That is good to hear!And to quell some fears, I will continue working on Civ4 stuff since most of my mods are SDK based...

Thanks for the teaser picture - that gives a good idea of what this mod will be capable of. 
Looks very promising!Thanks for the teaser picture - that gives a good idea of what this mod will be capable of.
Btw, do you think the idea with the slider (see my previous post) would be possible to implement? (To enable the player to control the "bleeding" or better the distribution of resources.)
I had a similar idea, though it was as startup for the city. If a building has a Resource Prereq and you load the appropriate amount onto the Settler, when the Settler settles the new city it starts out with the building in the city.
Example: Walls require 50 Stone, load the Settler with 50 Stone when he settles the city it starts with Walls
Yep, I am envisioning settlers taking x% of the city stockpiles with them when they leave the city to go found another city. Yes, cities have their own stockpiles. Global stockpiles make no sense what so ever. Why should a city with access to gold provide that gold to a city all the way on the other side of your empire? Instead resources will bleed from the source city across your empire.settler moving srock[pile from one cit to another? the stock pile isnt a global stockpile? you intend to have a stock for each city?
The way I am setting up the infrastructure modders will be able to specify stockpiled resource requirements for constructing buildings, wonders and units... though now that I think of it... projects should be included in that list (Sorry TLO, v0.4 will be delayed by a day or two now.)how will the stockpile work by the way? certain unit for example will need a certain number resource to be built? say you have 10 iron and a swordsman takes to so upon build - you'll have 8? meaning will it work like money? and if you cancel the build, will the iron cost return to you?
I am working on that... such a radical shift in the way a basic concept of the game works takes timei hope the ai will know how to use this, and more important will the ai will try to control as much resources as possible? to get more + for stockpiles?

No comment... but really, it doesn't make a lick of sense to have empire wide bonuses. Its not realistic. This is one of my main problems with Civ5... they over simplified a lot of things and kept things simple (happiness is empire wide now too????). Don't get me wrong there are a lot of good things in Civ5 (city growth being one of them) but there are a lot of bad things.civ5 uses a really really cool system of resources, i guess you saw it already.

Only the city that actually improves and works the tile will get the bonus/turn. There are three tiers to getting the bonus: 1 connection to bonus gets you +1, working the tile with the bonus gets you +1, improving the bonus correctly gets you +1... this means that if you have at least one boni connected you can work all other tiles with the same boni for more +1... Look at the screenshot again that I posted and you'll see what I mean.ok so each city has a stockpile - i think i like this, thats way if you wanna produce something - each city has its own pile.
but, then again, how does the stock pile works - if i have 1 iron to my empire - will every city get 1 iron per turn, or just one city? if just one city m then how opther cities will build units based on iron? i guess you got it as the first option, +1 to all cities, and per city pile, sounds better, although not more logical.
sounds like something someone I know is already doingwith your decaying system, mullti bonus preqeq, this entire system your making, could really change civ4, this is so awesome,the entire city buildings and construction strategy will be much more exiting, spamming of bonuses on the map will have a meaning!
Oh and if you look at my library thread in the to do post I do list the "Dynamic Resources Mod"... this is the last piece of that mod.Yep, unit crews... a tank has a crew, individually they are really weak but together and manning a tank they are powerful. When the tank is destroyed one or more of the crew has a chance to survive. Get the crew back to a city and each crew member reduces the amount of time it takes to create the tank. Get the same crew back together and you get back a "copy" of the tank with same promos, etc. plus maybe a special promo... not sure just yet how it work 100%.p.s.
unit crews?
city stockpiled resource bleedyeah i saw the screeni, hummm so if only a city that works a boni tile gets it, how will other cities will be able to build units with that bonues preqeq? its like your saying only if a city has in its vicinity a certain bonus it has the bonus on the pile. im missing something?

Hmmm... good question. Probably a good configurable value.and will the + from worked terrain and the bonus will be edible? or jus +1 as your set it by defualt?
Dynamic resources mod is basically this mod + resource decay mod + building resource converter mod + etc.i didnt see a description for Dynamic Resources Mod, but im sure ill like it.
.that would be nice.Hmmm... good question. Probably a good configurable value.
I think that is a good idea. And would be in line with Sid's concept of enabling the player to control things.I also want to suggest an addition to the bleeding of resources; how about adding a "send [x] resource to [city]", i.e. "send 10 iron ingots to Cumae".

I think that is a good idea. And would be in line with Sid's concept of enabling the player to control things.
Regarding the "bleeding" of resources: maybe you could make that dynamic (getting faster with each era or when the player researches certain techs).
