GoodGame
Red, White, & Blue, baby!
- Joined
- Dec 17, 2004
- Messages
- 13,725
This is interesting. So is the basic idea to this mod is to qualify the hammers of the vanilla game by their actual source? So my 5 hammers from an Iron mine are actually 5 Irons, and my 3 from a copper plot are actually 3 coppers, etc..?
This could lead to some interesting unit design features as well as a rudimentary crafting system a la World of Warcraft.
For one, if I substitute a percentage of copper (presumably as bronze) into my swordsman, then his/her base strength will suffer accordingly. Not going to suggest a formula, but a Swordsman which had a bit of copper in it might have a base strength somewhere between >5, but <6, varying with the amount of material substitution (It'd still get the base intrinsic promotions, free 10% city raider, etc..). And a Iron axeman might deserve a base strength slightly in excess of 5.
The crafting can get interesting, if you interject tons more of resources. That could lead to unique commodities, recipes, etc... a la WoW. Say I have 1 part jade (gems), 1 part pearl (clams), 1 part bronze (copper) and a forge....my civ can now export some unique jewelry.
Another option might be that having units of stockpile enhances the base strength of a unit, rather than is a build requirement. So like in vanilla, if I have a distant iron mine in my cultural sphere, I can still build Swords, but I won't stockpile the iron because I don't have a city near the mine. But if I have Irons stocked into that unit then perhaps the base value of the unit is increased, at least perhaps through a promotion (e.g. the weapon quality promotions from The Ancient Mediterranean mod). Another example would be timber for ships. Quality timber will give them a promotion. Having iron / steel (coal) will give an armor advancement (or bonus vs. all wood ships).
This could lead to some interesting unit design features as well as a rudimentary crafting system a la World of Warcraft.
For one, if I substitute a percentage of copper (presumably as bronze) into my swordsman, then his/her base strength will suffer accordingly. Not going to suggest a formula, but a Swordsman which had a bit of copper in it might have a base strength somewhere between >5, but <6, varying with the amount of material substitution (It'd still get the base intrinsic promotions, free 10% city raider, etc..). And a Iron axeman might deserve a base strength slightly in excess of 5.
The crafting can get interesting, if you interject tons more of resources. That could lead to unique commodities, recipes, etc... a la WoW. Say I have 1 part jade (gems), 1 part pearl (clams), 1 part bronze (copper) and a forge....my civ can now export some unique jewelry.

Another option might be that having units of stockpile enhances the base strength of a unit, rather than is a build requirement. So like in vanilla, if I have a distant iron mine in my cultural sphere, I can still build Swords, but I won't stockpile the iron because I don't have a city near the mine. But if I have Irons stocked into that unit then perhaps the base value of the unit is increased, at least perhaps through a promotion (e.g. the weapon quality promotions from The Ancient Mediterranean mod). Another example would be timber for ships. Quality timber will give them a promotion. Having iron / steel (coal) will give an armor advancement (or bonus vs. all wood ships).
No the Mods, currently support 2 methods of using resource Bonuses:
A: Initial cost, which have to be met, in order to start construction
B: Gradual resource cost based on the avialability on bonus resource stockpile
Let me clarify with an Example.
Let's say you want to build a Swordsmen, which has a Start cost of 10 iron (iIronCost = 10) and 100% production bonus (iIronBonusMod = 100) at a cost of 10 iron (iIronBonusMax = 10)
Then total Iron cost after you completed the unit and Iron supply was suficient, will be 10 Initial cost + 10 productivity bonus cost = 20 Iron cost.
For option A, I could introduce a gold conversion change rate for Buildings (like the marketplace) which will allow you to pay the iron investment price with gold. That way, you can also start production without iron resource but at a considerable higher overal cost. Note that without iron you will neither benefit from the the iron resource bonus, making production also much slower. For example, that Swordsmen, which would take 5 turns to with sufficient access to iron (paying 2 iron each turn), will take 10 turns without iron and with a (1:2) market exchange rate for iron, it will cost you another 10 x 2 = 20 gold.![]()