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City Resource Stockpiling mod

Discussion in 'Civ4 - Creation & Customization' started by TheLopez, Sep 17, 2010.

  1. Voyhkah

    Voyhkah Political Activist

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    You're ignoring me because I got your name wrong, right? :);)
     
  2. keldath

    keldath LivE LonG AnD PrOsPeR

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    no...he's ignoring you cause he left civ modding for the time being.

    he got back some months ago, and got back to update some of his old work, and then left again.

    maybe he will return some day again.
     
  3. Voyhkah

    Voyhkah Political Activist

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    I was joking.

    And any guesses on when he'll come back?
     
  4. strategyonly

    strategyonly C2C Supreme Commander

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    Sure sure sure, thats what you said four (4) years ago the LAST time;)
     
  5. Voyhkah

    Voyhkah Political Activist

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    FOUR YEARS? He was away for FOUR YEARS?
     
  6. TheLadiesOgre

    TheLadiesOgre Aspiring Codesmith

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    Yeah well, real life > Civ
     
  7. Sir Spanky

    Sir Spanky Chieftain

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    Jun 22, 2009
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    Well, since it's been forever and a day since he hasn't posted and I just came along this awesome idea... here's my two cents or a few thoughts.

    Great Idea!

    How I think it should be implemented:

    Add 3 sliders

    1 Global Slider - view able and changeable after Mathematics. Changes default Export / Diffusion of resources - Defaulted to 10%

    1 City Import Slider - Defaulted to 100% import (Independent From Global Slider)
    1 City Export Slider - Defaulted to 0% export (Independent from Global Slider)

    Since Bleeding will be implemented from the game right away and we have all agreed to 10% your cities will automatically bleed the 10% from the global slider. That 10% should go empire wide not just a 10 tile radius. The gold from the California Gold Rush made it to New York city shortly after the rush started anyway.

    Example:

    City 1 - 10gp/turn
    10gp x 10% = 1
    10gp - 1gp = 9gp to City 1
    1gp to Empire

    Empire has 11 Cities

    City 1 through City 11

    City 1 creating resource doesn't receive diffusion/bleeding from source

    City 2 threw City 11 does (10 Cities)
    They have there import slider set at 100% as default

    So we need some simple math

    Amount Resource (from export) Divided by # of Cities (Import)
    1 / 10 = .1 to each city

    Now depending on the import slider in each city we could run into funky math and problems... so maybe just a on/off switch would be good.

    And now with the export slider:

    You have a Frontier city that wont be using the resource so they want to export all of the resource into the Empire. Just use the same math except the Resourcing City receives 0 because your slider or switch is set to export all of send resource and your import slider is also set to 0 of said resource.

    Also, someone needs to allow workers to create worker colonies (civ3) again and they have a default 100% export to empire marker - as long as they are on the trade network.

    Anyway, this way we don't really need workers carrying resources around the map. There should be dedicated units for resource hauling if you need to do a quick boost, wagon trains, urals, trucks.

    Thanks guys... hopefully someone can work on the rest of this mod.
     
  8. Voyhkah

    Voyhkah Political Activist

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    I am perfectly capable of doing this myself.
     

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