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#1 |
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Chieftain
Join Date: Jul 2006
Posts: 5
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Food for Thought...
Since we got these new national pools (happiness/culture), isn't there a possibility that someone could use them as templates for creating other kind of pools?
Food was my first thought. Not the first one to think of that I'm sure (I just read a thread about it in the 2nd page). But, could someone mod the game as to create a basic national food pool that gives a food bonus to each city? Mind you, I'm not talking about creating a single, shared food pool. What I was thinking was that a city with sheep/cattle/deer/fish could get a special building, the smoke house (working in civ 5 like the monastery or the circus), which will produce a new resource, preserved food, or jerky, or whatever you want to call it. It could be stored nationally, as happiness/culture and distribute a certain bonus to each city, depending on the number of the cities. Or, maybe it could be used as a strategic resource as a requirement in the creation of naval units, or lastly, as a threshold on the range of naval units. Of course there could be technologies and other mechanics that could enhance it. Refregeration, spices etc. |
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#2 |
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Prince
Join Date: Mar 2010
Posts: 436
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national food resource is interesting, I would say that a city needs to be connect to the trade network before it can take advantage though.
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What has three pounds, four lobes and just came up with the idea for guns? |
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#3 |
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Chieftain
Join Date: Sep 2010
Location: Reykjavik
Posts: 31
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Depots. Interesting for resources particularly, trade network connectivity is a must, and there should be some pentalties considered should you loose the city that holds the particular depot.
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#4 |
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Warlord
Join Date: Mar 2008
Posts: 167
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Should be tech related, I think. Perhaps Refrigeration tech should enable "global" food bucket?
Once you get the tech, improved bonus resources (wheat/cattle/fish/etc) will contribute to the bucket, and there will be a button to move food from the global counter to a city's food bucket to help it grow. Essentially, you are sending them a shipment in your refrigerated trucks. The regular food system will stay, and the bucket is just some bonus food from resources only, which you can apply wherever it's needed most. Based on this concept, we can also encourage diversity of food goods, the same way the old health system used to. For instance, the first wheat you farm will deposit 4 in the bucket, but subsequent wheat will only deposit 2 and eventually 1. You can just farm a lot of wheat and still get food in your bucket, but getting a little bit of everything will give you a lot more. |
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#5 |
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Le Roi Soleil
![]() Join Date: Mar 2003
Location: Arlington, VA
Posts: 11,832
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That's an interesting idea. I was thinking of a mod that added a bunch of new bonus resources (I brought it from 6 to 25, but decided that was too much, now I'm trying to pare it down to 15 or so, plus 10 additional luxury resources). Any system that encouraged diversity of food types would go well with added resources.
__________________
Beer is living proof that God loves us and wants us to be happy -Ben Franklin |
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#6 |
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Chieftain
Join Date: Nov 2008
Posts: 55
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Just turn food into a strategic resource. Each Wheat/Cw/Fish generates one food resource. Then add buildings with no maintenance cost that add food but consume one of the food strategic resources.
Viola, National food pool. |
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#7 |
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Le Roi Soleil
![]() Join Date: Mar 2003
Location: Arlington, VA
Posts: 11,832
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Aren't resource requirements for buildings tied into having them nearby in this game?
__________________
Beer is living proof that God loves us and wants us to be happy -Ben Franklin |
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#8 | |
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Prince
Join Date: Mar 2010
Posts: 436
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Quote:
Jennar's idea sounds rather simple and good
__________________
What has three pounds, four lobes and just came up with the idea for guns? |
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#9 |
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Warlord
Join Date: Mar 2008
Posts: 167
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Good thinking. The resource-utilizing buildings could be unlocked by different tech levels as well, if appropriate.
For instance, a cereal corporation would use wheat and require economics to build. A slaughterhouse would use cattle and require some other tech. I'd have to look at the tech tree a little more thoroughly but having each building use a different tech would be a nice way to add SOME difference between the different bonus resource types. |
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