Current Situation: There are 3 Luxury Resources in the pool available for City-States: Glass, Jewelry and Porcelain. This pool can be increased with the modmods (Unique City-States, Even More Resources).
Problem: All resources are always available to choose from. This means that if you have 3 Mercantile City-States on the map, then each of them can get a different resource. This means that there's only 1 copy of the resource on the map, making gaining a Global Monopoly piece of cake.
Solution: Make the pool dynamic, scaling with the number of City-States. In other words. If there are 1-5 Mercantile City-States on the map, 1 resource is picked from the pool and given to these City-States. If there are 6-10 Mercantile City-States on the map, then 2 of the resources are picked from the pool and each of them has a 50% chance to be given to the City-State. If there are more than 10 Mercantile City-States on the map, then all 3 resources (or 3 of X with modmods) are picked from the pool and divided between these City-States. This will lower the chance that f.e. Glass will be present only in 1 City-State.
Of course you can make the code to spread them out evenly between these City-States. Fine by me. If only it is doable.
Problem: All resources are always available to choose from. This means that if you have 3 Mercantile City-States on the map, then each of them can get a different resource. This means that there's only 1 copy of the resource on the map, making gaining a Global Monopoly piece of cake.
Solution: Make the pool dynamic, scaling with the number of City-States. In other words. If there are 1-5 Mercantile City-States on the map, 1 resource is picked from the pool and given to these City-States. If there are 6-10 Mercantile City-States on the map, then 2 of the resources are picked from the pool and each of them has a 50% chance to be given to the City-State. If there are more than 10 Mercantile City-States on the map, then all 3 resources (or 3 of X with modmods) are picked from the pool and divided between these City-States. This will lower the chance that f.e. Glass will be present only in 1 City-State.
Of course you can make the code to spread them out evenly between these City-States. Fine by me. If only it is doable.
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