Design: Resources

My reasoning was in case they don't wish to add more resources, to change/remove ones that have no use beyond yield/+1happy/+1health, Sheep are merely a slightly altered Cow (different bonus yield i think), which also provides nothing other than its bonus yield and +1 health (though Cow might be used the the Cow catapult thingy).
The hope being, that in the end all resources have bonus yield and +1happiness(or +1health) and a strategic use (needed for building somethings).

Edit: Exactly Julius.

Edit added: Part of my initial reasoning (that which led me to pick sheep specifically) was birds could be domesticated to chickens, which which be a food source also, and Sheep are the smallest non-rideable, animal, food resource (I consider pigs and deer possibly rideable, and Furs give happiness/commerce not food).
 
pottery could give a bonus (+100%?) for building workboats
(50% if the world is more than half water)
 
Hmm, for some reason I keep getting new ideas for the mod today... ah well, maybe the team won't kill me for posting too many of them. :)

How about some sort of rare Corrupted/Infernal Mana? It'd be a mana node that you can build an improvement on and it provides you the extra mana as normal, but in addition it also has some empire-wide negative effects. Say, +2 unhealthiness to every city, or a 2% chance every turn to summon a demon on the corrupted node. Maybe it'd even have a chance of corrupting your other nodes as well, though that might be a bit too drastic.

The idea behind the Corrupted Node is that mana is so rare in many games that players will be forced to make tough decisions about whether or not they consider the extra mana valuable enough to warrant the downsides. Maybe even make it provide *two* mana resources, if it's not tempting enough otherwise. You can harness the powers of darkness and become stronger than you ever imagined... if only you're ready to pay the cost. (The AI could be told to either ignore the Corrupted Nodes or build on them, depending on the leader.)

Also, once you get to Fire, each Corrupted Node that was being used would probably increase the Armageddon counter. And a high enough counter could start corrupting previously safe nodes.
 
pottery is used to store things like salt, fish, fresh water, ect on board the ships (stone was too heavy for this and metal wasn't very cheap)
i got the idea from age of empires 2 "salt amphorae"
 
Perhaps it could be good to have the option of using a mana node to allow access to demon summoners and/or archmages, for when you don't have reagents. But any mages/conjurers upgraded this way receive a penalty?
 
special magic rescources found in hell-

mana dust-found in hell\maybe after certain armagedon spells have been cast
free spell extension I for adepts

diabolic treasure- found under the city of dis/in the city
grants a random(first sphere, combat I, mobility I, spell extension I) promotion to new adepts

sigil of celerity (only one, either in hell or produced by a wonder)
-free mobility promotion for adepts

a little magic boost for the adventurous type...
 
Guys, you're making the mistake of suggesting additions just for the sake of suggesting additions. The mod already has a lot of resources - the team's not going to add yet another resource that provides +1 happiness or halves the time to build ships or whatever. If you're going to suggest a new resource, it has to be different from all the other resources if you want to have a chance at getting it in. And "having this resource provides +3 culture in each city" isn't really different either - it's still just another resource to be hooked up for your civilization.

For an example of something different, think Mana. You don't just hook mana nodes up to your empire and be done with it - first of all, you have to decide *what* sort of mana you want to harvest from a node. Your decision will affect what sort of spells your units will learn. If you build Entropy or Death nodes, other civilizations will look at you badly, so you have to take that into account, too. Much more interesting than just having an extra "timber" or "tobacco" resource that isn't functionally any different from any of the other resources. My Corrupted Mana idea was another example (though the team didn't say anything on it, for one reason or another) of a functionally different resource. It's not just mana on steroids, but it'd force the player to make a tough decision - does he really want the extra mana badly enough to weaken his whole empire in other ways?

Of course, I'm not a member of the Team, so I don't really speak for them. But from their postings, this is the impression that I've got. Make your resources unique, make them special.
 
Or better yet, change the effects of the old resources too, for more variation.

But your example with timber is a bad example. It should be needed for bigger boats/ships. Tall and good trees are not that common.
 
Zuul said:
But your example with timber is a bad example. It should be needed for bigger boats/ships. Tall and good trees are not that common.

That gives me a nasty idea. How about a special new ship type that's much stronger than any of the other ships - but you need to cut down Ancient Forests in order to build it?

Suddenly all those Fellowship civilizations realize that they're under siege by hostile civs that want their precious trees very much... those ancient trees that have stood there for generations and are almost alive themselves, and once they're slain and used to build ships their spirits bestow near-magical powers to those ships they're used for (and now I remind myself of Liveship Traders).
 
i think the best change is to move resources to different land types if you go back to next page you will see my suggestion more clearly but this worked when i was working on mods for the Civ three and im sure this would make things better in this version as well
 
those ancient trees that have stood there for generations and are almost alive themselves
You know trees are alive, right? :P
 
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