I agree. The perspective I was taking was one where a player did not have oil to produce their own fighters to counter the C-S fighters.
Well, the best counter to a city-state fighter is a, AAA/SAM, or just roll over him with tanks and ignore the fighter attacks. I'm REALLY not worried about city-states becoming too strong; generally, the reverse is a bigger issue, where once an empire decides to start a land assault, the city-state just can't do much about it because it won't make a large enough standing army.
How about a "synthetic oil plant" building?
That's basically what the Energy Bank (T15) is. But I don't want to move that ability any earlier, because I WANT there to be a ~2 era gap between when you start using a resource and when the artificial creator building unlocks. (Barring the Wall Street wonder, that is.) Otherwise, what's the point of having to go out of your way to get the resource in the first place? The main issue here is that you've been having to go a bit further out of your way than is practical, when starting in the Industrial.
So oil and coal unlock in the late Renaissance/early Industrial, and their generator building is at the start of the Digital; aluminum and uranium unlock in the late Industrial/early Nuclear, and their generator is at the start of the Fusion; Dilithium and Neutronium unlock in the late Digital/early Fusion, and their generator is at the start of the Nanotech. (Smaller gap, in theory, but that's only because my eras are a bit more packed with content than the earlier ones. Hence my comment in a previous post about stretching it out to 4 eras.) This gap is then still a significant advantage for the civs that have resource-modifying traits (Arabia and Russia); there wouldn't be much point in playing Arabia if oil was freely available.
And think of it in terms of current history; we're at the end of the Nuclear Era and entering the Digital, but we still haven't found a way to create artificial oil. (Well, we can make synthetic motor oils, but that's not what we're talking about here.) So it wouldn't make sense to create a building capable of making fossil fuels in the late Industrial/early Nuclear. I generally don't care too much about historical accuracy, but I'm trying to minimize the amount I modify the
I've mentioned before that in my original design, one resource was going to be PURELY building-created. (Neutronium, most likely.) But since resource buildings weren't working until I integrated an outside mod, I scrapped that idea. I've been tempted to add a fourth strategic that does this, but the mod's feeling a bit cramped, resource-wise, as it is.
If you wanted to make an outside mod that does something like this, it shouldn't be too incompatible with mine. But I'd rather find ways to make an oil shortage not be TOO crippling until you get to the Digital Era, especially since this only a major problem in Industrial starts.
Say link it to a terrain type such as marshes (i.e. these facilities can only be built in cities where there is a marsh nearby).
Unfortunately, you just can't do that. Marshes aren't a terrain type, they're a feature type, like forests or jungles, despite the fact that the UI will say "Marsh" instead of "Marsh, Grassland". And buildings can't require a local Feature. (I REALLY wish they could, because I want the Hybrid Forest building to require, you know, A FOREST.)
1. From the game I started last night (reached Nuclear at turn 445 and Digital at turn 540) I reached Fusion at turn 608 and Nanotech at turn 645.
That's incredibly fast. 68 turns to get through 16 techs, and then 37 turns for the next 16? Or were you just beelining up one edge and researched triangularly? (Even then, 37 turns should only have earned you a half dozen techs at most, and I don't think you CAN reach the Nanotech researching that few Fusion techs, because of how I used Advanced Spaceflight to gate it.) Even with the few "free tech" wonders out there and the occasional RA, you shouldn't have been able to progress that fast. (Not doubting you, it just means that the balance isn't where I want it to be.)
Guess I'm going to have to double-check the research balance again.
2. Drop Geosynchronous Survey Pods! A GSP in a city with an Airbase can then be dropped. Is that what you intended?
Nope. Easy enough to fix; the Lua trigger for this will now check Domain and only give it to Land units. Although I'm not sure what it'd hurt, in this particular case, but it might cause screwy things when you get a Drop Needlejet or Drop Death Ray.
Strangely enough, I'd already sort of fixed this once. In my Lua code (SpatzWonder.lua), there's a single block of logic that covers three similar effects:
> All friendly units that start the turn in this city get a promotion (Space Elevator, Aerospace Complex)
> All friendly units that start within your territory get a promotion (Planetary Transit System)
> All enemy units that start within your territory get a promotion (Hunter-Seeker Algorithm)
But I'd only put that Land domain check in the second part. So it was easy enough to duplicate the one extra IF check to the first part.