per turn. Building a swordsman requires 10 iron. That means you have to wait 2 turns before you have enough stockpiled in order to build the unit, or if you have two mines, you can produce one swordsman per turn, etc.
This gives advantages to civs which have large resources in their borders, and makes it all the more critical to one-up your opponents with extra resources. It also means if your enemy pillages your mine, you have several turns before your supply runs out, giving you time to retake the plot and rebuild the mine. Coupled with oil in the modern age... I think you get the idea.
I'd also like to be able to set buildings that can produce/consume resources (already possible to some degree, a la Hollywood, Broadway or Rock 'n Roll), so I can set Factories to take in coal and iron and produce steel, for example.
This idea sounds a bit complex, but it's far from impossible. Does anyone have any ideas to point me in the right direction, or is there anyone out there currently working on this or who would like to take it on?
I should point out that quant. resources are already in the game to some degree, namely food, hammers and culture. Surely we can adapt this code somehow?
__________________________
Latest Update: May 13, 2008
In the time since this project was first discussed, Fanatic Demon has produced a very interesting mod that utilizes a kind of quantified resource system. This allows for production bonuses if you have a specific resource, like iron.
Grey Fox has also produced his Unit Fuel Mod, which implements individual (i.e. unit-specific) and global oil counters. Each oil-based unit requires X oil to be built, and if you don't have that much, you can't build that unit.
I also have created my own SDK mod that has a stockpile system as we discussed it, though I have not released it yet. Each unit and building will require a specific amount of a resource to be built, and when you run out you won't be able to create any more until you replenish your stockpile through trade or conquest. If you lose immediate access to resources, however, you'll still be able to build things so long you have a stockpile left.