suggestion for civ5: bonus resources - quantity and usage

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Feb 6, 2006
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In Civ4:
a single resource is enough for all your cities. If you lose control of that resource, its effects disappear immediately.

In Civ5:
You can stock resources, the higher their number, the faster you do.
When you use a resource, you spend resources from your warehouse.

For example, a happy face in a city costs 1 silk resource. You can cumulate silk for 20 turns, but if you don't need them you don't spend them. After 20 turns, you'll have enough silk to give 1 happy face to your cities for other 20 turns.

Other example: you have 3 sources of iron, and your enemy only has 1. If each swordsman costs 6 iron resources, you have to wait two turns to train one, and your enemy must wait SIX turns. In addition, you can trade iron from a rival, and even if you don't use it immediately, you can store it for future use.
 
I think that the production of stuff works pretty well the way it is. I would be wary to mess with it.

However, I think that each resource tile should have a certain quantity apportioned to it. So, for example, one iron tile produces 1000t of iron (arbitrary number). Then, if you have three, you can receive either +3 production bonus in every city for having 3000t of iron, or you could take a +2 production bonus, and trade the other 1000t away. There would have to be some sort of limit, so as that ten lots of dye (as is often the case) did not mean +10 happy per city, but perhaps some sort of economy of scale could be put into the game to deal with this. Perhaps each extra tile only gave you 80% of the previous tile's output, limiting your total amount of a particular resource to 5000t, for instance. Or, even better, use this limiting sum on the bonus gained for the extra resources, just so that you can trade away a surplus of more than 4000t.
 
I think that the production of stuff works pretty well the way it is. I would be wary to mess with it.

However, I think that each resource tile should have a certain quantity apportioned to it. So, for example, one iron tile produces 1000t of iron (arbitrary number). Then, if you have three, you can receive either +3 production bonus in every city for having 3000t of iron, or you could take a +2 production bonus, and trade the other 1000t away.

That's not how I favour doing quantitative resources, exactly, but it seems workable. (I would rather have it that there were no production bonuses beyond those of the city working the tile in question; but that any unit that needs iron to build costs that much from the Iron resource, and you use a resource up faster the more cities are using it. That or having to shift it about with caravans, which I do favour myself but lots of people seem not to like; admittedly, that's more fun exciting with other civilisations than managing your own internal economy.)

There would have to be some sort of limit, so as that ten lots of dye (as is often the case) did not mean +10 happy per city, but perhaps some sort of economy of scale could be put into the game to deal with this.

Economy of scale is harder to figure for happiness than production resources, definitely. I think both are kind of solved by exponential growth, though. Ten dyes meaning +10 happy faces is not problematic if by the time you've found ten dyes your city has grown big enough to need +10 happy faces just to satay on an even keel.
 
That's not how I favour doing quantitative resources, exactly, but it seems workable. (I would rather have it that there were no production bonuses beyond those of the city working the tile in question; but that any unit that needs iron to build costs that much from the Iron resource, and you use a resource up faster the more cities are using it. That or having to shift it about with caravans, which I do favour myself but lots of people seem not to like; admittedly, that's more fun exciting with other civilisations than managing your own internal economy.)
:thumbsup:


Economy of scale is harder to figure for happiness than production resources, definitely. I think both are kind of solved by exponential growth, though. Ten dyes meaning +10 happy faces is not problematic if by the time you've found ten dyes your city has grown big enough to need +10 happy faces just to satay on an even keel.
how does dye make people happy?:dunno: i just don't get it. i think that resources should generate trade (or gold if thinking civ4-wise). the more resources you have, the more trade you will get.
 
They can make all these bright shiny colourful clothes, which just cheers the whole place right up.
:D

i was thinking along the lines of that a non-strategic resource will be consumed locally by the city it's in by a ratio of 1 to X pop heads. per each resource consumed, city gets a Y% trade bonus. the [Y] bonus should be on a range of ~20-30% to make it all worthwhile. large cities should have a larger consumer capacity. additionally that will discourage ICS.
 
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